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fixed sv_waterfriction code so it is now used
[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_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
278 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)"};
279 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
280 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
281 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
282 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
283 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)"};
284 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
285 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
286
287 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
288 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
289
290 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
291
292 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
293
294 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
295
296
297 /*
298 ================
299 CL_AdjustAngles
300
301 Moves the local angle positions
302 ================
303 */
304 void CL_AdjustAngles (void)
305 {
306         float   speed;
307         float   up, down;
308
309         if (in_speed.state & 1)
310                 speed = cl.realframetime * cl_anglespeedkey.value;
311         else
312                 speed = cl.realframetime;
313
314         if (!(in_strafe.state & 1))
315         {
316                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
317                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
318         }
319         if (in_klook.state & 1)
320         {
321                 V_StopPitchDrift ();
322                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
323                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
324         }
325
326         up = CL_KeyState (&in_lookup);
327         down = CL_KeyState(&in_lookdown);
328
329         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
330         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
331
332         if (up || down)
333                 V_StopPitchDrift ();
334
335         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
336         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
337         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
338         if (cl.viewangles[YAW] >= 180)
339                 cl.viewangles[YAW] -= 360;
340         if (cl.viewangles[PITCH] >= 180)
341                 cl.viewangles[PITCH] -= 360;
342         if (cl.viewangles[ROLL] >= 180)
343                 cl.viewangles[ROLL] -= 360;
344
345         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
346         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
347 }
348
349 qboolean cl_ignoremousemove = false;
350
351 /*
352 ================
353 CL_Move
354
355 Send the intended movement message to the server
356 ================
357 */
358 void CL_Move (void)
359 {
360         float mx, my;
361         static float old_mouse_x = 0, old_mouse_y = 0;
362
363         // clamp before the move to prevent starting with bad angles
364         CL_AdjustAngles ();
365
366         // reset some of the command fields
367         cl.cmd.forwardmove = 0;
368         cl.cmd.sidemove = 0;
369         cl.cmd.upmove = 0;
370
371         // get basic movement from keyboard
372         if (in_strafe.state & 1)
373         {
374                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
375                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
376         }
377
378         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
379         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
380
381         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
382         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
383
384         if (! (in_klook.state & 1) )
385         {
386                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
387                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
388         }
389
390         // adjust for speed key
391         if (in_speed.state & 1)
392         {
393                 cl.cmd.forwardmove *= cl_movespeedkey.value;
394                 cl.cmd.sidemove *= cl_movespeedkey.value;
395                 cl.cmd.upmove *= cl_movespeedkey.value;
396         }
397
398         in_mouse_x = 0;
399         in_mouse_y = 0;
400
401         // allow mice or other external controllers to add to the move
402         IN_Move ();
403
404         // ignore a mouse move if mouse was activated/deactivated this frame
405         if (cl_ignoremousemove)
406         {
407                 cl_ignoremousemove = false;
408                 in_mouse_x = 0;
409                 in_mouse_y = 0;
410         }
411
412         // apply m_filter if it is on
413         mx = in_mouse_x;
414         my = in_mouse_y;
415         if (m_filter.integer)
416         {
417                 in_mouse_x = (mx + old_mouse_x) * 0.5;
418                 in_mouse_y = (my + old_mouse_y) * 0.5;
419         }
420         old_mouse_x = mx;
421         old_mouse_y = my;
422
423         // if not in menu, apply mouse move to viewangles/movement
424         if (!cl.csqc_wantsmousemove && in_client_mouse)
425         {
426                 if (cl_prydoncursor.integer)
427                 {
428                         // mouse interacting with the scene, mostly stationary view
429                         V_StopPitchDrift();
430                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
431                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
432                 }
433                 else if (in_strafe.state & 1)
434                 {
435                         // strafing mode, all looking is movement
436                         V_StopPitchDrift();
437                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
438                         if (noclip_anglehack)
439                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
440                         else
441                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
442                 }
443                 else if ((in_mlook.state & 1) || freelook.integer)
444                 {
445                         // mouselook, lookstrafe causes turning to become strafing
446                         V_StopPitchDrift();
447                         if (lookstrafe.integer)
448                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
449                         else
450                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
451                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
452                 }
453                 else
454                 {
455                         // non-mouselook, yaw turning and forward/back movement
456                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
457                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
458                 }
459         }
460
461         // clamp after the move to prevent rendering with bad angles
462         CL_AdjustAngles ();
463 }
464
465 #include "cl_collision.h"
466
467 extern void V_CalcRefdef(void);
