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calculate bounding box properly for psk models, and a cleanup of bounding box generat...
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 /*
201 ===============
202 CL_KeyState
203
204 Returns 0.25 if a key was pressed and released during the frame,
205 0.5 if it was pressed and held
206 0 if held then released, and
207 1.0 if held for the entire time
208 ===============
209 */
210 float CL_KeyState (kbutton_t *key)
211 {
212         float           val;
213         qboolean        impulsedown, impulseup, down;
214
215         impulsedown = key->state & 2;
216         impulseup = key->state & 4;
217         down = key->state & 1;
218         val = 0;
219
220         if (impulsedown && !impulseup)
221         {
222                 if (down)
223                         val = 0.5;      // pressed and held this frame
224                 else
225                         val = 0;        //      I_Error ();
226         }
227         if (impulseup && !impulsedown)
228         {
229                 if (down)
230                         val = 0;        //      I_Error ();
231                 else
232                         val = 0;        // released this frame
233         }
234         if (!impulsedown && !impulseup)
235         {
236                 if (down)
237                         val = 1.0;      // held the entire frame
238                 else
239                         val = 0;        // up the entire frame
240         }
241         if (impulsedown && impulseup)
242         {
243                 if (down)
244                         val = 0.75;     // released and re-pressed this frame
245                 else
246                         val = 0.25;     // pressed and released this frame
247         }
248
249         key->state &= 1;                // clear impulses
250
251         return val;
252 }
253
254
255
256
257 //==========================================================================
258
259 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
260 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
261 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
262 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
263
264 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
265
266 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
267 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
268
269 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
270
271 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
272 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
273 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
274 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
275 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
276 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
277 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)"};
278 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
279 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
280 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)"};
281 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
282 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
283
284 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
285 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
286
287 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
288
289 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
290
291 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
292
293
294 /*
295 ================
296 CL_AdjustAngles
297
298 Moves the local angle positions
299 ================
300 */
301 void CL_AdjustAngles (void)
302 {
303         float   speed;
304         float   up, down;
305
306         if (in_speed.state & 1)
307                 speed = cl.realframetime * cl_anglespeedkey.value;
308         else
309                 speed = cl.realframetime;
310
311         if (!(in_strafe.state & 1))
312         {
313                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
314                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
315         }
316         if (in_klook.state & 1)
317         {
318                 V_StopPitchDrift ();
319                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
320                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
321         }
322
323         up = CL_KeyState (&in_lookup);
324         down = CL_KeyState(&in_lookdown);
325
326         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
327         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
328
329         if (up || down)
330                 V_StopPitchDrift ();
331
332         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
333         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
334         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
335         if (cl.viewangles[YAW] >= 180)
336                 cl.viewangles[YAW] -= 360;
337         if (cl.viewangles[PITCH] >= 180)
338                 cl.viewangles[PITCH] -= 360;
339         if (cl.viewangles[ROLL] >= 180)
340                 cl.viewangles[ROLL] -= 360;
341
342         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
343         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
344 }
345
346 qboolean cl_ignoremousemove = false;
347
348 /*
349 ================
350 CL_Move
351
352 Send the intended movement message to the server
353 ================
354 */
355 void CL_Move (void)
356 {
357         float mx, my;
358         static float old_mouse_x = 0, old_mouse_y = 0;
359
360         // clamp before the move to prevent starting with bad angles
361         CL_AdjustAngles ();
362
363         // reset some of the command fields
364         cl.cmd.forwardmove = 0;
365         cl.cmd.sidemove = 0;
366         cl.cmd.upmove = 0;
367
368         // get basic movement from keyboard
369         if (in_strafe.state & 1)
370         {
371                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
372                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
373         }
374
375         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
376         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
377
378         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
379         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
380
381         if (! (in_klook.state & 1) )
382         {
383                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
384                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
385         }
386
387         // adjust for speed key
388         if (in_speed.state & 1)
389         {
390                 cl.cmd.forwardmove *= cl_movespeedkey.value;
391                 cl.cmd.sidemove *= cl_movespeedkey.value;
392                 cl.cmd.upmove *= cl_movespeedkey.value;
393         }
394
395         in_mouse_x = 0;
396         in_mouse_y = 0;
397
398         // allow mice or other external controllers to add to the move
399         IN_Move ();
400
401         // ignore a mouse move if mouse was activated/deactivated this frame
402         if (cl_ignoremousemove)
403         {
404                 cl_ignoremousemove = false;
405                 in_mouse_x = 0;
406                 in_mouse_y = 0;
407         }
408
409         // apply m_filter if it is on
410         mx = in_mouse_x;
411         my = in_mouse_y;
412         if (m_filter.integer)
413         {
414                 in_mouse_x = (mx + old_mouse_x) * 0.5;
