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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_refdef.frustum_x;
499         scale[1] = -r_refdef.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_refdef.viewentitymatrix, 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_refdef.viewentitymatrix, 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                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
524                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
525         // add to input queue if there is room
526         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
527         {
528                 // add to input queue
529                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
530                 cl.movement_queue[cl.movement_numqueue].time = realtime;
531                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
532                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
533                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
534                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
535                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
536                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
537                 cl.movement_queue[cl.movement_numqueue].crouch = false;
538                 cl.movement_numqueue++;
539         }
540         cl.movement_replay = true;
541 }
542
543 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
544 {
545         int i;
546         int n;
547         // remove stale queue items
548         n = cl.movement_numqueue;
549         cl.movement_numqueue = 0;
550         if (cl.servermovesequence)
551         {
552                 for (i = 0;i < n;i++)
553                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
554                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
555         }
556         else
557         {
558                 for (i = 0;i < n;i++)
559                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
560                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
561         }
562         // add to input queue if there is room
563         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
564         {
565                 // add to input queue
566                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
567                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
568                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
569                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
570                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
571                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
572                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
573                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
574                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
575                 cl.movement_numqueue++;
576         }
577         cl.movement_replay = true;
578 }
579
580 typedef enum waterlevel_e
581 {
582         WATERLEVEL_NONE,
583         WATERLEVEL_WETFEET,
584         WATERLEVEL_SWIMMING,
585         WATERLEVEL_SUBMERGED
586 }
587 waterlevel_t;
588
589 typedef struct cl_clientmovement_state_s
590 {
591         // position
592         vec3_t origin;
593         vec3_t velocity;
594         // current bounding box (different if crouched vs standing)
595         vec3_t mins;
596         vec3_t maxs;
597         // currently on the ground
598         qboolean onground;
599         // currently crouching
600         qboolean crouched;
601         // whether jump button has been released since last jump
602         qboolean canjump;
603         // what kind of water (SUPERCONTENTS_LAVA for instance)
604         int watertype;
605         // how deep
606         waterlevel_t waterlevel;
607         // weird hacks when jumping out of water
608         // (this is in seconds and counts down to 0)
609         float waterjumptime;
610
611         // movement parameters for physics code
612         float movevars_gravity;
613         float movevars_stopspeed;
614         float movevars_maxspeed;
615         float movevars_spectatormaxspeed;
616         float movevars_accelerate;
617         float movevars_airaccelerate;
618         float movevars_wateraccelerate;
619         float movevars_friction;
620         float movevars_waterfriction;
621         float movevars_entgravity;
622         float movevars_jumpvelocity;
623         float movevars_edgefriction;
624         float movevars_maxairspeed;
625         float movevars_stepheight;
626
627         // user command
628         client_movementqueue_t q;
629 }
630 cl_clientmovement_state_t;
631
632 #define NUMOFFSETS 27
633 static vec3_t offsets[NUMOFFSETS] =
634 {
635 // 1 no nudge (just return the original if this test passes)
636         { 0.000,  0.000,  0.000},
637 // 6 simple nudges
638         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
639         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
640         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
641 // 4 diagonal flat nudges
642         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
643         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
644 // 8 diagonal upward nudges
645         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
646         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
647         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
648         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
649 // 8 diagonal downward nudges
650         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
651         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
652         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
653         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
654 };
655
656 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
657 {
658         int i;
659         vec3_t neworigin;
660         for (i = 0;i < NUMOFFSETS;i++)
661         {
662                 VectorAdd(offsets[i], s->origin, neworigin);
663                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
664                 {
665                         VectorCopy(neworigin, s->origin);
666                         return true;
667                 }
668         }
669         // if all offsets failed, give up
670         return false;
671 }
672
673 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
674 {
675         vec3_t origin1, origin2;
676         trace_t trace;
677
678         // make sure player is not stuck
679         CL_ClientMovement_Unstick(s);
680
681         // set crouched
682         if (s->q.crouch)
683         {
684                 // wants to crouch, this always works..
