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only apply the CFLAGS_CRYPTO to the crypto compile; helps in the Xonotic build system
[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 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
427 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
428 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
429 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
430 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
431 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
432 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)"};
433 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
434 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
435 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
436 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
437 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
438 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
439 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"};
440 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 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)"};
442 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
443 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
444
445 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
446 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
447
448 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
449 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
450 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
451 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
452 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
453
454 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
455 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
456 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
457
458 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
459
460 extern cvar_t v_flipped;
461
462 /*
463 ================
464 CL_AdjustAngles
465
466 Moves the local angle positions
467 ================
468 */
469 void CL_AdjustAngles (void)
470 {
471         float   speed;
472         float   up, down;
473
474         if (in_speed.state & 1)
475                 speed = cl.realframetime * cl_anglespeedkey.value;
476         else
477                 speed = cl.realframetime;
478
479         if (!(in_strafe.state & 1))
480         {
481                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
482                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
483         }
484         if (in_klook.state & 1)
485         {
486                 V_StopPitchDrift ();
487                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
488                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
489         }
490
491         up = CL_KeyState (&in_lookup);
492         down = CL_KeyState(&in_lookdown);
493
494         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
495         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
496
497         if (up || down)
498                 V_StopPitchDrift ();
499
500         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
501         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
502         if (cl.viewangles[YAW] >= 180)
503                 cl.viewangles[YAW] -= 360;
504         if (cl.viewangles[PITCH] >= 180)
505                 cl.viewangles[PITCH] -= 360;
506         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
507         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
508 }
509
510 int cl_ignoremousemoves = 2;
511
512 /*
513 ================
514 CL_Input
515
516 Send the intended movement message to the server
517 ================
518 */
519 void CL_Input (void)
520 {
521         float mx, my;
522         static float old_mouse_x = 0, old_mouse_y = 0;
523
524         // clamp before the move to prevent starting with bad angles
525         CL_AdjustAngles ();
526
527         if(v_flipped.integer)
528                 cl.viewangles[YAW] = -cl.viewangles[YAW];
529
530         // reset some of the command fields
531         cl.cmd.forwardmove = 0;
532         cl.cmd.sidemove = 0;
533         cl.cmd.upmove = 0;
534
535         // get basic movement from keyboard
536         if (in_strafe.state & 1)
537         {
538                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
539                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
540         }
541
542         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
543         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
544
545         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
546         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
547
548         if (! (in_klook.state & 1) )
549         {
550                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
551                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
552         }
553
554         // adjust for speed key
555         if (in_speed.state & 1)
556         {
557                 cl.cmd.forwardmove *= cl_movespeedkey.value;
558                 cl.cmd.sidemove *= cl_movespeedkey.value;
559                 cl.cmd.upmove *= cl_movespeedkey.value;
560         }
561
562         // allow mice or other external controllers to add to the move
563         IN_Move ();
564
565         // apply m_accelerate if it is on
566         if(m_accelerate.value > 1)
567         {
568                 static float averagespeed = 0;
569                 float speed, f, mi, ma;
570
571                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
572                 if(m_accelerate_filter.value > 0)
573                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
574                 else
575                         f = 1;
576                 averagespeed = speed * f + averagespeed * (1 - f);
577
578                 mi = max(1, m_accelerate_minspeed.value);
579                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
580
581                 if(averagespeed <= mi)
582                 {
583                         f = 1;
584                 }
585                 else if(averagespeed >= ma)
586                 {
587                         f = m_accelerate.value;
588                 }
589                 else
590                 {
591                         /*
592                         f = log(averagespeed);
593                         mi = log(mi);
594                         ma = log(ma);
595                         */
596                         f = averagespeed;
597                         mi = mi;
598                         ma = ma;
599                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
600                 }
601
602                 in_mouse_x *= f;
603                 in_mouse_y *= f;
604         }
605
606         // apply m_filter if it is on
607         mx = in_mouse_x;
608         my = in_mouse_y;
609         if (m_filter.integer)
610         {
611                 in_mouse_x = (mx + old_mouse_x) * 0.5;
612                 in_mouse_y = (my + old_mouse_y) * 0.5;
613         }
614         old_mouse_x = mx;
615         old_mouse_y = my;
616
617         // ignore a mouse move if mouse was activated/deactivated this frame
618         if (cl_ignoremousemoves)
619         {
620                 cl_ignoremousemoves--;
621                 in_mouse_x = old_mouse_x = 0;
622                 in_mouse_y = old_mouse_y = 0;
623         }
624
625         // if not in menu, apply mouse move to viewangles/movement
626         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
627         {
628                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
629                 if (in_strafe.state & 1)
630                 {
631                         // strafing mode, all looking is movement
632                         V_StopPitchDrift();
633                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
634                         if (noclip_anglehack)
635                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
636                         else
637                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
638                 }
639                 else if ((in_mlook.state & 1) || freelook.integer)
640                 {
641                         // mouselook, lookstrafe causes turning to become strafing
642                         V_StopPitchDrift();
643                         if (lookstrafe.integer)
644                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
645                         else
646                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
647                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
648                 }
649                 else