415                 in_mouse_y = (my + old_mouse_y) * 0.5;
416         }
417         old_mouse_x = mx;
418         old_mouse_y = my;
419
420         // if not in menu, apply mouse move to viewangles/movement
421         if (!cl.csqc_wantsmousemove && in_client_mouse)
422         {
423                 if (cl_prydoncursor.integer)
424                 {
425                         // mouse interacting with the scene, mostly stationary view
426                         V_StopPitchDrift();
427                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
428                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
429                 }
430                 else if (in_strafe.state & 1)
431                 {
432                         // strafing mode, all looking is movement
433                         V_StopPitchDrift();
434                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
435                         if (noclip_anglehack)
436                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
437                         else
438                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
439                 }
440                 else if ((in_mlook.state & 1) || freelook.integer)
441                 {
442                         // mouselook, lookstrafe causes turning to become strafing
443                         V_StopPitchDrift();
444                         if (lookstrafe.integer)
445                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
446                         else
447                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
448                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
449                 }
450                 else
451                 {
452                         // non-mouselook, yaw turning and forward/back movement
453                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
454                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
455                 }
456         }
457
458         // clamp after the move to prevent rendering with bad angles
459         CL_AdjustAngles ();
460 }
461
462 #include "cl_collision.h"
463
464 extern void V_CalcRefdef(void);
465 void CL_UpdatePrydonCursor(void)
466 {
467         vec3_t temp, scale;
468
469         if (!cl_prydoncursor.integer)
470                 VectorClear(cl.cmd.cursor_screen);
471
472         /*
473         if (cl.cmd.cursor_screen[0] < -1)
474         {
475                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
476                 cl.cmd.cursor_screen[0] = -1;
477         }
478         if (cl.cmd.cursor_screen[0] > 1)
479         {
480                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
481                 cl.cmd.cursor_screen[0] = 1;
482         }
483         if (cl.cmd.cursor_screen[1] < -1)
484         {
485                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
486                 cl.cmd.cursor_screen[1] = -1;
487         }
488         if (cl.cmd.cursor_screen[1] > 1)
489         {
490                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
491                 cl.cmd.cursor_screen[1] = 1;
492         }
493         */
494         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
495         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
496         cl.cmd.cursor_screen[2] = 1;
497
498         scale[0] = -r_view.frustum_x;
499         scale[1] = -r_view.frustum_y;
500         scale[2] = 1;
501
502         // trace distance
503         VectorScale(scale, 1000000, scale);
504
505         // calculate current view matrix
506         V_CalcRefdef();
507         VectorClear(temp);
508         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
509         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
510         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
511         // trace from view origin to the cursor
512         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);
513 }
514
515 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
516 {
517         int i;
518         int n;
519         // remove stale queue items
520         n = cl.movement_numqueue;
521         cl.movement_numqueue = 0;
522         for (i = 0;i < n;i++)
523         {
524                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
525                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
526                 else if (i == 0)
527                         cl.movement_replay_canjump = !cl.movement_queue[i].jump;
528         }
529         // add to input queue if there is room
530         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
531         {
532                 // add to input queue
533                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
534                 cl.movement_queue[cl.movement_numqueue].time = realtime;
535                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
536                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
537                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
538                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
539                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
540                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
541                 cl.movement_queue[cl.movement_numqueue].crouch = false;
542                 cl.movement_numqueue++;
543         }
544         cl.movement_replay = true;
545 }
546
547 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
548 {
549         int i;
550         int n;
551         double lasttime = cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0;
552         // remove stale queue items
553         n = cl.movement_numqueue;
554         cl.movement_numqueue = 0;
555         if (cl.servermovesequence)
556         {
557                 for (i = 0;i < n;i++)
558                 {
559                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
560                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
561                         else if (i == 0)
562                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump;
563                 }
564         }
565         else
566         {
567                 for (i = 0;i < n;i++)
568                 {
569                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
570                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
571                         else if (i == 0)
572                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump;
573                 }
574         }
575         // add to input queue if there is room
576         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
577         {
578                 // add to input queue
579                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
580                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
581                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
582                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
583                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
584                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
585                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
586                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
587                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
588                 cl.movement_numqueue++;
589         }