468 void CL_UpdatePrydonCursor(void)
469 {
470         vec3_t temp, scale;
471
472         if (!cl_prydoncursor.integer)
473                 VectorClear(cl.cmd.cursor_screen);
474
475         /*
476         if (cl.cmd.cursor_screen[0] < -1)
477         {
478                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
479                 cl.cmd.cursor_screen[0] = -1;
480         }
481         if (cl.cmd.cursor_screen[0] > 1)
482         {
483                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
484                 cl.cmd.cursor_screen[0] = 1;
485         }
486         if (cl.cmd.cursor_screen[1] < -1)
487         {
488                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
489                 cl.cmd.cursor_screen[1] = -1;
490         }
491         if (cl.cmd.cursor_screen[1] > 1)
492         {
493                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
494                 cl.cmd.cursor_screen[1] = 1;
495         }
496         */
497         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
498         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
499         cl.cmd.cursor_screen[2] = 1;
500
501         scale[0] = -r_view.frustum_x;
502         scale[1] = -r_view.frustum_y;
503         scale[2] = 1;
504
505         // trace distance
506         VectorScale(scale, 1000000, scale);
507
508         // calculate current view matrix
509         V_CalcRefdef();
510         VectorClear(temp);
511         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
512         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
513         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
514         // trace from view origin to the cursor
515         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);
516 }
517
518 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
519 {
520         int i;
521         int n;
522         // remove stale queue items
523         n = cl.movement_numqueue;
524         cl.movement_numqueue = 0;
525         for (i = 0;i < n;i++)
526         {
527                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
528                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
529                 else if (i == 0)
530                         cl.movement_replay_canjump = !cl.movement_queue[i].jump;
531         }
532         // add to input queue if there is room
533         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
534         {
535                 // add to input queue
536                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
537                 cl.movement_queue[cl.movement_numqueue].time = realtime;
538                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
539                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
540                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
541                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
542                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
543                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
544                 cl.movement_queue[cl.movement_numqueue].crouch = false;
545                 cl.movement_numqueue++;
546         }
547         cl.movement_replay = true;
548 }
549
550 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
551 {
552         int i;
553         int n;
554         double lasttime = cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0;
555         // remove stale queue items
556         n = cl.movement_numqueue;
557         cl.movement_numqueue = 0;
558         if (cl.servermovesequence)
559         {
560                 for (i = 0;i < n;i++)
561                 {
562                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
563                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
564                         else if (i == 0)
565                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump;
566                 }
567         }
568         else
569         {
570                 for (i = 0;i < n;i++)
571                 {
572                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
573                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
574                         else if (i == 0)
575                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump;
576                 }
577         }
578         // add to input queue if there is room
579         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
580         {
581                 // add to input queue
582                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
583                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
584                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
585                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
586                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
587                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
588                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
589                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
590                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
591                 cl.movement_numqueue++;
592         }
593         cl.movement_replay = true;
594 }
595
596 typedef enum waterlevel_e
597 {
598         WATERLEVEL_NONE,
599         WATERLEVEL_WETFEET,
600         WATERLEVEL_SWIMMING,
601         WATERLEVEL_SUBMERGED
602 }
603 waterlevel_t;
604
605 typedef struct cl_clientmovement_state_s
606 {
607         // position
608         vec3_t origin;
609         vec3_t velocity;
610         // current bounding box (different if crouched vs standing)
611         vec3_t mins;
612         vec3_t maxs;
613         // currently on the ground
614         qboolean onground;
615         // currently crouching
616         qboolean crouched;
617         // whether jump button has been released since last jump
618         qboolean canjump;
619         // what kind of water (SUPERCONTENTS_LAVA for instance)
620         int watertype;
621         // how deep
622         waterlevel_t waterlevel;
623         // weird hacks when jumping out of water
624         // (this is in seconds and counts down to 0)
625         float waterjumptime;
626
627         // movement parameters for physics code
628         float movevars_gravity;
629         float movevars_stopspeed;
630         float movevars_maxspeed;
631         float movevars_spectatormaxspeed;
632         float movevars_accelerate;
633         float movevars_airaccelerate;
634         float movevars_wateraccelerate;
635         float movevars_friction;
636         float movevars_waterfriction;
637         float movevars_entgravity;
638         float movevars_jumpvelocity;
639         float movevars_edgefriction;
640         float movevars_maxairspeed;
641         float movevars_stepheight;
642
643         // user command
644         client_movementqueue_t q;
645 }
646 cl_clientmovement_state_t;
647
648 #define NUMOFFSETS 27
649 static vec3_t offsets[NUMOFFSETS] =
650 {
651 // 1 no nudge (just return the original if this test passes)