650                 {
651                         // non-mouselook, yaw turning and forward/back movement
652                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
654                 }
655         }
656         else // don't pitch drift when csqc is controlling the mouse
657         {
658                 // mouse interacting with the scene, mostly stationary view
659                 V_StopPitchDrift();
660                 // update prydon cursor
661                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
662                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
663         }
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (cl_prydoncursor.integer <= 0)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         if (cl_prydoncursor_notrace.integer)
782         {
783                 cl.cmd.cursor_fraction = 1.0f;
784                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785                 VectorClear(cl.cmd.cursor_normal);
786                 cl.cmd.cursor_entitynumber = 0;
787         }
788         else
789                 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);
790 }
791
792 typedef enum waterlevel_e
793 {
794         WATERLEVEL_NONE,
795         WATERLEVEL_WETFEET,
796         WATERLEVEL_SWIMMING,
797         WATERLEVEL_SUBMERGED
798 }
799 waterlevel_t;
800
801 typedef struct cl_clientmovement_state_s
802 {
803         // position
804         vec3_t origin;
805         vec3_t velocity;
806         // current bounding box (different if crouched vs standing)
807         vec3_t mins;
808         vec3_t maxs;
809         // currently on the ground
810         qboolean onground;
811         // currently crouching
812         qboolean crouched;
813         // what kind of water (SUPERCONTENTS_LAVA for instance)
814         int watertype;
815         // how deep
816         waterlevel_t waterlevel;
817         // weird hacks when jumping out of water
818         // (this is in seconds and counts down to 0)
819         float waterjumptime;
820
821         // user command
822         usercmd_t cmd;
823 }
824 cl_clientmovement_state_t;
825
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
828 {
829 // 1 no nudge (just return the original if this test passes)
830         { 0.000,  0.000,  0.000},
831 // 6 simple nudges
832         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
833         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
834         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
835 // 4 diagonal flat nudges
836         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
837         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
838 // 8 diagonal upward nudges
839         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
840         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
841         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
842         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
843 // 8 diagonal downward nudges
844         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
845         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
846         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
848 };
849
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
851 {
852         int i;
853         vec3_t neworigin;
854         for (i = 0;i < NUMOFFSETS;i++)
855         {
856                 VectorAdd(offsets[i], s->origin, neworigin);
857                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
858                 {
859                         VectorCopy(neworigin, s->origin);
860                         return true;
861                 }
862         }
863         // if all offsets failed, give up
864         return false;
865 }
866
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 {
869         vec3_t origin1, origin2;
870         trace_t trace;
871
872         // make sure player is not stuck
873         CL_ClientMovement_Unstick(s);
874
875         // set crouched
876         if (s->cmd.crouch)
877         {
878                 // wants to crouch, this always works..
879                 if (!s->crouched)
880                         s->crouched = true;
881         }
882         else
883         {
884                 // wants to stand, if currently crouching we need to check for a
885                 // low ceiling first
886                 if (s->crouched)
887                 {
888                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889                         if (!trace.startsolid)
890                                 s->crouched = false;
891                 }
892         }
893         if (s->crouched)
894         {
895                 VectorCopy(cl.playercrouchmins, s->mins);
896                 VectorCopy(cl.playercrouchmaxs, s->maxs);
897         }
898         else
899         {
900                 VectorCopy(cl.playerstandmins, s->mins);
901                 VectorCopy(cl.playerstandmaxs, s->maxs);
902         }
903
904         // set onground
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
909
910         // set watertype/waterlevel
911         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912         s->waterlevel = WATERLEVEL_NONE;
913         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
914         if (s->watertype)
915         {
916                 s->waterlevel = WATERLEVEL_WETFEET;
917                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                 {
920                         s->waterlevel = WATERLEVEL_SWIMMING;
921                         origin1[2] = s->origin[2] + 22;
922                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923                                 s->waterlevel = WATERLEVEL_SUBMERGED;
924                 }
925         }
926
927         // water jump prediction
928         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929                 s->waterjumptime = 0;
930 }
931
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 {
934         int bump;
935         double t;
936         vec_t f;
937         vec3_t neworigin;
938         vec3_t currentorigin2;
939         vec3_t neworigin2;
940         vec3_t primalvelocity;
941         trace_t trace;
942         trace_t trace2;
943         trace_t trace3;
944         CL_ClientMovement_UpdateStatus(s);
945         VectorCopy(s->velocity, primalvelocity);
946         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947         {
948                 VectorMA(s->origin, t, s->velocity, neworigin);
949                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951                 {
952                         // may be a step or wall, try stepping up
953                         // first move forward at a higher level
954                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957                         if (!trace2.startsolid)
958                         {
959                                 // then move down from there
960                                 VectorCopy(trace2.endpos, currentorigin2);
961                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963                                 //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]);
964                                 // accept the new trace if it made some progress
965                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
966                                 {
967                                         trace = trace2;
968                                         VectorCopy(trace3.endpos, trace.endpos);
969                                 }
970                         }
971                 }
972
973                 // check if it moved at all
974                 if (trace.fraction >= 0.001)
975                         VectorCopy(trace.endpos, s->origin);
976
977                 // check if it moved all the way
978                 if (trace.fraction == 1)
979                         break;
980
981                 //if (trace.plane.normal[2] > 0.7)
982                 //      s->onground = true;
983
984                 t -= t * trace.fraction;
985
986                 f = DotProduct(s->velocity, trace.plane.normal);
987                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988         }
989         if (s->waterjumptime > 0)
990                 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996         vec_t wishspeed;
997         vec_t f;
998         vec3_t wishvel;
999         vec3_t wishdir;
1000
1001         // water jump only in certain situations
1002         // this mimics quakeworld code
1003         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004         {
1005                 vec3_t forward;
1006                 vec3_t yawangles;