590         cl.movement_replay = true;
591 }
592
593 typedef enum waterlevel_e
594 {
595         WATERLEVEL_NONE,
596         WATERLEVEL_WETFEET,
597         WATERLEVEL_SWIMMING,
598         WATERLEVEL_SUBMERGED
599 }
600 waterlevel_t;
601
602 typedef struct cl_clientmovement_state_s
603 {
604         // position
605         vec3_t origin;
606         vec3_t velocity;
607         // current bounding box (different if crouched vs standing)
608         vec3_t mins;
609         vec3_t maxs;
610         // currently on the ground
611         qboolean onground;
612         // currently crouching
613         qboolean crouched;
614         // whether jump button has been released since last jump
615         qboolean canjump;
616         // what kind of water (SUPERCONTENTS_LAVA for instance)
617         int watertype;
618         // how deep
619         waterlevel_t waterlevel;
620         // weird hacks when jumping out of water
621         // (this is in seconds and counts down to 0)
622         float waterjumptime;
623
624         // movement parameters for physics code
625         float movevars_gravity;
626         float movevars_stopspeed;
627         float movevars_maxspeed;
628         float movevars_spectatormaxspeed;
629         float movevars_accelerate;
630         float movevars_airaccelerate;
631         float movevars_wateraccelerate;
632         float movevars_friction;
633         float movevars_waterfriction;
634         float movevars_entgravity;
635         float movevars_jumpvelocity;
636         float movevars_edgefriction;
637         float movevars_maxairspeed;
638         float movevars_stepheight;
639
640         // user command
641         client_movementqueue_t q;
642 }
643 cl_clientmovement_state_t;
644
645 #define NUMOFFSETS 27
646 static vec3_t offsets[NUMOFFSETS] =
647 {
648 // 1 no nudge (just return the original if this test passes)
649         { 0.000,  0.000,  0.000},
650 // 6 simple nudges
651         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
652         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
653         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
654 // 4 diagonal flat nudges
655         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
656         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
657 // 8 diagonal upward nudges
658         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
659         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
660         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
661         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
662 // 8 diagonal downward nudges
663         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
664         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
665         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
666         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
667 };
668
669 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
670 {
671         int i;
672         vec3_t neworigin;
673         for (i = 0;i < NUMOFFSETS;i++)
674         {
675                 VectorAdd(offsets[i], s->origin, neworigin);
676                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
677                 {
678                         VectorCopy(neworigin, s->origin);
679                         return true;
680                 }
681         }
682         // if all offsets failed, give up
683         return false;
684 }
685
686 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
687 {
688         vec3_t origin1, origin2;
689         trace_t trace;
690
691         // make sure player is not stuck
692         CL_ClientMovement_Unstick(s);
693
694         // set crouched
695         if (s->q.crouch)
696         {
697                 // wants to crouch, this always works..
698                 if (!s->crouched)
699                         s->crouched = true;
700         }
701         else
702         {
703                 // wants to stand, if currently crouching we need to check for a
704                 // low ceiling first
705                 if (s->crouched)
706                 {
707                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
708                         if (!trace.startsolid)
709                                 s->crouched = false;
710                 }
711         }
712         if (s->crouched)
713         {
714                 VectorCopy(cl.playercrouchmins, s->mins);
715                 VectorCopy(cl.playercrouchmaxs, s->maxs);
716         }
717         else
718         {
719                 VectorCopy(cl.playerstandmins, s->mins);
720                 VectorCopy(cl.playerstandmaxs, s->maxs);
721         }
722
723         // set onground
724         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
725         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
726         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
727         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
728
729         // set watertype/waterlevel
730         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
731         s->waterlevel = WATERLEVEL_NONE;
732         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
733         if (s->watertype)
734         {
735                 s->waterlevel = WATERLEVEL_WETFEET;
736                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
737                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
738                 {
739                         s->waterlevel = WATERLEVEL_SWIMMING;
740                         origin1[2] = s->origin[2] + 22;
741                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
742                                 s->waterlevel = WATERLEVEL_SUBMERGED;
743                 }
744         }
745
746         // water jump prediction
747         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
748                 s->waterjumptime = 0;
749 }
750
751 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
752 {
753         int bump;
754         double t;
755         vec_t f;
756         vec3_t neworigin;
757         vec3_t currentorigin2;
758         vec3_t neworigin2;
759         vec3_t primalvelocity;
760         trace_t trace;
761         trace_t trace2;
762         trace_t trace3;
763         CL_ClientMovement_UpdateStatus(s);
764         VectorCopy(s->velocity, primalvelocity);
765         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
766         {
767                 VectorMA(s->origin, t, s->velocity, neworigin);
768                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
769                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
770                 {
771                         // may be a step or wall, try stepping up
772                         // first move forward at a higher level
773                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
774                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
775                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
776                         if (!trace2.startsolid)
777                         {
778                                 // then move down from there
779                                 VectorCopy(trace2.endpos, currentorigin2);
780                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
781                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
782                                 //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]);