652         { 0.000,  0.000,  0.000},
653 // 6 simple nudges
654         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
655         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
656         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
657 // 4 diagonal flat nudges
658         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
659         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
660 // 8 diagonal upward nudges
661         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
662         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
663         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
664         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
665 // 8 diagonal downward nudges
666         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
667         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
668         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
669         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
670 };
671
672 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
673 {
674         int i;
675         vec3_t neworigin;
676         for (i = 0;i < NUMOFFSETS;i++)
677         {
678                 VectorAdd(offsets[i], s->origin, neworigin);
679                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
680                 {
681                         VectorCopy(neworigin, s->origin);
682                         return true;
683                 }
684         }
685         // if all offsets failed, give up
686         return false;
687 }
688
689 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
690 {
691         vec3_t origin1, origin2;
692         trace_t trace;
693
694         // make sure player is not stuck
695         CL_ClientMovement_Unstick(s);
696
697         // set crouched
698         if (s->q.crouch)
699         {
700                 // wants to crouch, this always works..
701                 if (!s->crouched)
702                         s->crouched = true;
703         }
704         else
705         {
706                 // wants to stand, if currently crouching we need to check for a
707                 // low ceiling first
708                 if (s->crouched)
709                 {
710                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
711                         if (!trace.startsolid)
712                                 s->crouched = false;
713                 }
714         }
715         if (s->crouched)
716         {
717                 VectorCopy(cl.playercrouchmins, s->mins);
718                 VectorCopy(cl.playercrouchmaxs, s->maxs);
719         }
720         else
721         {
722                 VectorCopy(cl.playerstandmins, s->mins);
723                 VectorCopy(cl.playerstandmaxs, s->maxs);
724         }
725
726         // set onground
727         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
728         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
729         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
730         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
731
732         // set watertype/waterlevel
733         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
734         s->waterlevel = WATERLEVEL_NONE;
735         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
736         if (s->watertype)
737         {
738                 s->waterlevel = WATERLEVEL_WETFEET;
739                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
740                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
741                 {
742                         s->waterlevel = WATERLEVEL_SWIMMING;
743                         origin1[2] = s->origin[2] + 22;
744                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
745                                 s->waterlevel = WATERLEVEL_SUBMERGED;
746                 }
747         }
748
749         // water jump prediction
750         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
751                 s->waterjumptime = 0;
752 }
753
754 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
755 {
756         int bump;
757         double t;
758         vec_t f;
759         vec3_t neworigin;
760         vec3_t currentorigin2;
761         vec3_t neworigin2;
762         vec3_t primalvelocity;
763         trace_t trace;
764         trace_t trace2;
765         trace_t trace3;
766         CL_ClientMovement_UpdateStatus(s);
767         VectorCopy(s->velocity, primalvelocity);
768         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
769         {
770                 VectorMA(s->origin, t, s->velocity, neworigin);
771                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
772                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
773                 {
774                         // may be a step or wall, try stepping up
775                         // first move forward at a higher level
776                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
777                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
778                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
779                         if (!trace2.startsolid)
780                         {
781                                 // then move down from there
782                                 VectorCopy(trace2.endpos, currentorigin2);
783                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
784                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
785                                 //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]);
786                                 // accept the new trace if it made some progress
787                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
788                                 {
789                                         trace = trace2;
790                                         VectorCopy(trace3.endpos, trace.endpos);
791                                 }
792                         }
793                 }
794
795                 // check if it moved at all
796                 if (trace.fraction >= 0.001)
797                         VectorCopy(trace.endpos, s->origin);
798
799                 // check if it moved all the way
800                 if (trace.fraction == 1)
801                         break;
802
803                 //if (trace.plane.normal[2] > 0.7)
804                 //      s->onground = true;
805
806                 t -= t * trace.fraction;
807
808                 f = DotProduct(s->velocity, trace.plane.normal);
809                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
810         }
811         if (s->waterjumptime > 0)
812                 VectorCopy(primalvelocity, s->velocity);
813 }
814
815
816 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
817 {
818         vec_t wishspeed;
819         vec_t f;
820         vec3_t wishvel;
821         vec3_t wishdir;
822
823         // water jump only in certain situations
824         // this mimics quakeworld code
825         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
826         {
827                 vec3_t forward;
828                 vec3_t yawangles;