685                 if (!s->crouched)
686                         s->crouched = true;
687         }
688         else
689         {
690                 // wants to stand, if currently crouching we need to check for a
691                 // low ceiling first
692                 if (s->crouched)
693                 {
694                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
695                         if (!trace.startsolid)
696                                 s->crouched = false;
697                 }
698         }
699         if (s->crouched)
700         {
701                 VectorCopy(cl.playercrouchmins, s->mins);
702                 VectorCopy(cl.playercrouchmaxs, s->maxs);
703         }
704         else
705         {
706                 VectorCopy(cl.playerstandmins, s->mins);
707                 VectorCopy(cl.playerstandmaxs, s->maxs);
708         }
709
710         // set onground
711         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
712         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
713         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
714         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
715
716         // set watertype/waterlevel
717         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
718         s->waterlevel = 0;
719         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
720         if (s->watertype)
721         {
722                 s->waterlevel = 1;
723                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
724                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
725                 {
726                         s->waterlevel = 2;
727                         origin1[2] = s->origin[2] + 22;
728                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
729                                 s->waterlevel = 3;
730                 }
731         }
732
733         // water jump prediction
734         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
735                 s->waterjumptime = 0;
736 }
737
738 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
739 {
740         int bump;
741         double t;
742         vec_t f;
743         vec3_t neworigin;
744         vec3_t currentorigin2;
745         vec3_t neworigin2;
746         vec3_t primalvelocity;
747         trace_t trace;
748         trace_t trace2;
749         trace_t trace3;
750         CL_ClientMovement_UpdateStatus(s);
751         VectorCopy(s->velocity, primalvelocity);
752         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
753         {
754                 VectorMA(s->origin, t, s->velocity, neworigin);
755                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
756                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
757                 {
758                         // may be a step or wall, try stepping up
759                         // first move forward at a higher level
760                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
761                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
762                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
763                         if (!trace2.startsolid)
764                         {
765                                 // then move down from there
766                                 VectorCopy(trace2.endpos, currentorigin2);
767                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
768                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
769                                 //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]);
770                                 // accept the new trace if it made some progress
771                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
772                                 {
773                                         trace = trace2;
774                                         VectorCopy(trace3.endpos, trace.endpos);
775                                 }
776                         }
777                 }
778
779                 // check if it moved at all
780                 if (trace.fraction >= 0.001)
781                         VectorCopy(trace.endpos, s->origin);
782
783                 // check if it moved all the way
784                 if (trace.fraction == 1)
785                         break;
786
787                 //if (trace.plane.normal[2] > 0.7)
788                 //      s->onground = true;
789
790                 t -= t * trace.fraction;
791
792                 f = DotProduct(s->velocity, trace.plane.normal);
793                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
794         }
795         if (s->waterjumptime > 0)
796                 VectorCopy(primalvelocity, s->velocity);
797 }
798
799
800 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
801 {
802         vec_t wishspeed;
803         vec_t f;
804         vec3_t wishvel;
805         vec3_t wishdir;
806
807         // water jump only in certain situations
808         // this mimics quakeworld code
809         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
810         {
811                 vec3_t forward;
812                 vec3_t yawangles;
813                 vec3_t spot;
814                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
815                 AngleVectors(yawangles, forward, NULL, NULL);
816                 VectorMA(s->origin, 24, forward, spot);
817                 spot[2] += 8;
818                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
819                 {
820                         spot[2] += 24;
821                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
822                         {
823                                 VectorScale(forward, 50, s->velocity);
824                                 s->velocity[2] = 310;
825                                 s->waterjumptime = 2;
826                                 s->onground = false;
827                                 s->canjump = false;
828                         }
829                 }
830         }
831
832         if (!VectorLength2(s->q.move))
833         {
834                 // drift towards bottom
835                 VectorSet(wishvel, 0, 0, -60);
836         }
837         else
838         {
839                 // swim
840                 vec3_t forward;
841                 vec3_t right;
842                 vec3_t up;
843                 // calculate movement vector
844                 AngleVectors(s->q.viewangles, forward, right, up);
845                 VectorSet(up, 0, 0, 1);
846                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
847         }
848
849         // split wishvel into wishspeed and wishdir
850         wishspeed = VectorLength(wishvel);
851         if (wishspeed)
852                 VectorScale(wishvel, 1 / wishspeed, wishdir);