783                                 // accept the new trace if it made some progress
784                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
785                                 {
786                                         trace = trace2;
787                                         VectorCopy(trace3.endpos, trace.endpos);
788                                 }
789                         }
790                 }
791
792                 // check if it moved at all
793                 if (trace.fraction >= 0.001)
794                         VectorCopy(trace.endpos, s->origin);
795
796                 // check if it moved all the way
797                 if (trace.fraction == 1)
798                         break;
799
800                 //if (trace.plane.normal[2] > 0.7)
801                 //      s->onground = true;
802
803                 t -= t * trace.fraction;
804
805                 f = DotProduct(s->velocity, trace.plane.normal);
806                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
807         }
808         if (s->waterjumptime > 0)
809                 VectorCopy(primalvelocity, s->velocity);
810 }
811
812
813 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
814 {
815         vec_t wishspeed;
816         vec_t f;
817         vec3_t wishvel;
818         vec3_t wishdir;
819
820         // water jump only in certain situations
821         // this mimics quakeworld code
822         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
823         {
824                 vec3_t forward;
825                 vec3_t yawangles;
826                 vec3_t spot;
827                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
828                 AngleVectors(yawangles, forward, NULL, NULL);
829                 VectorMA(s->origin, 24, forward, spot);
830                 spot[2] += 8;
831                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
832                 {
833                         spot[2] += 24;
834                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
835                         {
836                                 VectorScale(forward, 50, s->velocity);
837                                 s->velocity[2] = 310;
838                                 s->waterjumptime = 2;
839                                 s->onground = false;
840                                 s->canjump = false;
841                         }
842                 }
843         }
844
845         if (!VectorLength2(s->q.move))
846         {
847                 // drift towards bottom
848                 VectorSet(wishvel, 0, 0, -60);
849         }
850         else
851         {
852                 // swim
853                 vec3_t forward;
854                 vec3_t right;
855                 vec3_t up;
856                 // calculate movement vector
857                 AngleVectors(s->q.viewangles, forward, right, up);
858                 VectorSet(up, 0, 0, 1);
859                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
860         }
861
862         // split wishvel into wishspeed and wishdir
863         wishspeed = VectorLength(wishvel);
864         if (wishspeed)
865                 VectorScale(wishvel, 1 / wishspeed, wishdir);
866         else
867                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
868         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
869
870         if (s->crouched)
871                 wishspeed *= 0.5;
872
873         if (s->waterjumptime <= 0)
874         {
875                 // water friction
876                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
877                 f = bound(0, f, 1);
878                 VectorScale(s->velocity, f, s->velocity);
879
880                 // water acceleration
881                 f = wishspeed - DotProduct(s->velocity, wishdir);
882                 if (f > 0)
883                 {
884                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
885                         VectorMA(s->velocity, f, wishdir, s->velocity);
886                 }
887
888                 // holding jump button swims upward slowly
889                 if (s->q.jump)
890                 {
891                         if (s->watertype & SUPERCONTENTS_LAVA)
892                                 s->velocity[2] =  50;
893                         else if (s->watertype & SUPERCONTENTS_SLIME)
894                                 s->velocity[2] =  80;
895                         else
896                         {
897                                 if (gamemode == GAME_NEXUIZ)
898                                         s->velocity[2] = 200;
899                                 else
900                                         s->velocity[2] = 100;
901                         }
902                 }
903         }
904
905         CL_ClientMovement_Move(s);
906 }
907
908 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
909 {
910         vec_t friction;
911         vec_t wishspeed;
912         vec_t addspeed;
913         vec_t accelspeed;
914         vec_t f;
915         vec3_t forward;
916         vec3_t right;
917         vec3_t up;
918         vec3_t wishvel;
919         vec3_t wishdir;
920         vec3_t yawangles;
921         trace_t trace;
922
923         // jump if on ground with jump button pressed but only if it has been
924         // released at least once since the last jump
925         if (s->q.jump && s->canjump && s->onground)
926         {
927                 s->velocity[2] += s->movevars_jumpvelocity;
928                 s->onground = false;
929                 s->canjump = false;
930         }
931
932         // calculate movement vector
933         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
934         AngleVectors(yawangles, forward, right, up);
935         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
936
937         // split wishvel into wishspeed and wishdir
938         wishspeed = VectorLength(wishvel);
939         if (wishspeed)
940                 VectorScale(wishvel, 1 / wishspeed, wishdir);
941         else
942                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
943         wishspeed = min(wishspeed, s->movevars_maxspeed);
944         if (s->crouched)
945                 wishspeed *= 0.5;
946
947         // check if onground
948         if (s->onground)
949         {
950                 // apply edge friction
951                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
952                 friction = s->movevars_friction;
953                 if (f > 0 && s->movevars_edgefriction != 1)
954                 {
955                         vec3_t neworigin2;
956                         vec3_t neworigin3;
957                         // note: QW uses the full player box for the trace, and yet still
958                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
959                         // this mimics it for compatibility
960                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
961                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
962                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
963                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
964                         else
965                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
966                         if (trace.fraction == 1 && !trace.startsolid)
967                                 friction *= s->movevars_edgefriction;