829                 vec3_t spot;
830                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
831                 AngleVectors(yawangles, forward, NULL, NULL);
832                 VectorMA(s->origin, 24, forward, spot);
833                 spot[2] += 8;
834                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
835                 {
836                         spot[2] += 24;
837                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
838                         {
839                                 VectorScale(forward, 50, s->velocity);
840                                 s->velocity[2] = 310;
841                                 s->waterjumptime = 2;
842                                 s->onground = false;
843                                 s->canjump = false;
844                         }
845                 }
846         }
847
848         if (!VectorLength2(s->q.move))
849         {
850                 // drift towards bottom
851                 VectorSet(wishvel, 0, 0, -60);
852         }
853         else
854         {
855                 // swim
856                 vec3_t forward;
857                 vec3_t right;
858                 vec3_t up;
859                 // calculate movement vector
860                 AngleVectors(s->q.viewangles, forward, right, up);
861                 VectorSet(up, 0, 0, 1);
862                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
863         }
864
865         // split wishvel into wishspeed and wishdir
866         wishspeed = VectorLength(wishvel);
867         if (wishspeed)
868                 VectorScale(wishvel, 1 / wishspeed, wishdir);
869         else
870                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
871         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
872
873         if (s->crouched)
874                 wishspeed *= 0.5;
875
876         if (s->waterjumptime <= 0)
877         {
878                 // water friction
879                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
880                 f = bound(0, f, 1);
881                 VectorScale(s->velocity, f, s->velocity);
882
883                 // water acceleration
884                 f = wishspeed - DotProduct(s->velocity, wishdir);
885                 if (f > 0)
886                 {
887                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
888                         VectorMA(s->velocity, f, wishdir, s->velocity);
889                 }
890
891                 // holding jump button swims upward slowly
892                 if (s->q.jump)
893                 {
894                         if (s->watertype & SUPERCONTENTS_LAVA)
895                                 s->velocity[2] =  50;
896                         else if (s->watertype & SUPERCONTENTS_SLIME)
897                                 s->velocity[2] =  80;
898                         else
899                         {
900                                 if (gamemode == GAME_NEXUIZ)
901                                         s->velocity[2] = 200;
902                                 else
903                                         s->velocity[2] = 100;
904                         }
905                 }
906         }
907
908         CL_ClientMovement_Move(s);
909 }
910
911 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
912 {
913         vec_t friction;
914         vec_t wishspeed;
915         vec_t addspeed;
916         vec_t accelspeed;
917         vec_t f;
918         vec3_t forward;
919         vec3_t right;
920         vec3_t up;
921         vec3_t wishvel;
922         vec3_t wishdir;
923         vec3_t yawangles;
924         trace_t trace;
925
926         // jump if on ground with jump button pressed but only if it has been
927         // released at least once since the last jump
928         if (s->q.jump && s->canjump && s->onground)
929         {
930                 s->velocity[2] += s->movevars_jumpvelocity;
931                 s->onground = false;
932                 s->canjump = false;
933         }
934
935         // calculate movement vector
936         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
937         AngleVectors(yawangles, forward, right, up);
938         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
939
940         // split wishvel into wishspeed and wishdir
941         wishspeed = VectorLength(wishvel);
942         if (wishspeed)
943                 VectorScale(wishvel, 1 / wishspeed, wishdir);
944         else
945                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
946         wishspeed = min(wishspeed, s->movevars_maxspeed);
947         if (s->crouched)
948                 wishspeed *= 0.5;
949
950         // check if onground
951         if (s->onground)
952         {
953                 // apply edge friction
954                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
955                 friction = s->movevars_friction;
956                 if (f > 0 && s->movevars_edgefriction != 1)
957                 {
958                         vec3_t neworigin2;
959                         vec3_t neworigin3;
960                         // note: QW uses the full player box for the trace, and yet still
961                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
962                         // this mimics it for compatibility
963                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
964                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
965                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
966                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
967                         else
968                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
969                         if (trace.fraction == 1 && !trace.startsolid)
970                                 friction *= s->movevars_edgefriction;
971                 }
972                 // apply ground friction
973                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
974                 f = max(f, 0);
975                 VectorScale(s->velocity, f, s->velocity);
976                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
977                 if (addspeed > 0)
978                 {
979                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
980                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
981                 }
982                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
983                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
984                         s->velocity[2] = 0;
985                 if (VectorLength2(s->velocity))
986                         CL_ClientMovement_Move(s);
987         }
988         else
989         {
990                 if (s->waterjumptime <= 0)
991                 {
992                         // apply air speed limit
993                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
994                         // Nexuiz has no upper bound on air acceleration, but little control
995                         if (gamemode == GAME_NEXUIZ)
996                                 addspeed = wishspeed;