1007                 vec3_t spot;
1008                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009                 AngleVectors(yawangles, forward, NULL, NULL);
1010                 VectorMA(s->origin, 24, forward, spot);
1011                 spot[2] += 8;
1012                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1013                 {
1014                         spot[2] += 24;
1015                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1016                         {
1017                                 VectorScale(forward, 50, s->velocity);
1018                                 s->velocity[2] = 310;
1019                                 s->waterjumptime = 2;
1020                                 s->onground = false;
1021                                 s->cmd.canjump = false;
1022                         }
1023                 }
1024         }
1025
1026         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027         {
1028                 // drift towards bottom
1029                 VectorSet(wishvel, 0, 0, -60);
1030         }
1031         else
1032         {
1033                 // swim
1034                 vec3_t forward;
1035                 vec3_t right;
1036                 vec3_t up;
1037                 // calculate movement vector
1038                 AngleVectors(s->cmd.viewangles, forward, right, up);
1039                 VectorSet(up, 0, 0, 1);
1040                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041         }
1042
1043         // split wishvel into wishspeed and wishdir
1044         wishspeed = VectorLength(wishvel);
1045         if (wishspeed)
1046                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047         else
1048                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051         if (s->crouched)
1052                 wishspeed *= 0.5;
1053
1054         if (s->waterjumptime <= 0)
1055         {
1056                 // water friction
1057                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058                 f = bound(0, f, 1);
1059                 VectorScale(s->velocity, f, s->velocity);
1060
1061                 // water acceleration
1062                 f = wishspeed - DotProduct(s->velocity, wishdir);
1063                 if (f > 0)
1064                 {
1065                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066                         VectorMA(s->velocity, f, wishdir, s->velocity);
1067                 }
1068
1069                 // holding jump button swims upward slowly
1070                 if (s->cmd.jump)
1071                 {
1072                         if (s->watertype & SUPERCONTENTS_LAVA)
1073                                 s->velocity[2] =  50;
1074                         else if (s->watertype & SUPERCONTENTS_SLIME)
1075                                 s->velocity[2] =  80;
1076                         else
1077                         {
1078                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1079                                         s->velocity[2] = 200;
1080                                 else
1081                                         s->velocity[2] = 100;
1082                         }
1083                 }
1084         }
1085
1086         CL_ClientMovement_Move(s);
1087 }
1088
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
1091         if(forward == 0 && side == 0)
1092                 return 0; // avoid division by zero
1093         angle -= RAD2DEG(atan2(side, forward));
1094         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1095         if(angle >  1)
1096                 return 0;
1097         if(angle < -1)
1098                 return 0;
1099         return 1 - fabs(angle);
1100 }
1101
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1103 {
1104         if(a == 0)
1105         {
1106                 if(lerp < 1)
1107                         return 0;
1108                 else
1109                         return b;
1110         }
1111         if(b == 0)
1112         {
1113                 if(lerp > 0)
1114                         return 0;
1115                 else
1116                         return a;
1117         }
1118         return a * pow(fabs(b / a), lerp);
1119 }
1120
1121 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 {
1123         vec_t zspeed, speed, dot, k;
1124
1125 #if 0
1126         // this doesn't play well with analog input
1127         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128                 return;
1129         k = 32;
1130 #else
1131         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1132         if(k <= 0)
1133                 return;
1134 #endif
1135
1136         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137
1138         zspeed = s->velocity[2];
1139         s->velocity[2] = 0;
1140         speed = VectorNormalizeLength(s->velocity);
1141
1142         dot = DotProduct(s->velocity, wishdir);
1143
1144         if(dot > 0) { // we can't change direction while slowing down
1145                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147                 k *= cl.movevars_aircontrol;
1148                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149                 VectorNormalize(s->velocity);
1150         }
1151
1152         VectorScale(s->velocity, speed, s->velocity);
1153         s->velocity[2] = zspeed;
1154 }
1155
1156 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 {
1158         return
1159                 (accelqw < 0 ? -1 : +1)
1160                 *
1161                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 }
1163
1164 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric, vec_t speedlimit)
1165 {
1166         vec_t vel_straight;
1167         vec_t vel_z;
1168         vec3_t vel_perpend;
1169         vec_t step;
1170         vec3_t vel_xy;
1171         vec_t vel_xy_current;
1172         vec_t vel_xy_backward, vel_xy_forward;
1173         qboolean speedclamp;
1174
1175         speedclamp = (accelqw < 0);
1176         if(speedclamp)
1177                 accelqw = -accelqw;
1178
1179         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1180                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181
1182         vel_straight = DotProduct(s->velocity, wishdir);
1183         vel_z = s->velocity[2];
1184         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1185         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186
1187         step = accel * s->cmd.frametime * wishspeed0;
1188
1189         vel_xy_current  = VectorLength(vel_xy);
1190         if(speedlimit > 0)
1191                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1192         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1193         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1194         if(vel_xy_backward < 0)
1195                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196
1197         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1198
1199         if(sidefric < 0 && VectorLength2(vel_perpend))
1200                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1201         {
1202                 vec_t f, fmin;
1203                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1204                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205                 // assume: fmin > 1
1206                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1207                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1208                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1209                 // obviously, this cannot be
1210                 if(fmin <= 0)
1211                         VectorScale(vel_perpend, f, vel_perpend);
1212                 else
1213                 {
1214                         fmin = sqrt(fmin);
1215                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1216                 }
1217         }
1218         else
1219                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220
1221         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1222
1223         if(speedclamp)
1224         {
1225                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1226                 if(vel_xy_current > 0) // prevent division by zero
1227                 {
1228                         VectorNormalize(s->velocity);
1229                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1230                 }
1231         }
1232
1233         s->velocity[2] += vel_z;
1234 }
1235
1236 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1237 {
1238     vec3_t curvel, wishvel, acceldir, curdir;
1239     float addspeed, accelspeed, curspeed;
1240     float dot;