853         else
854                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
855         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
856
857         if (s->crouched)
858                 wishspeed *= 0.5;
859
860         if (s->waterjumptime <= 0)
861         {
862                 // water friction
863                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
864                 f = bound(0, f, 1);
865                 VectorScale(s->velocity, f, s->velocity);
866
867                 // water acceleration
868                 f = wishspeed - DotProduct(s->velocity, wishdir);
869                 if (f > 0)
870                 {
871                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
872                         VectorMA(s->velocity, f, wishdir, s->velocity);
873                 }
874
875                 // holding jump button swims upward slowly
876                 if (s->q.jump)
877                 {
878                         if (s->watertype & SUPERCONTENTS_LAVA)
879                                 s->velocity[2] =  50;
880                         else if (s->watertype & SUPERCONTENTS_SLIME)
881                                 s->velocity[2] =  80;
882                         else
883                         {
884                                 if (gamemode == GAME_NEXUIZ)
885                                         s->velocity[2] = 200;
886                                 else
887                                         s->velocity[2] = 100;
888                         }
889                 }
890         }
891
892         CL_ClientMovement_Move(s);
893 }
894
895 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
896 {
897         vec_t friction;
898         vec_t wishspeed;
899         vec_t addspeed;
900         vec_t accelspeed;
901         vec_t f;
902         vec3_t forward;
903         vec3_t right;
904         vec3_t up;
905         vec3_t wishvel;
906         vec3_t wishdir;
907         vec3_t yawangles;
908         trace_t trace;
909
910         // jump if on ground with jump button pressed but only if it has been
911         // released at least once since the last jump
912         if (s->q.jump && s->canjump && s->onground)
913         {
914                 s->velocity[2] += s->movevars_jumpvelocity;
915                 s->onground = false;
916                 s->canjump = false;
917         }
918
919         // calculate movement vector
920         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
921         AngleVectors(yawangles, forward, right, up);
922         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
923
924         // split wishvel into wishspeed and wishdir
925         wishspeed = VectorLength(wishvel);
926         if (wishspeed)
927                 VectorScale(wishvel, 1 / wishspeed, wishdir);
928         else
929                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
930         wishspeed = min(wishspeed, s->movevars_maxspeed);
931         if (s->crouched)
932                 wishspeed *= 0.5;
933
934         // check if onground
935         if (s->onground)
936         {
937                 // apply edge friction
938                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
939                 friction = s->movevars_friction;
940                 if (f > 0 && s->movevars_edgefriction != 1)
941                 {
942                         vec3_t neworigin2;
943                         vec3_t neworigin3;
944                         // note: QW uses the full player box for the trace, and yet still
945                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
946                         // this mimics it for compatibility
947                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
948                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
949                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
950                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
951                         else
952                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
953                         if (trace.fraction == 1 && !trace.startsolid)
954                                 friction *= s->movevars_edgefriction;
955                 }
956                 // apply ground friction
957                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
958                 f = max(f, 0);
959                 VectorScale(s->velocity, f, s->velocity);
960                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
961                 if (addspeed > 0)
962                 {
963                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
964                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
965                 }
966                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
967                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
968                         s->velocity[2] = 0;
969                 if (VectorLength2(s->velocity))
970                         CL_ClientMovement_Move(s);
971         }
972         else
973         {
974                 if (s->waterjumptime <= 0)
975                 {
976                         // apply air speed limit
977                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
978                         // Nexuiz has no upper bound on air acceleration, but little control
979                         if (gamemode == GAME_NEXUIZ)
980                                 addspeed = wishspeed;
981                         else
982                                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
983                         if (addspeed > 0)
984                         {
985                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
986                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
987                         }
988                 }
989                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
990                 CL_ClientMovement_Move(s);
991         }
992 }
993
994 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
995 {
996         //Con_Printf(" %f", frametime);
997         if (!s->q.jump)
998                 s->canjump = true;
999         s->waterjumptime -= s->q.frametime;
1000         CL_ClientMovement_UpdateStatus(s);
1001         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1002                 CL_ClientMovement_Physics_Swim(s);
1003         else
1004                 CL_ClientMovement_Physics_Walk(s);
1005 }
1006
1007 void CL_ClientMovement_Replay(void)
1008 {
1009         int i;
1010         cl_clientmovement_state_t s;
1011
1012         if (!cl.movement_replay)
1013                 return;
1014         cl.movement_replay = false;
1015
1016         // set up starting state for the series of moves