997                         else
998                                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
999                         if (addspeed > 0)
1000                         {
1001                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1002                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1003                         }
1004                 }
1005                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1006                 CL_ClientMovement_Move(s);
1007         }
1008 }
1009
1010 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1011 {
1012         //Con_Printf(" %f", frametime);
1013         if (!s->q.jump)
1014                 s->canjump = true;
1015         s->waterjumptime -= s->q.frametime;
1016         CL_ClientMovement_UpdateStatus(s);
1017         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1018                 CL_ClientMovement_Physics_Swim(s);
1019         else
1020                 CL_ClientMovement_Physics_Walk(s);
1021 }
1022
1023 void CL_ClientMovement_Replay(void)
1024 {
1025         int i;
1026         cl_clientmovement_state_t s;
1027
1028         if (!cl.movement_replay)
1029                 return;
1030         cl.movement_replay = false;
1031
1032         // set up starting state for the series of moves
1033         memset(&s, 0, sizeof(s));
1034         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1035         VectorCopy(cl.mvelocity[0], s.velocity);
1036         s.crouched = true; // will be updated on first move
1037         s.canjump = cl.movement_replay_canjump;
1038
1039         // set up movement variables
1040         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1041         {
1042                 s.movevars_gravity = cl.qw_movevars_gravity;
1043                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1044                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1045                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1046                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1047                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1048                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1049                 s.movevars_friction = cl.qw_movevars_friction;
1050                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1051                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1052                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1053                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1054                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1055                 s.movevars_stepheight = cl_movement_stepheight.value;
1056         }
1057         else
1058         {
1059                 s.movevars_gravity = sv_gravity.value;
1060                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1061                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1062                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1063                 s.movevars_accelerate = cl_movement_accelerate.value;
1064                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1065                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1066                 s.movevars_friction = cl_movement_friction.value;
1067                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1068                 s.movevars_entgravity = 1;
1069                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1070                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1071                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1072                 s.movevars_stepheight = cl_movement_stepheight.value;
1073         }
1074
1075         if (cl.movement)
1076         {
1077                 //Con_Printf("%f: ", cl.mtime[0]);
1078
1079                 // replay the input queue to predict current location
1080                 // note: this relies on the fact there's always one queue item at the end
1081
1082                 for (i = 0;i < cl.movement_numqueue;i++)
1083                 {
1084                         s.q = cl.movement_queue[i];
1085                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1086                         if (s.q.frametime > 0.05)
1087                         {
1088                                 s.q.frametime *= 0.5;
1089                                 CL_ClientMovement_PlayerMove(&s);
1090                         }
1091                         CL_ClientMovement_PlayerMove(&s);
1092                 }
1093         }
1094         else
1095         {
1096                 // get the first movement queue entry to know whether to crouch and such
1097                 s.q = cl.movement_queue[0];
1098         }
1099         // store replay location
1100         CL_ClientMovement_UpdateStatus(&s);
1101         cl.onground = s.onground;
1102         cl.movement_time[1] = cl.movement_time[0];
1103         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1104         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1105         VectorCopy(s.origin, cl.movement_origin);
1106         VectorCopy(s.velocity, cl.movement_velocity);
1107         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1108         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1109 }
1110
1111 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1112 {
1113         int bits;
1114
1115         bits = 0;
1116         if (to->angles[0] != from->angles[0])
1117                 bits |= QW_CM_ANGLE1;
1118         if (to->angles[1] != from->angles[1])
1119                 bits |= QW_CM_ANGLE2;
1120         if (to->angles[2] != from->angles[2])
1121                 bits |= QW_CM_ANGLE3;
1122         if (to->forwardmove != from->forwardmove)
1123                 bits |= QW_CM_FORWARD;
1124         if (to->sidemove != from->sidemove)
1125                 bits |= QW_CM_SIDE;
1126         if (to->upmove != from->upmove)
1127                 bits |= QW_CM_UP;
1128         if (to->buttons != from->buttons)
1129                 bits |= QW_CM_BUTTONS;
1130         if (to->impulse != from->impulse)
1131                 bits |= QW_CM_IMPULSE;
1132
1133         MSG_WriteByte(buf, bits);
1134         if (bits & QW_CM_ANGLE1)
1135                 MSG_WriteAngle16i(buf, to->angles[0]);
1136         if (bits & QW_CM_ANGLE2)
1137                 MSG_WriteAngle16i(buf, to->angles[1]);
1138         if (bits & QW_CM_ANGLE3)
1139                 MSG_WriteAngle16i(buf, to->angles[2]);
1140         if (bits & QW_CM_FORWARD)
1141                 MSG_WriteShort(buf, to->forwardmove);
1142         if (bits & QW_CM_SIDE)
1143                 MSG_WriteShort(buf, to->sidemove);
1144         if (bits & QW_CM_UP)
1145                 MSG_WriteShort(buf, to->upmove);
1146         if (bits & QW_CM_BUTTONS)
1147                 MSG_WriteByte(buf, to->buttons);
1148         if (bits & QW_CM_IMPULSE)
1149                 MSG_WriteByte(buf, to->impulse);
1150         MSG_WriteByte(buf, to->msec);
1151 }
1152
1153 /*
1154 ==============
1155 CL_SendMove
1156 ==============
1157 */
1158 extern cvar_t cl_netinputpacketspersecond;