1241
1242     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1243     float bunnyaccel = cl.movevars_warsowbunny_accel;
1244     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1245     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1246     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1247
1248     if( !wishspeed )
1249         return;
1250
1251     VectorCopy( s->velocity, curvel );
1252     curvel[2] = 0;
1253     curspeed = VectorLength( curvel );
1254
1255     if( wishspeed > curspeed * 1.01f )
1256     {
1257         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1258         if( accelspeed < wishspeed )
1259             wishspeed = accelspeed;
1260     }
1261     else
1262     {
1263         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1264         if( f < 0 )
1265             f = 0;
1266         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1267     }
1268     VectorScale( wishdir, wishspeed, wishvel );
1269     VectorSubtract( wishvel, curvel, acceldir );
1270     addspeed = VectorNormalizeLength( acceldir );
1271
1272     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1273     if( accelspeed > addspeed )
1274         accelspeed = addspeed;
1275
1276     if( backtosideratio < 1.0f )
1277     {
1278         VectorNormalize2( curvel, curdir );
1279         dot = DotProduct( acceldir, curdir );
1280         if( dot < 0 )
1281             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1282     }
1283
1284     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1285 }
1286
1287 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1288 {
1289         vec_t friction;
1290         vec_t wishspeed;
1291         vec_t addspeed;
1292         vec_t accelspeed;
1293         vec_t f;
1294         vec_t gravity;
1295         vec3_t forward;
1296         vec3_t right;
1297         vec3_t up;
1298         vec3_t wishvel;
1299         vec3_t wishdir;
1300         vec3_t yawangles;
1301         trace_t trace;
1302
1303         // jump if on ground with jump button pressed but only if it has been
1304         // released at least once since the last jump
1305         if (s->cmd.jump)
1306         {
1307                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1308                 {
1309                         s->velocity[2] += cl.movevars_jumpvelocity;
1310                         s->onground = false;
1311                         s->cmd.canjump = false;
1312                 }
1313         }
1314         else
1315                 s->cmd.canjump = true;
1316
1317         // calculate movement vector
1318         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1319         AngleVectors(yawangles, forward, right, up);
1320         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1321
1322         // split wishvel into wishspeed and wishdir
1323         wishspeed = VectorLength(wishvel);
1324         if (wishspeed)
1325                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1326         else
1327                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1328         // check if onground
1329         if (s->onground)
1330         {
1331                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1332                 if (s->crouched)
1333                         wishspeed *= 0.5;
1334
1335                 // apply edge friction
1336                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1337                 if (f > 0)
1338                 {
1339                         friction = cl.movevars_friction;
1340                         if (cl.movevars_edgefriction != 1)
1341                         {
1342                                 vec3_t neworigin2;
1343                                 vec3_t neworigin3;
1344                                 // note: QW uses the full player box for the trace, and yet still
1345                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1346                                 // this mimics it for compatibility
1347                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1348                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1349                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1350                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1351                                 else
1352                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1353                                 if (trace.fraction == 1 && !trace.startsolid)
1354                                         friction *= cl.movevars_edgefriction;
1355                         }
1356                         // apply ground friction
1357                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1358                         f = max(f, 0);
1359                         VectorScale(s->velocity, f, s->velocity);
1360                 }
1361                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1362                 if (addspeed > 0)
1363                 {
1364                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1365                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1366                 }
1367                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1368                         gravity = 0;
1369                 else
1370                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1371                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1372                         s->velocity[2] -= gravity * 0.5f;
1373                 else
1374                         s->velocity[2] -= gravity;
1375                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1376                         s->velocity[2] = 0;
1377                 if (VectorLength2(s->velocity))
1378                         CL_ClientMovement_Move(s);
1379                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1380                         s->velocity[2] -= gravity * 0.5f;
1381         }
1382         else
1383         {
1384                 if (s->waterjumptime <= 0)
1385                 {
1386                         // apply air speed limit
1387                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1388                         qboolean accelerating;
1389
1390                         accelqw = cl.movevars_airaccel_qw;
1391                         wishspeed0 = wishspeed;
1392                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1393                         if (s->crouched)
1394                                 wishspeed *= 0.5;
1395                         accel = cl.movevars_airaccelerate;
1396
1397                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1398                         wishspeed2 = wishspeed;
1399
1400                         // CPM: air control
1401                         if(cl.movevars_airstopaccelerate != 0)
1402                         {
1403                                 vec3_t curdir;
1404                                 curdir[0] = s->velocity[0];
1405                                 curdir[1] = s->velocity[1];
1406                                 curdir[2] = 0;
1407                                 VectorNormalize(curdir);
1408                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1409                         }
1410                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1411                         if(cl.movevars_maxairstrafespeed)
1412                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1413                         if(cl.movevars_airstrafeaccelerate)
1414                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1415                         if(cl.movevars_airstrafeaccel_qw)
1416                                 accelqw =
1417                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1418                                         *
1419                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1420                         // !CPM
1421
1422                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1423                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1424                         else
1425                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1426
1427                         if(cl.movevars_aircontrol)
1428                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1429                 }
1430                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1431                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1432                         s->velocity[2] -= gravity * 0.5f;
1433                 else
1434                         s->velocity[2] -= gravity;
1435                 CL_ClientMovement_Move(s);