968                 }
969                 // apply ground friction
970                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
971                 f = max(f, 0);
972                 VectorScale(s->velocity, f, s->velocity);
973                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
974                 if (addspeed > 0)
975                 {
976                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
977                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
978                 }
979                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
980                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
981                         s->velocity[2] = 0;
982                 if (VectorLength2(s->velocity))
983                         CL_ClientMovement_Move(s);
984         }
985         else
986         {
987                 if (s->waterjumptime <= 0)
988                 {
989                         // apply air speed limit
990                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
991                         // Nexuiz has no upper bound on air acceleration, but little control
992                         if (gamemode == GAME_NEXUIZ)
993                                 addspeed = wishspeed;
994                         else
995                                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
996                         if (addspeed > 0)
997                         {
998                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
999                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1000                         }
1001                 }
1002                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1003                 CL_ClientMovement_Move(s);
1004         }
1005 }
1006
1007 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1008 {
1009         //Con_Printf(" %f", frametime);
1010         if (!s->q.jump)
1011                 s->canjump = true;
1012         s->waterjumptime -= s->q.frametime;
1013         CL_ClientMovement_UpdateStatus(s);
1014         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1015                 CL_ClientMovement_Physics_Swim(s);
1016         else
1017                 CL_ClientMovement_Physics_Walk(s);
1018 }
1019
1020 void CL_ClientMovement_Replay(void)
1021 {
1022         int i;
1023         cl_clientmovement_state_t s;
1024
1025         if (!cl.movement_replay)
1026                 return;
1027         cl.movement_replay = false;
1028
1029         // set up starting state for the series of moves
1030         memset(&s, 0, sizeof(s));
1031         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1032         VectorCopy(cl.mvelocity[0], s.velocity);
1033         s.crouched = true; // will be updated on first move
1034         s.canjump = cl.movement_replay_canjump;
1035
1036         // set up movement variables
1037         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1038         {
1039                 s.movevars_gravity = cl.qw_movevars_gravity;
1040                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1041                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1042                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1043                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1044                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1045                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1046                 s.movevars_friction = cl.qw_movevars_friction;
1047                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1048                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1049                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1050                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1051                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1052                 s.movevars_stepheight = cl_movement_stepheight.value;
1053         }
1054         else
1055         {
1056                 s.movevars_gravity = sv_gravity.value;
1057                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1058                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1059                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1060                 s.movevars_accelerate = cl_movement_accelerate.value;
1061                 s.movevars_airaccelerate = cl_movement_accelerate.value;
1062                 s.movevars_wateraccelerate = cl_movement_accelerate.value;
1063                 s.movevars_friction = cl_movement_friction.value;
1064                 s.movevars_waterfriction = cl_movement_friction.value;
1065                 s.movevars_entgravity = 1;
1066                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1067                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1068                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1069                 s.movevars_stepheight = cl_movement_stepheight.value;
1070         }
1071
1072         if (cl.movement)
1073         {
1074                 //Con_Printf("%f: ", cl.mtime[0]);
1075
1076                 // replay the input queue to predict current location
1077                 // note: this relies on the fact there's always one queue item at the end
1078
1079                 for (i = 0;i < cl.movement_numqueue;i++)
1080                 {
1081                         s.q = cl.movement_queue[i];
1082                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1083                         if (s.q.frametime > 0.05)
1084                         {
1085                                 s.q.frametime *= 0.5;
1086                                 CL_ClientMovement_PlayerMove(&s);
1087                         }
1088                         CL_ClientMovement_PlayerMove(&s);
1089                 }
1090         }
1091         else
1092         {
1093                 // get the first movement queue entry to know whether to crouch and such
1094                 s.q = cl.movement_queue[0];
1095         }
1096         // store replay location
1097         CL_ClientMovement_UpdateStatus(&s);
1098         cl.onground = s.onground;
1099         cl.movement_time[1] = cl.movement_time[0];
1100         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1101         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1102         VectorCopy(s.origin, cl.movement_origin);
1103         VectorCopy(s.velocity, cl.movement_velocity);
1104         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1105         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1106 }
1107
1108 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1109 {
1110         int bits;
1111
1112         bits = 0;
1113         if (to->angles[0] != from->angles[0])
1114                 bits |= QW_CM_ANGLE1;
1115         if (to->angles[1] != from->angles[1])
1116                 bits |= QW_CM_ANGLE2;
1117         if (to->angles[2] != from->angles[2])
1118                 bits |= QW_CM_ANGLE3;
1119         if (to->forwardmove != from->forwardmove)
1120                 bits |= QW_CM_FORWARD;
1121         if (to->sidemove != from->sidemove)
1122                 bits |= QW_CM_SIDE;
1123         if (to->upmove != from->upmove)
1124                 bits |= QW_CM_UP;
1125         if (to->buttons != from->buttons)
1126                 bits |= QW_CM_BUTTONS;
1127         if (to->impulse != from->impulse)