1159 void CL_SendMove(void)
1160 {
1161         int i;
1162         int bits;
1163         int impulse;
1164         sizebuf_t buf;
1165         unsigned char data[128];
1166         static double lastsendtime = 0;
1167 #define MOVEAVERAGING 0
1168 #if MOVEAVERAGING
1169         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1170 #endif
1171         float forwardmove, sidemove, upmove;
1172
1173         // if playing a demo, do nothing
1174         if (!cls.netcon)
1175                 return;
1176
1177 #if MOVEAVERAGING
1178         // accumulate changes between messages
1179         accumforwardmove += cl.cmd.forwardmove;
1180         accumsidemove += cl.cmd.sidemove;
1181         accumupmove += cl.cmd.upmove;
1182         accumtotal++;
1183 #endif
1184
1185         cl.movement = cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission;
1186         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1187         {
1188                 if (!cl.movement_needupdate)
1189                         return;
1190                 cl.movement_needupdate = false;
1191         }
1192         else
1193         {
1194                 if (realtime < lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100))
1195                         return;
1196                 // don't let it fall behind if CL_SendMove hasn't been called recently
1197                 // (such is the case when framerate is too low for instance)
1198                 lastsendtime = max(lastsendtime + 1.0 / bound(10, cl_netinputpacketspersecond.value, 100), realtime);
1199         }
1200 #if MOVEAVERAGING
1201         // average the accumulated changes
1202         accumtotal = 1.0f / accumtotal;
1203         forwardmove = accumforwardmove * accumtotal;
1204         sidemove = accumsidemove * accumtotal;
1205         upmove = accumupmove * accumtotal;
1206         accumforwardmove = 0;
1207         accumsidemove = 0;
1208         accumupmove = 0;
1209         accumtotal = 0;
1210 #else
1211         // use the latest values
1212         forwardmove = cl.cmd.forwardmove;
1213         sidemove = cl.cmd.sidemove;
1214         upmove = cl.cmd.upmove;
1215 #endif
1216
1217         if (cls.signon == SIGNONS)
1218                 CL_UpdatePrydonCursor();
1219
1220         buf.maxsize = 128;
1221         buf.cursize = 0;
1222         buf.data = data;
1223
1224         // set button bits
1225         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1226         bits = 0;
1227         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1228         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1229         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1230         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1231         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1232         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1233         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1234         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1235         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1236         if (key_dest != key_game || key_consoleactive) bits |= 512;
1237         if (cl_prydoncursor.integer) bits |= 1024;
1238         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1239         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1240         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1241         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1242         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1243         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1244         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1245         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1246         // button bits 19-31 unused currently
1247         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1248         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1249         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1250         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1251         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1252
1253         impulse = in_impulse;
1254         in_impulse = 0;
1255
1256         csqc_buttons = bits;
1257
1258         if (cls.signon == SIGNONS)
1259         {
1260                 // always dump the first two messages, because they may contain leftover inputs from the last level
1261                 if (++cl.movemessages >= 2)
1262                 {
1263                         // send the movement message
1264                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1265                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1266                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1267                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1268                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1269                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1270                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1271                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1272                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1273                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1274                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1275                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1276                         {
1277                                 int checksumindex;
1278                                 double msectime;
1279                                 static double oldmsectime;
1280                                 qw_usercmd_t *cmd, *oldcmd;
1281                                 qw_usercmd_t nullcmd;
1282
1283                                 //Con_Printf("code qw_clc_move\n");
1284
1285                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1286                                 cmd = &cl.qw_moves[i];
1287                                 memset(&nullcmd, 0, sizeof(nullcmd));
1288                                 memset(cmd, 0, sizeof(*cmd));
1289                                 cmd->buttons = bits;
1290                                 cmd->impulse = impulse;
1291                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1292                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1293                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1294                                 VectorCopy(cl.viewangles, cmd->angles);
1295                                 msectime = realtime * 1000;
1296                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1297                                 // ridiculous value rejection (matches qw)
1298                                 if (cmd->msec > 250)
1299                                         cmd->msec = 100;
1300                                 oldmsectime = msectime;
1301
1302                                 CL_ClientMovement_InputQW(cmd);
1303
1304                                 MSG_WriteByte(&buf, qw_clc_move);
1305                                 // save the position for a checksum byte
1306                                 checksumindex = buf.cursize;