1436                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1437                         s->velocity[2] -= gravity * 0.5f;
1438         }
1439 }
1440
1441 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1442 {
1443         //Con_Printf(" %f", frametime);
1444         if (!s->cmd.jump)
1445                 s->cmd.canjump = true;
1446         s->waterjumptime -= s->cmd.frametime;
1447         CL_ClientMovement_UpdateStatus(s);
1448         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1449                 CL_ClientMovement_Physics_Swim(s);
1450         else
1451                 CL_ClientMovement_Physics_Walk(s);
1452 }
1453
1454 extern cvar_t slowmo;
1455 void CL_UpdateMoveVars(void)
1456 {
1457         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1458         {
1459                 cl.moveflags = 0;
1460         }
1461         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1462         {
1463                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1464                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1465                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1466                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1467                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1468                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1469                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1470                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1471                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1472                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1473                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1474                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1475                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1476                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1477                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1478                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1479                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1480                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1481                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1482                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1483                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1484                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1485                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1486                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1487                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1488                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1489                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1490                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1491                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1492                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1493                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1494                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1495                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1496         }
1497         else
1498         {
1499                 cl.moveflags = 0;
1500                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1501                 cl.movevars_timescale = slowmo.value;
1502                 cl.movevars_gravity = sv_gravity.value;
1503                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1504                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1505                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1506                 cl.movevars_accelerate = cl_movement_accelerate.value;
1507                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1508                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1509                 cl.movevars_friction = cl_movement_friction.value;
1510                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1511                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1512                 cl.movevars_entgravity = 1;
1513                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1514                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1515                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1516                 cl.movevars_stepheight = cl_movement_stepheight.value;
1517                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1518                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1519                 cl.movevars_airstopaccelerate = 0;
1520                 cl.movevars_airstrafeaccelerate = 0;
1521                 cl.movevars_maxairstrafespeed = 0;
1522                 cl.movevars_airstrafeaccel_qw = 0;
1523                 cl.movevars_aircontrol = 0;
1524                 cl.movevars_aircontrol_power = 2;
1525                 cl.movevars_aircontrol_penalty = 0;
1526                 cl.movevars_warsowbunny_airforwardaccel = 0;
1527                 cl.movevars_warsowbunny_accel = 0;
1528                 cl.movevars_warsowbunny_topspeed = 0;
1529                 cl.movevars_warsowbunny_turnaccel = 0;
1530                 cl.movevars_warsowbunny_backtosideratio = 0;
1531                 cl.movevars_airspeedlimit_nonqw = 0;
1532         }
1533
1534         if(!(cl.moveflags & MOVEFLAG_VALID))
1535         {
1536                 if(gamemode == GAME_NEXUIZ)
1537                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1538         }
1539
1540         if(cl.movevars_aircontrol_power <= 0)
1541                 cl.movevars_aircontrol_power = 2; // CPMA default
1542 }
1543
1544 void CL_ClientMovement_Replay(void)
1545 {
1546         int i;
1547         double totalmovemsec;
1548         cl_clientmovement_state_t s;
1549
1550         if (cl.movement_predicted && !cl.movement_replay)
1551                 return;
1552
1553         if (!cl_movement_replay.integer)
1554                 return;
1555
1556         // set up starting state for the series of moves
1557         memset(&s, 0, sizeof(s));
1558         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1559         VectorCopy(cl.mvelocity[0], s.velocity);
1560         s.crouched = true; // will be updated on first move
1561         //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1562
1563         totalmovemsec = 0;
1564         for (i = 0;i < CL_MAX_USERCMDS;i++)
1565                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1566                         totalmovemsec += cl.movecmd[i].msec;
1567         cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1568         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1569         if (cl.movement_predicted)
1570         {
1571                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1572
1573                 // replay the input queue to predict current location
1574                 // note: this relies on the fact there's always one queue item at the end
1575
1576                 // find how many are still valid
1577                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1578                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1579                                 break;
1580                 // now walk them in oldest to newest order
1581                 for (i--;i >= 0;i--)
1582                 {
1583                         s.cmd = cl.movecmd[i];
1584                         if (i < CL_MAX_USERCMDS - 1)
1585                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1586                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1587                         //Con_Printf("%i ", s.cmd.msec);
1588                         if(s.cmd.frametime > 0.0005)
1589                         {
1590                                 if (s.cmd.frametime > 0.05)
1591                                 {
1592                                         s.cmd.frametime /= 2;
1593                                         CL_ClientMovement_PlayerMove(&s);
1594                                 }
1595                                 CL_ClientMovement_PlayerMove(&s);
1596                                 cl.movecmd[i].canjump = s.cmd.canjump;
1597                         }
1598                 }
1599                 //Con_Printf("\n");
1600                 CL_ClientMovement_UpdateStatus(&s);
1601         }
1602         else
1603         {
1604                 // get the first movement queue entry to know whether to crouch and such
1605                 s.cmd = cl.movecmd[0];