1128                 bits |= QW_CM_IMPULSE;
1129
1130         MSG_WriteByte(buf, bits);
1131         if (bits & QW_CM_ANGLE1)
1132                 MSG_WriteAngle16i(buf, to->angles[0]);
1133         if (bits & QW_CM_ANGLE2)
1134                 MSG_WriteAngle16i(buf, to->angles[1]);
1135         if (bits & QW_CM_ANGLE3)
1136                 MSG_WriteAngle16i(buf, to->angles[2]);
1137         if (bits & QW_CM_FORWARD)
1138                 MSG_WriteShort(buf, to->forwardmove);
1139         if (bits & QW_CM_SIDE)
1140                 MSG_WriteShort(buf, to->sidemove);
1141         if (bits & QW_CM_UP)
1142                 MSG_WriteShort(buf, to->upmove);
1143         if (bits & QW_CM_BUTTONS)
1144                 MSG_WriteByte(buf, to->buttons);
1145         if (bits & QW_CM_IMPULSE)
1146                 MSG_WriteByte(buf, to->impulse);
1147         MSG_WriteByte(buf, to->msec);
1148 }
1149
1150 /*
1151 ==============
1152 CL_SendMove
1153 ==============
1154 */
1155 extern cvar_t cl_netinputpacketspersecond;
1156 void CL_SendMove(void)
1157 {
1158         int i;
1159         int bits;
1160         int impulse;
1161         sizebuf_t buf;
1162         unsigned char data[128];
1163         static double lastsendtime = 0;
1164 #define MOVEAVERAGING 0
1165 #if MOVEAVERAGING
1166         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1167 #endif
1168         float forwardmove, sidemove, upmove;
1169
1170         // if playing a demo, do nothing
1171         if (!cls.netcon)
1172                 return;
1173
1174 #if MOVEAVERAGING
1175         // accumulate changes between messages
1176         accumforwardmove += cl.cmd.forwardmove;
1177         accumsidemove += cl.cmd.sidemove;
1178         accumupmove += cl.cmd.upmove;
1179         accumtotal++;
1180 #endif
1181
1182         cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
1183         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1184         {
1185                 if (!cl.movement_needupdate)
1186                         return;
1187                 cl.movement_needupdate = false;
1188         }
1189         else
1190         {
1191                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1192                         return;
1193                 // don't let it fall behind if CL_SendMove hasn't been called recently
1194                 // (such is the case when framerate is too low for instance)
1195                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1196         }
1197 #if MOVEAVERAGING
1198         // average the accumulated changes
1199         accumtotal = 1.0f / accumtotal;
1200         forwardmove = accumforwardmove * accumtotal;
1201         sidemove = accumsidemove * accumtotal;
1202         upmove = accumupmove * accumtotal;
1203         accumforwardmove = 0;
1204         accumsidemove = 0;
1205         accumupmove = 0;
1206         accumtotal = 0;
1207 #else
1208         // use the latest values
1209         forwardmove = cl.cmd.forwardmove;
1210         sidemove = cl.cmd.sidemove;
1211         upmove = cl.cmd.upmove;
1212 #endif
1213
1214         if (cls.signon == SIGNONS)
1215                 CL_UpdatePrydonCursor();
1216
1217         buf.maxsize = 128;
1218         buf.cursize = 0;
1219         buf.data = data;
1220
1221         // set button bits
1222         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1223         bits = 0;
1224         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1225         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1226         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1227         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1228         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1229         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1230         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1231         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1232         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1233         if (key_dest != key_game || key_consoleactive) bits |= 512;
1234         if (cl_prydoncursor.integer) bits |= 1024;
1235         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1236         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1237         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1238         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1239         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1240         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1241         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1242         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1243         // button bits 19-31 unused currently
1244         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1245         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1246         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1247         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1248         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1249
1250         impulse = in_impulse;
1251         in_impulse = 0;
1252
1253         csqc_buttons = bits;
1254
1255         if (cls.signon == SIGNONS)
1256         {
1257                 // always dump the first two messages, because they may contain leftover inputs from the last level
1258                 if (++cl.movemessages >= 2)
1259                 {
1260                         // send the movement message
1261                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1262                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1263                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1264                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1265                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1266                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1267                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1268                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1269                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1270                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1271                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1272                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1273                         {
1274                                 int checksumindex;
1275                                 double msectime;
1276                                 static double oldmsectime;
1277                                 qw_usercmd_t *cmd, *oldcmd;
1278                                 qw_usercmd_t nullcmd;
1279
1280                                 //Con_Printf("code qw_clc_move\n");
1281
1282                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1283                                 cmd = &cl.qw_moves[i];
1284                                 memset(&nullcmd, 0, sizeof(nullcmd));
1285                                 memset(cmd, 0, sizeof(*cmd));
1286                                 cmd->buttons = bits;
1287                                 cmd->impulse = impulse;
1288                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1289                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1290                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1291                                 VectorCopy(cl.viewangles, cmd->angles);
1292                                 msectime = realtime * 1000;