1307                                 MSG_WriteByte(&buf, 0);
1308                                 // packet loss percentage
1309                                 // FIXME: netgraph stuff
1310                                 MSG_WriteByte(&buf, 0);
1311                                 // write most recent 3 moves
1312                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1313                                 cmd = &cl.qw_moves[i];
1314                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1315                                 oldcmd = cmd;
1316                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1317                                 cmd = &cl.qw_moves[i];
1318                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1319                                 oldcmd = cmd;
1320                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1321                                 cmd = &cl.qw_moves[i];
1322                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1323                                 // calculate the checksum
1324                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1325                                 // if delta compression history overflows, request no delta
1326                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1327                                         cl.qw_validsequence = 0;
1328                                 // request delta compression if appropriate
1329                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1330                                 {
1331                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1332                                         MSG_WriteByte(&buf, qw_clc_delta);
1333                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1334                                 }
1335                                 else
1336                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1337                         }
1338                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1339                         {
1340                                 // 5 bytes
1341                                 MSG_WriteByte (&buf, clc_move);
1342                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1343                                 // 3 bytes
1344                                 for (i = 0;i < 3;i++)
1345                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1346                                 // 6 bytes
1347                                 MSG_WriteCoord16i (&buf, forwardmove);
1348                                 MSG_WriteCoord16i (&buf, sidemove);
1349                                 MSG_WriteCoord16i (&buf, upmove);
1350                                 // 2 bytes
1351                                 MSG_WriteByte (&buf, bits);
1352                                 MSG_WriteByte (&buf, impulse);
1353
1354                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1355                         }
1356                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1357                         {
1358                                 // 5 bytes
1359                                 MSG_WriteByte (&buf, clc_move);
1360                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1361                                 // 12 bytes
1362                                 for (i = 0;i < 3;i++)
1363                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1364                                 // 6 bytes
1365                                 MSG_WriteCoord16i (&buf, forwardmove);
1366                                 MSG_WriteCoord16i (&buf, sidemove);
1367                                 MSG_WriteCoord16i (&buf, upmove);
1368                                 // 2 bytes
1369                                 MSG_WriteByte (&buf, bits);
1370                                 MSG_WriteByte (&buf, impulse);
1371
1372                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1373                         }
1374                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1375                         {
1376                                 // 5 bytes
1377                                 MSG_WriteByte (&buf, clc_move);
1378                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1379                                 // 6 bytes
1380                                 for (i = 0;i < 3;i++)
1381                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1382                                 // 6 bytes
1383                                 MSG_WriteCoord16i (&buf, forwardmove);
1384                                 MSG_WriteCoord16i (&buf, sidemove);
1385                                 MSG_WriteCoord16i (&buf, upmove);
1386                                 // 2 bytes
1387                                 MSG_WriteByte (&buf, bits);
1388                                 MSG_WriteByte (&buf, impulse);
1389
1390                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1391                         }
1392                         else
1393                         {
1394                                 // 5 bytes
1395                                 MSG_WriteByte (&buf, clc_move);
1396                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1397                                 {
1398                                         if (cl_movement.integer)
1399                                         {
1400                                                 cl.movesequence++;
1401                                                 MSG_WriteLong (&buf, cl.movesequence);
1402                                         }
1403                                         else
1404                                                 MSG_WriteLong (&buf, 0);
1405                                 }
1406                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1407                                 // 6 bytes
1408                                 for (i = 0;i < 3;i++)
1409                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1410                                 // 6 bytes
1411                                 MSG_WriteCoord16i (&buf, forwardmove);
1412                                 MSG_WriteCoord16i (&buf, sidemove);
1413                                 MSG_WriteCoord16i (&buf, upmove);
1414                                 // 5 bytes
1415                                 MSG_WriteLong (&buf, bits);
1416                                 MSG_WriteByte (&buf, impulse);
1417                                 // PRYDON_CLIENTCURSOR
1418                                 // 30 bytes
1419                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1420                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1421                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1422                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1423                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1424                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1425                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1426                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1427                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1428