1606         }
1607
1608         if (cls.demoplayback) // for bob, speedometer
1609                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1610         else
1611         {
1612                 cl.movement_replay = false;
1613                 // update the interpolation target position and velocity
1614                 VectorCopy(s.origin, cl.movement_origin);
1615                 VectorCopy(s.velocity, cl.movement_velocity);
1616         }
1617
1618         // update the onground flag if appropriate
1619         if (cl.movement_predicted)
1620         {
1621                 // when predicted we simply set the flag according to the UpdateStatus
1622                 cl.onground = s.onground;
1623         }
1624         else
1625         {
1626                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1627                 // an update packet is received, but can be forced on here to hide
1628                 // server inconsistencies in the onground flag
1629                 // (which mostly occur when stepping up stairs at very high framerates
1630                 //  where after the step up the move continues forward and not
1631                 //  downward so the ground is not detected)
1632                 //
1633                 // such onground inconsistencies can cause jittery gun bobbing and
1634                 // stair smoothing, so we set onground if UpdateStatus says so
1635                 if (s.onground)
1636                         cl.onground = true;
1637         }
1638
1639         // react to onground state changes (for gun bob)
1640         if (cl.onground)
1641         {
1642                 if (!cl.oldonground)
1643                         cl.hitgroundtime = cl.movecmd[0].time;
1644                 cl.lastongroundtime = cl.movecmd[0].time;
1645         }
1646         cl.oldonground = cl.onground;
1647 }
1648
1649 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1650 {
1651         int bits;
1652
1653         bits = 0;
1654         if (to->viewangles[0] != from->viewangles[0])
1655                 bits |= QW_CM_ANGLE1;
1656         if (to->viewangles[1] != from->viewangles[1])
1657                 bits |= QW_CM_ANGLE2;
1658         if (to->viewangles[2] != from->viewangles[2])
1659                 bits |= QW_CM_ANGLE3;
1660         if (to->forwardmove != from->forwardmove)
1661                 bits |= QW_CM_FORWARD;
1662         if (to->sidemove != from->sidemove)
1663                 bits |= QW_CM_SIDE;
1664         if (to->upmove != from->upmove)
1665                 bits |= QW_CM_UP;
1666         if (to->buttons != from->buttons)
1667                 bits |= QW_CM_BUTTONS;
1668         if (to->impulse != from->impulse)
1669                 bits |= QW_CM_IMPULSE;
1670
1671         MSG_WriteByte(buf, bits);
1672         if (bits & QW_CM_ANGLE1)
1673                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1674         if (bits & QW_CM_ANGLE2)
1675                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1676         if (bits & QW_CM_ANGLE3)
1677                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1678         if (bits & QW_CM_FORWARD)
1679                 MSG_WriteShort(buf, (short) to->forwardmove);
1680         if (bits & QW_CM_SIDE)
1681                 MSG_WriteShort(buf, (short) to->sidemove);
1682         if (bits & QW_CM_UP)
1683                 MSG_WriteShort(buf, (short) to->upmove);
1684         if (bits & QW_CM_BUTTONS)
1685                 MSG_WriteByte(buf, to->buttons);
1686         if (bits & QW_CM_IMPULSE)
1687                 MSG_WriteByte(buf, to->impulse);
1688         MSG_WriteByte(buf, to->msec);
1689 }
1690
1691 void CL_NewFrameReceived(int num)
1692 {
1693         if (developer_networkentities.integer >= 10)
1694                 Con_Printf("recv: svc_entities %i\n", num);
1695         cl.latestframenums[cl.latestframenumsposition] = num;
1696         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1697         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1698 }
1699
1700 /*
1701 ==============
1702 CL_SendMove
1703 ==============
1704 */
1705 usercmd_t nullcmd; // for delta compression of qw moves
1706 void CL_SendMove(void)
1707 {
1708         int i, j, packetloss;
1709         int checksumindex;
1710         int bits;
1711         int maxusercmds;
1712         usercmd_t *cmd;
1713         sizebuf_t buf;
1714         unsigned char data[1024];
1715         double packettime;
1716         int msecdelta;
1717         qboolean quemove;
1718         qboolean important;
1719
1720         // if playing a demo, do nothing
1721         if (!cls.netcon)
1722                 return;
1723
1724         // we don't que moves during a lag spike (potential network timeout)
1725         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1726
1727         // we build up cl.cmd and then decide whether to send or not
1728         // we store this into cl.movecmd[0] for prediction each frame even if we
1729         // do not send, to make sure that prediction is instant
1730         cl.cmd.time = cl.time;
1731         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1732
1733         // set button bits
1734         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1735         bits = 0;
1736         if (in_attack.state   & 3) bits |=   1;
1737         if (in_jump.state     & 3) bits |=   2;
1738         if (in_button3.state  & 3) bits |=   4;
1739         if (in_button4.state  & 3) bits |=   8;
1740         if (in_button5.state  & 3) bits |=  16;
1741         if (in_button6.state  & 3) bits |=  32;
1742         if (in_button7.state  & 3) bits |=  64;
1743         if (in_button8.state  & 3) bits |= 128;
1744         if (in_use.state      & 3) bits |= 256;
1745         if (key_dest != key_game || key_consoleactive) bits |= 512;
1746         if (cl_prydoncursor.integer > 0) bits |= 1024;
1747         if (in_button9.state  & 3)  bits |=   2048;
1748         if (in_button10.state  & 3) bits |=   4096;
1749         if (in_button11.state  & 3) bits |=   8192;
1750         if (in_button12.state  & 3) bits |=  16384;
1751         if (in_button13.state  & 3) bits |=  32768;
1752         if (in_button14.state  & 3) bits |=  65536;
1753         if (in_button15.state  & 3) bits |= 131072;
1754         if (in_button16.state  & 3) bits |= 262144;
1755         // button bits 19-31 unused currently
1756         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1757         if(cl_prydoncursor.integer > 0)
1758         {
1759                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1760                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1761                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1762                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1763         }
1764
1765         // set buttons and impulse
1766         cl.cmd.buttons = bits;
1767         cl.cmd.impulse = in_impulse;
1768
1769         // set viewangles
1770         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1771
1772         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1773         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1774         // ridiculous value rejection (matches qw)
1775         if (cl.cmd.msec > 250)
1776                 cl.cmd.msec = 100;
1777         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1778
1779         cl.cmd.predicted = cl_movement.integer != 0;
1780
1781         // movement is set by input code (forwardmove/sidemove/upmove)
1782         // always dump the first two moves, because they may contain leftover inputs from the last level
1783         if (cl.cmd.sequence <= 2)
1784                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1785
1786         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1787         cl.cmd.crouch = 0;
1788         switch (cls.protocol)
1789         {
1790         case PROTOCOL_QUAKEWORLD:
1791         case PROTOCOL_QUAKE:
1792         case PROTOCOL_QUAKEDP:
1793         case PROTOCOL_NEHAHRAMOVIE:
1794         case PROTOCOL_NEHAHRABJP:
1795         case PROTOCOL_NEHAHRABJP2:
1796         case PROTOCOL_NEHAHRABJP3:
1797         case PROTOCOL_DARKPLACES1:
1798         case PROTOCOL_DARKPLACES2:
1799         case PROTOCOL_DARKPLACES3:
1800         case PROTOCOL_DARKPLACES4:
1801         case PROTOCOL_DARKPLACES5:
1802                 break;
1803         case PROTOCOL_DARKPLACES6:
1804         case PROTOCOL_DARKPLACES7:
1805                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1806                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1807                 break;
1808         case PROTOCOL_UNKNOWN:
1809                 break;
1810         }
1811