1017         memset(&s, 0, sizeof(s));
1018         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1019         VectorCopy(cl.mvelocity[0], s.velocity);
1020         s.crouched = true; // will be updated on first move
1021         s.canjump = true;
1022
1023         // set up movement variables
1024         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1025         {
1026                 s.movevars_gravity = cl.qw_movevars_gravity;
1027                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1028                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1029                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1030                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1031                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1032                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1033                 s.movevars_friction = cl.qw_movevars_friction;
1034                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1035                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1036                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1037                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1038                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1039                 s.movevars_stepheight = cl_movement_stepheight.value;
1040         }
1041         else
1042         {
1043                 s.movevars_gravity = sv_gravity.value;
1044                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1045                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1046                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1047                 s.movevars_accelerate = cl_movement_accelerate.value;
1048                 s.movevars_airaccelerate = cl_movement_accelerate.value;
1049                 s.movevars_wateraccelerate = cl_movement_accelerate.value;
1050                 s.movevars_friction = cl_movement_friction.value;
1051                 s.movevars_waterfriction = cl_movement_friction.value;
1052                 s.movevars_entgravity = 1;
1053                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1054                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1055                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1056                 s.movevars_stepheight = cl_movement_stepheight.value;
1057         }
1058
1059         if (cl.movement)
1060         {
1061                 //Con_Printf("%f: ", cl.mtime[0]);
1062
1063                 // replay the input queue to predict current location
1064                 // note: this relies on the fact there's always one queue item at the end
1065
1066                 for (i = 0;i < cl.movement_numqueue;i++)
1067                 {
1068                         s.q = cl.movement_queue[i];
1069                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1070                         if (s.q.frametime > 0.05)
1071                         {
1072                                 s.q.frametime *= 0.5;
1073                                 CL_ClientMovement_PlayerMove(&s);
1074                         }
1075                         CL_ClientMovement_PlayerMove(&s);
1076                 }
1077         }
1078         else
1079         {
1080                 // get the first movement queue entry to know whether to crouch and such
1081                 s.q = cl.movement_queue[0];
1082         }
1083         // store replay location
1084         CL_ClientMovement_UpdateStatus(&s);
1085         cl.onground = s.onground;
1086         cl.movement_time[1] = cl.movement_time[0];
1087         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1088         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1089         VectorCopy(s.origin, cl.movement_origin);
1090         VectorCopy(s.velocity, cl.movement_velocity);
1091         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1092         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1093 }
1094
1095 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1096 {
1097         int bits;
1098
1099         bits = 0;
1100         if (to->angles[0] != from->angles[0])
1101                 bits |= QW_CM_ANGLE1;
1102         if (to->angles[1] != from->angles[1])
1103                 bits |= QW_CM_ANGLE2;
1104         if (to->angles[2] != from->angles[2])
1105                 bits |= QW_CM_ANGLE3;
1106         if (to->forwardmove != from->forwardmove)
1107                 bits |= QW_CM_FORWARD;
1108         if (to->sidemove != from->sidemove)
1109                 bits |= QW_CM_SIDE;
1110         if (to->upmove != from->upmove)
1111                 bits |= QW_CM_UP;
1112         if (to->buttons != from->buttons)
1113                 bits |= QW_CM_BUTTONS;
1114         if (to->impulse != from->impulse)
1115                 bits |= QW_CM_IMPULSE;
1116
1117         MSG_WriteByte(buf, bits);
1118         if (bits & QW_CM_ANGLE1)
1119                 MSG_WriteAngle16i(buf, to->angles[0]);
1120         if (bits & QW_CM_ANGLE2)
1121                 MSG_WriteAngle16i(buf, to->angles[1]);
1122         if (bits & QW_CM_ANGLE3)
1123                 MSG_WriteAngle16i(buf, to->angles[2]);
1124         if (bits & QW_CM_FORWARD)
1125                 MSG_WriteShort(buf, to->forwardmove);
1126         if (bits & QW_CM_SIDE)
1127                 MSG_WriteShort(buf, to->sidemove);
1128         if (bits & QW_CM_UP)
1129                 MSG_WriteShort(buf, to->upmove);
1130         if (bits & QW_CM_BUTTONS)
1131                 MSG_WriteByte(buf, to->buttons);
1132         if (bits & QW_CM_IMPULSE)
1133                 MSG_WriteByte(buf, to->impulse);
1134         MSG_WriteByte(buf, to->msec);
1135 }
1136
1137 /*
1138 ==============
1139 CL_SendMove
1140 ==============
1141 */
1142 extern cvar_t cl_netinputpacketspersecond;
1143 void CL_SendMove(void)
1144 {
1145         int i;
1146         int bits;
1147         int impulse;
1148         sizebuf_t buf;
1149         unsigned char data[128];
1150         static double lastsendtime = 0;
1151 #define MOVEAVERAGING 0
1152 #if MOVEAVERAGING
1153         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1154 #endif
1155         float forwardmove, sidemove, upmove;
1156
1157         // if playing a demo, do nothing
1158         if (!cls.netcon)
1159                 return;
1160
1161 #if MOVEAVERAGING
1162         // accumulate changes between messages
1163         accumforwardmove += cl.cmd.forwardmove;
1164         accumsidemove += cl.cmd.sidemove;
1165         accumupmove += cl.cmd.upmove;
1166         accumtotal++;
1167 #endif
1168
1169         cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
1170         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1171         {