1293                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1294                                 // ridiculous value rejection (matches qw)
1295                                 if (cmd->msec > 250)
1296                                         cmd->msec = 100;
1297                                 oldmsectime = msectime;
1298
1299                                 CL_ClientMovement_InputQW(cmd);
1300
1301                                 MSG_WriteByte(&buf, qw_clc_move);
1302                                 // save the position for a checksum byte
1303                                 checksumindex = buf.cursize;
1304                                 MSG_WriteByte(&buf, 0);
1305                                 // packet loss percentage
1306                                 // FIXME: netgraph stuff
1307                                 MSG_WriteByte(&buf, 0);
1308                                 // write most recent 3 moves
1309                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1310                                 cmd = &cl.qw_moves[i];
1311                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1312                                 oldcmd = cmd;
1313                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1314                                 cmd = &cl.qw_moves[i];
1315                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1316                                 oldcmd = cmd;
1317                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1318                                 cmd = &cl.qw_moves[i];
1319                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1320                                 // calculate the checksum
1321                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1322                                 // if delta compression history overflows, request no delta
1323                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1324                                         cl.qw_validsequence = 0;
1325                                 // request delta compression if appropriate
1326                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1327                                 {
1328                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1329                                         MSG_WriteByte(&buf, qw_clc_delta);
1330                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1331                                 }
1332                                 else
1333                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1334                         }
1335                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1336                         {
1337                                 // 5 bytes
1338                                 MSG_WriteByte (&buf, clc_move);
1339                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1340                                 // 3 bytes
1341                                 for (i = 0;i < 3;i++)
1342                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1343                                 // 6 bytes
1344                                 MSG_WriteCoord16i (&buf, forwardmove);
1345                                 MSG_WriteCoord16i (&buf, sidemove);
1346                                 MSG_WriteCoord16i (&buf, upmove);
1347                                 // 2 bytes
1348                                 MSG_WriteByte (&buf, bits);
1349                                 MSG_WriteByte (&buf, impulse);
1350
1351                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1352                         }
1353                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1354                         {
1355                                 // 5 bytes
1356                                 MSG_WriteByte (&buf, clc_move);
1357                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1358                                 // 12 bytes
1359                                 for (i = 0;i < 3;i++)
1360                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1361                                 // 6 bytes
1362                                 MSG_WriteCoord16i (&buf, forwardmove);
1363                                 MSG_WriteCoord16i (&buf, sidemove);
1364                                 MSG_WriteCoord16i (&buf, upmove);
1365                                 // 2 bytes
1366                                 MSG_WriteByte (&buf, bits);
1367                                 MSG_WriteByte (&buf, impulse);
1368
1369                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1370                         }
1371                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1372                         {
1373                                 // 5 bytes
1374                                 MSG_WriteByte (&buf, clc_move);
1375                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1376                                 // 6 bytes
1377                                 for (i = 0;i < 3;i++)
1378                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1379                                 // 6 bytes
1380                                 MSG_WriteCoord16i (&buf, forwardmove);
1381                                 MSG_WriteCoord16i (&buf, sidemove);
1382                                 MSG_WriteCoord16i (&buf, upmove);
1383                                 // 2 bytes
1384                                 MSG_WriteByte (&buf, bits);
1385                                 MSG_WriteByte (&buf, impulse);
1386
1387                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1388                         }
1389                         else
1390                         {
1391                                 // 5 bytes
1392                                 MSG_WriteByte (&buf, clc_move);
1393                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1394                                 {
1395                                         if (cl_movement.integer)
1396                                         {
1397                                                 cl.movesequence++;
1398                                                 MSG_WriteLong (&buf, cl.movesequence);
1399                                         }
1400                                         else
1401                                                 MSG_WriteLong (&buf, 0);
1402                                 }
1403                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1404                                 // 6 bytes
1405                                 for (i = 0;i < 3;i++)
1406                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1407                                 // 6 bytes
1408                                 MSG_WriteCoord16i (&buf, forwardmove);
1409                                 MSG_WriteCoord16i (&buf, sidemove);
1410                                 MSG_WriteCoord16i (&buf, upmove);
1411                                 // 5 bytes
1412                                 MSG_WriteLong (&buf, bits);
1413                                 MSG_WriteByte (&buf, impulse);
1414                                 // PRYDON_CLIENTCURSOR
1415                                 // 30 bytes