1812         if (quemove)
1813                 cl.movecmd[0] = cl.cmd;
1814
1815         // don't predict more than 200fps
1816         if (realtime >= cl.lastpackettime + 0.005)
1817                 cl.movement_replay = true; // redo the prediction
1818
1819         // now decide whether to actually send this move
1820         // (otherwise it is only for prediction)
1821
1822         // don't send too often or else network connections can get clogged by a
1823         // high renderer framerate
1824         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1825         if (cl.movevars_timescale && cl.movevars_ticrate)
1826         {
1827                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1828                 packettime = min(packettime, maxtic);
1829         }
1830
1831         // do not send 0ms packets because they mess up physics
1832         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1833                 return;
1834         // always send if buttons changed or an impulse is pending
1835         // even if it violates the rate limit!
1836         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1837         // don't send too often (cl_netfps)
1838         if (!important && realtime < cl.lastpackettime + packettime)
1839                 return;
1840         // don't choke the connection with packets (obey rate limit)
1841         // it is important that this check be last, because it adds a new
1842         // frame to the shownetgraph output and any cancelation after this
1843         // will produce a nasty spike-like look to the netgraph
1844         // we also still send if it is important
1845         if (!NetConn_CanSend(cls.netcon) && !important)
1846                 return;
1847         // try to round off the lastpackettime to a multiple of the packet interval
1848         // (this causes it to emit packets at a steady beat)
1849         if (packettime > 0)
1850                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1851         else
1852                 cl.lastpackettime = realtime;
1853
1854         buf.maxsize = sizeof(data);
1855         buf.cursize = 0;
1856         buf.data = data;
1857
1858         // send the movement message
1859         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1860         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1861         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1862         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1863         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1864         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1865         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1866         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1867         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1868         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1869         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1870
1871         // set prydon cursor info
1872         CL_UpdatePrydonCursor();
1873
1874         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1875         {
1876                 switch (cls.protocol)
1877                 {
1878                 case PROTOCOL_QUAKEWORLD:
1879                         MSG_WriteByte(&buf, qw_clc_move);
1880                         // save the position for a checksum byte
1881                         checksumindex = buf.cursize;
1882                         MSG_WriteByte(&buf, 0);
1883                         // packet loss percentage
1884                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1885                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1886                                         packetloss++;
1887                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1888                         MSG_WriteByte(&buf, packetloss);
1889                         // write most recent 3 moves
1890                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1891                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1892                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1893                         // calculate the checksum
1894                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1895                         // if delta compression history overflows, request no delta
1896                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1897                                 cl.qw_validsequence = 0;
1898                         // request delta compression if appropriate
1899                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1900                         {
1901                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1902                                 MSG_WriteByte(&buf, qw_clc_delta);
1903                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1904                         }
1905                         else
1906                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1907                         break;
1908                 case PROTOCOL_QUAKE:
1909                 case PROTOCOL_QUAKEDP:
1910                 case PROTOCOL_NEHAHRAMOVIE:
1911                 case PROTOCOL_NEHAHRABJP:
1912                 case PROTOCOL_NEHAHRABJP2:
1913                 case PROTOCOL_NEHAHRABJP3:
1914                         // 5 bytes
1915                         MSG_WriteByte (&buf, clc_move);
1916                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1917                         // 3 bytes
1918                         for (i = 0;i < 3;i++)
1919                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1920                         // 6 bytes
1921                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1922                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1923                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1924                         // 2 bytes
1925                         MSG_WriteByte (&buf, cl.cmd.buttons);
1926                         MSG_WriteByte (&buf, cl.cmd.impulse);
1927                         break;
1928                 case PROTOCOL_DARKPLACES2:
1929                 case PROTOCOL_DARKPLACES3:
1930                         // 5 bytes
1931                         MSG_WriteByte (&buf, clc_move);
1932                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1933                         // 12 bytes
1934                         for (i = 0;i < 3;i++)
1935                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1936                         // 6 bytes
1937                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1938                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1939                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1940                         // 2 bytes
1941                         MSG_WriteByte (&buf, cl.cmd.buttons);
1942                         MSG_WriteByte (&buf, cl.cmd.impulse);
1943                         break;
1944                 case PROTOCOL_DARKPLACES1:
1945                 case PROTOCOL_DARKPLACES4:
1946                 case PROTOCOL_DARKPLACES5:
1947                         // 5 bytes
1948                         MSG_WriteByte (&buf, clc_move);
1949                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1950                         // 6 bytes
1951                         for (i = 0;i < 3;i++)
1952                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1953                         // 6 bytes
1954                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1955                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1956                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1957                         // 2 bytes
1958                         MSG_WriteByte (&buf, cl.cmd.buttons);
1959                         MSG_WriteByte (&buf, cl.cmd.impulse);
1960                 case PROTOCOL_DARKPLACES6:
1961                 case PROTOCOL_DARKPLACES7:
1962                         // set the maxusercmds variable to limit how many should be sent
1963                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1964                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1965                         if (!cl.cmd.predicted)
1966                                 maxusercmds = 1;
1967
1968                         // send the latest moves in order, the old ones will be
1969                         // ignored by the server harmlessly, however if the previous
1970                         // packets were lost these moves will be used
1971                         //
1972                         // this reduces packet loss impact on gameplay.