1172                 if (!cl.movement_needupdate)
1173                         return;
1174                 cl.movement_needupdate = false;
1175         }
1176         else
1177         {
1178                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1179                         return;
1180                 // don't let it fall behind if CL_SendMove hasn't been called recently
1181                 // (such is the case when framerate is too low for instance)
1182                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1183         }
1184 #if MOVEAVERAGING
1185         // average the accumulated changes
1186         accumtotal = 1.0f / accumtotal;
1187         forwardmove = accumforwardmove * accumtotal;
1188         sidemove = accumsidemove * accumtotal;
1189         upmove = accumupmove * accumtotal;
1190         accumforwardmove = 0;
1191         accumsidemove = 0;
1192         accumupmove = 0;
1193         accumtotal = 0;
1194 #else
1195         // use the latest values
1196         forwardmove = cl.cmd.forwardmove;
1197         sidemove = cl.cmd.sidemove;
1198         upmove = cl.cmd.upmove;
1199 #endif
1200
1201         if (cls.signon == SIGNONS)
1202                 CL_UpdatePrydonCursor();
1203
1204         buf.maxsize = 128;
1205         buf.cursize = 0;
1206         buf.data = data;
1207
1208         // set button bits
1209         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1210         bits = 0;
1211         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1212         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1213         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1214         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1215         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1216         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1217         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1218         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1219         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1220         if (key_dest != key_game || key_consoleactive) bits |= 512;
1221         if (cl_prydoncursor.integer) bits |= 1024;
1222         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1223         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1224         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1225         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1226         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1227         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1228         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1229         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1230         // button bits 19-31 unused currently
1231         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1232         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1233         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1234         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1235         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1236
1237         impulse = in_impulse;
1238         in_impulse = 0;
1239
1240         csqc_buttons = bits;
1241
1242         if (cls.signon == SIGNONS)
1243         {
1244                 // always dump the first two messages, because they may contain leftover inputs from the last level
1245                 if (++cl.movemessages >= 2)
1246                 {
1247                         // send the movement message
1248                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1249                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1250                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1251                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1252                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1253                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1254                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1255                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1256                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1257                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1258                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1259                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1260                         {
1261                                 int checksumindex;
1262                                 double msectime;
1263                                 static double oldmsectime;
1264                                 qw_usercmd_t *cmd, *oldcmd;
1265                                 qw_usercmd_t nullcmd;
1266
1267                                 //Con_Printf("code qw_clc_move\n");
1268
1269                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1270                                 cmd = &cl.qw_moves[i];
1271                                 memset(&nullcmd, 0, sizeof(nullcmd));
1272                                 memset(cmd, 0, sizeof(*cmd));
1273                                 cmd->buttons = bits;
1274                                 cmd->impulse = impulse;
1275                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1276                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1277                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1278                                 VectorCopy(cl.viewangles, cmd->angles);
1279                                 msectime = realtime * 1000;
1280                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1281                                 // ridiculous value rejection (matches qw)
1282                                 if (cmd->msec > 250)
1283                                         cmd->msec = 100;
1284                                 oldmsectime = msectime;
1285
1286                                 CL_ClientMovement_InputQW(cmd);
1287
1288                                 MSG_WriteByte(&buf, qw_clc_move);
1289                                 // save the position for a checksum byte
1290                                 checksumindex = buf.cursize;
1291                                 MSG_WriteByte(&buf, 0);
1292                                 // packet loss percentage
1293                                 // FIXME: netgraph stuff
1294                                 MSG_WriteByte(&buf, 0);
1295                                 // write most recent 3 moves
1296                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1297                                 cmd = &cl.qw_moves[i];
1298                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1299                                 oldcmd = cmd;
1300                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1301                                 cmd = &cl.qw_moves[i];