1429                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1430                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1431                         }
1432                 }
1433
1434                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1435                 {
1436                         // ack the last few frame numbers
1437                         // (redundent to improve handling of client->server packet loss)
1438                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1439                         for (i = 0;i < LATESTFRAMENUMS;i++)
1440                         {
1441                                 if (cl.latestframenums[i] > 0)
1442                                 {
1443                                         if (developer_networkentities.integer >= 1)
1444                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1445                                         MSG_WriteByte(&buf, clc_ackframe);
1446                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1447                                 }
1448                         }
1449                 }
1450
1451                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1452                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1453         }
1454
1455         // send the reliable message (forwarded commands) if there is one
1456         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1457
1458         if (cls.netcon->message.overflowed)
1459         {
1460                 Con_Print("CL_SendMove: lost server connection\n");
1461                 CL_Disconnect();
1462                 Host_ShutdownServer();
1463         }
1464 }
1465
1466 /*
1467 ============
1468 CL_InitInput
1469 ============
1470 */
1471 void CL_InitInput (void)
1472 {
1473         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1474         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1475         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1476         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1477         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1478         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1479         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1480         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1481         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1482         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1483         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1484         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1485         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1486         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1487         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1488         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1489         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1490         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1491         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1492         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1493         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1494         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1495         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1496         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1497         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1498         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1499         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1500         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1501         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1502         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1503         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1504         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1505         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1506
1507         // LordHavoc: added use button
1508         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1509         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1510
1511         // LordHavoc: added 6 new buttons
1512         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1513         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1514         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1515         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1516         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1517         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1518         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1519         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1520         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1521         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1522         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1523         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1524         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1525         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1526         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1527         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1528         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1529         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1530         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1531         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1532         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1533         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1534         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1535         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1536         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1537         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1538         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1539         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1540
1541         Cvar_RegisterVariable(&cl_movement);
1542         Cvar_RegisterVariable(&cl_movement_latency);
1543         Cvar_RegisterVariable(&cl_movement_maxspeed);
1544         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1545         Cvar_RegisterVariable(&cl_movement_stopspeed);
1546         Cvar_RegisterVariable(&cl_movement_friction);
1547         Cvar_RegisterVariable(&cl_movement_edgefriction);
1548         Cvar_RegisterVariable(&cl_movement_stepheight);
1549         Cvar_RegisterVariable(&cl_movement_accelerate);
1550         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1551         Cvar_RegisterVariable(&cl_gravity);
1552         Cvar_RegisterVariable(&cl_slowmo);
1553
1554         Cvar_RegisterVariable(&in_pitch_min);
1555         Cvar_RegisterVariable(&in_pitch_max);
1556         Cvar_RegisterVariable(&m_filter);
1557
1558         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1559
1560         Cvar_RegisterVariable(&cl_nodelta);
1561 }
1562