1416                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1417                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1418                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1419                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1420                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1421                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1422                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1423                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1424                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1425
1426                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1427                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1428                         }
1429                 }
1430
1431                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1432                 {
1433                         // ack the last few frame numbers
1434                         // (redundent to improve handling of client->server packet loss)
1435                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1436                         for (i = 0;i < LATESTFRAMENUMS;i++)
1437                         {
1438                                 if (cl.latestframenums[i] > 0)
1439                                 {
1440                                         if (developer_networkentities.integer >= 1)
1441                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1442                                         MSG_WriteByte(&buf, clc_ackframe);
1443                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1444                                 }
1445                         }
1446                 }
1447
1448                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1449                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1450         }
1451
1452         // send the reliable message (forwarded commands) if there is one
1453         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1454
1455         if (cls.netcon->message.overflowed)
1456         {
1457                 Con_Print("CL_SendMove: lost server connection\n");
1458                 CL_Disconnect();
1459                 Host_ShutdownServer();
1460         }
1461 }
1462
1463 /*
1464 ============
1465 CL_InitInput
1466 ============
1467 */
1468 void CL_InitInput (void)
1469 {
1470         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1471         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1472         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1473         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1474         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1475         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1476         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1477         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1478         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1479         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1480         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1481         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1482         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1483         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1484         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1485         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1486         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1487         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1488         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1489         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1490         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1491         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1492         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1493         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1494         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1495         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1496         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1497         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1498         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1499         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1500         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1501         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1502         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1503
1504         // LordHavoc: added use button
1505         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1506         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1507
1508         // LordHavoc: added 6 new buttons
1509         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1510         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1511         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1512         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1513         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1514         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1515         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1516         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1517         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1518         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1519         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1520         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1521         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1522         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1523         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1524         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1525         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1526         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1527         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1528         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1529         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1530         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1531         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1532         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1533         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1534         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1535         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1536         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1537
1538         Cvar_RegisterVariable(&cl_movement);
1539         Cvar_RegisterVariable(&cl_movement_latency);
1540         Cvar_RegisterVariable(&cl_movement_maxspeed);
1541         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1542         Cvar_RegisterVariable(&cl_movement_stopspeed);
1543         Cvar_RegisterVariable(&cl_movement_friction);
1544         Cvar_RegisterVariable(&cl_movement_edgefriction);
1545         Cvar_RegisterVariable(&cl_movement_stepheight);
1546         Cvar_RegisterVariable(&cl_movement_accelerate);
1547         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1548         Cvar_RegisterVariable(&cl_gravity);
1549         Cvar_RegisterVariable(&cl_slowmo);
1550
1551         Cvar_RegisterVariable(&in_pitch_min);
1552         Cvar_RegisterVariable(&in_pitch_max);
1553         Cvar_RegisterVariable(&m_filter);
1554
1555         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1556
1557         Cvar_RegisterVariable(&cl_nodelta);
1558 }
1559