1302                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1303                                 oldcmd = cmd;
1304                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1305                                 cmd = &cl.qw_moves[i];
1306                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1307                                 // calculate the checksum
1308                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1309                                 // if delta compression history overflows, request no delta
1310                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1311                                         cl.qw_validsequence = 0;
1312                                 // request delta compression if appropriate
1313                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1314                                 {
1315                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1316                                         MSG_WriteByte(&buf, qw_clc_delta);
1317                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1318                                 }
1319                                 else
1320                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1321                         }
1322                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1323                         {
1324                                 // 5 bytes
1325                                 MSG_WriteByte (&buf, clc_move);
1326                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1327                                 // 3 bytes
1328                                 for (i = 0;i < 3;i++)
1329                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1330                                 // 6 bytes
1331                                 MSG_WriteCoord16i (&buf, forwardmove);
1332                                 MSG_WriteCoord16i (&buf, sidemove);
1333                                 MSG_WriteCoord16i (&buf, upmove);
1334                                 // 2 bytes
1335                                 MSG_WriteByte (&buf, bits);
1336                                 MSG_WriteByte (&buf, impulse);
1337
1338                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1339                         }
1340                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1341                         {
1342                                 // 5 bytes
1343                                 MSG_WriteByte (&buf, clc_move);
1344                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1345                                 // 12 bytes
1346                                 for (i = 0;i < 3;i++)
1347                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1348                                 // 6 bytes
1349                                 MSG_WriteCoord16i (&buf, forwardmove);
1350                                 MSG_WriteCoord16i (&buf, sidemove);
1351                                 MSG_WriteCoord16i (&buf, upmove);
1352                                 // 2 bytes
1353                                 MSG_WriteByte (&buf, bits);
1354                                 MSG_WriteByte (&buf, impulse);
1355
1356                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1357                         }
1358                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1359                         {
1360                                 // 5 bytes
1361                                 MSG_WriteByte (&buf, clc_move);
1362                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1363                                 // 6 bytes
1364                                 for (i = 0;i < 3;i++)
1365                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1366                                 // 6 bytes
1367                                 MSG_WriteCoord16i (&buf, forwardmove);
1368                                 MSG_WriteCoord16i (&buf, sidemove);
1369                                 MSG_WriteCoord16i (&buf, upmove);
1370                                 // 2 bytes
1371                                 MSG_WriteByte (&buf, bits);
1372                                 MSG_WriteByte (&buf, impulse);
1373
1374                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1375                         }
1376                         else
1377                         {
1378                                 // 5 bytes
1379                                 MSG_WriteByte (&buf, clc_move);
1380                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1381                                 {
1382                                         if (cl_movement.integer)
1383                                         {
1384                                                 cl.movesequence++;
1385                                                 MSG_WriteLong (&buf, cl.movesequence);
1386                                         }
1387                                         else
1388                                                 MSG_WriteLong (&buf, 0);
1389                                 }
1390                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1391                                 // 6 bytes
1392                                 for (i = 0;i < 3;i++)
1393                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1394                                 // 6 bytes
1395                                 MSG_WriteCoord16i (&buf, forwardmove);
1396                                 MSG_WriteCoord16i (&buf, sidemove);
1397                                 MSG_WriteCoord16i (&buf, upmove);
1398                                 // 5 bytes
1399                                 MSG_WriteLong (&buf, bits);
1400                                 MSG_WriteByte (&buf, impulse);
1401                                 // PRYDON_CLIENTCURSOR
1402                                 // 30 bytes
1403                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1404                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1405                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1406                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1407                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1408                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1409                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1410                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1411                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1412
1413                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1414                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1415                         }
1416                 }
1417
1418                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1419                 {
1420                         // ack the last few frame numbers
1421                         // (redundent to improve handling of client->server packet loss)
1422                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1423                         for (i = 0;i < LATESTFRAMENUMS;i++)
1424                         {
1425                                 if (cl.latestframenums[i] > 0)
1426                                 {
1427                                         if (developer_networkentities.integer >= 1)
1428                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1429                                         MSG_WriteByte(&buf, clc_ackframe);
1430                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1431                                 }
1432                         }
1433                 }
1434
1435                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1436                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1437         }
1438
1439         // send the reliable message (forwarded commands) if there is one
1440         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1441
1442         if (cls.netcon->message.overflowed)
1443         {
1444                 Con_Print("CL_SendMove: lost server connection\n");
1445                 CL_Disconnect();
1446                 Host_ShutdownServer();
1447         }
1448 }
1449
1450 /*
1451 ============
1452 CL_InitInput
1453 ============
1454 */
1455 void CL_InitInput (void)
1456 {
1457         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1458         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1459         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1460         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1461         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1462         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1463         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1464         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1465         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1466         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1467         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1468         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1469         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1470         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1471         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1472         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1473         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1474         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1475         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1476         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1477         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1478         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1479         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1480         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1481         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1482         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1483         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1484         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1485         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1486         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1487         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1488         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1489         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1490
1491         // LordHavoc: added use button
1492         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1493         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1494
1495         // LordHavoc: added 6 new buttons
1496         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1497         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1498         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1499         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1500         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1501         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1502         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1503         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1504         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1505         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1506         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1507         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1508         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1509         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1510         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1511         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1512         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1513         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1514         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1515         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1516         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1517         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1518         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1519         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1520         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1521         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1522         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1523         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1524
1525         Cvar_RegisterVariable(&cl_movement);
1526         Cvar_RegisterVariable(&cl_movement_latency);
1527         Cvar_RegisterVariable(&cl_movement_maxspeed);
1528         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1529         Cvar_RegisterVariable(&cl_movement_stopspeed);
1530         Cvar_RegisterVariable(&cl_movement_friction);
1531         Cvar_RegisterVariable(&cl_movement_edgefriction);
1532         Cvar_RegisterVariable(&cl_movement_stepheight);
1533         Cvar_RegisterVariable(&cl_movement_accelerate);
1534         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1535         Cvar_RegisterVariable(&cl_gravity);
1536         Cvar_RegisterVariable(&cl_slowmo);
1537
1538         Cvar_RegisterVariable(&in_pitch_min);
1539         Cvar_RegisterVariable(&in_pitch_max);
1540         Cvar_RegisterVariable(&m_filter);
1541
1542         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1543
1544         Cvar_RegisterVariable(&cl_nodelta);
1545 }
1546