1973                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1974                         {
1975                                 // don't repeat any stale moves
1976                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1977                                         continue;
1978                                 // 5/9 bytes
1979                                 MSG_WriteByte (&buf, clc_move);
1980                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1981                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1982                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1983                                 // 6 bytes
1984                                 for (i = 0;i < 3;i++)
1985                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1986                                 // 6 bytes
1987                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1988                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1989                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1990                                 // 5 bytes
1991                                 MSG_WriteLong (&buf, cmd->buttons);
1992                                 MSG_WriteByte (&buf, cmd->impulse);
1993                                 // PRYDON_CLIENTCURSOR
1994                                 // 30 bytes
1995                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1996                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1997                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1998                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1999                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2000                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2001                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2002                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2003                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2004                         }
2005                         break;
2006                 case PROTOCOL_UNKNOWN:
2007                         break;
2008                 }
2009         }
2010
2011         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2012         {
2013                 // ack entity frame numbers received since the last input was sent
2014                 // (redundent to improve handling of client->server packet loss)
2015                 // if cl_netrepeatinput is 1 and client framerate matches server
2016                 // framerate, this is 10 bytes, if client framerate is lower this
2017                 // will be more...
2018                 int i, j;
2019                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2020                 if (oldsequence < 1)
2021                         oldsequence = 1;
2022                 for (i = 0;i < LATESTFRAMENUMS;i++)
2023                 {
2024                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2025                         if (cl.latestsendnums[j] >= oldsequence)
2026                         {
2027                                 if (developer_networkentities.integer >= 10)
2028                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2029                                 MSG_WriteByte(&buf, clc_ackframe);
2030                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2031                         }
2032                 }
2033         }
2034
2035         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2036         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2037
2038         // acknowledge any recently received data blocks
2039         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2040         {
2041                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2042                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2043                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2044                 cls.dp_downloadack[i].start = 0;
2045                 cls.dp_downloadack[i].size = 0;
2046         }
2047
2048         // send the reliable message (forwarded commands) if there is one
2049         if (buf.cursize || cls.netcon->message.cursize)
2050                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2051
2052         if (quemove)
2053         {
2054                 // update the cl.movecmd array which holds the most recent moves,
2055                 // because we now need a new slot for the next input
2056                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2057                         cl.movecmd[i] = cl.movecmd[i-1];
2058                 cl.movecmd[0].msec = 0;
2059                 cl.movecmd[0].frametime = 0;
2060         }
2061
2062         // clear button 'click' states
2063         in_attack.state  &= ~2;
2064         in_jump.state    &= ~2;
2065         in_button3.state &= ~2;
2066         in_button4.state &= ~2;
2067         in_button5.state &= ~2;
2068         in_button6.state &= ~2;
2069         in_button7.state &= ~2;
2070         in_button8.state &= ~2;
2071         in_use.state     &= ~2;
2072         in_button9.state  &= ~2;
2073         in_button10.state &= ~2;
2074         in_button11.state &= ~2;
2075         in_button12.state &= ~2;
2076         in_button13.state &= ~2;
2077         in_button14.state &= ~2;
2078         in_button15.state &= ~2;
2079         in_button16.state &= ~2;
2080         // clear impulse
2081         in_impulse = 0;
2082
2083         if (cls.netcon->message.overflowed)
2084         {
2085                 Con_Print("CL_SendMove: lost server connection\n");
2086                 CL_Disconnect();
2087                 Host_ShutdownServer();
2088         }
2089 }
2090
2091 /*
2092 ============
2093 CL_InitInput
2094 ============
2095 */
2096 void CL_InitInput (void)
2097 {
2098         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2099         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2100         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2101         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2102         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2103         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2104         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2105         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2106         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2107         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2108         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2109         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2110         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2111         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2112         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2113         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2114         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2115         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2116         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2117         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2118         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2119         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2120         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2121         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2122         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2123         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2124         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2125         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2126         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2127         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2128         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2129         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2130         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2131
2132         // LordHavoc: added use button
2133         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2134         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2135
2136         // LordHavoc: added 6 new buttons
2137         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2138         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2139         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2140         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2141         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2142         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2143         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2144         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2145         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2146         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2147         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2148         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2149         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2150         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2151         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2152         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2153         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2154         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2155         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2156         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2157         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2158         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2159         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2160         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2161         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2162         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2163         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2164         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2165
2166         // LordHavoc: added bestweapon command
2167         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2168 #if 0
2169         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2170 #endif
2171         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2172
2173         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2174         Cvar_RegisterVariable(&cl_movement);
2175         Cvar_RegisterVariable(&cl_movement_replay);
2176         Cvar_RegisterVariable(&cl_movement_nettimeout);
2177         Cvar_RegisterVariable(&cl_movement_minping);
2178         Cvar_RegisterVariable(&cl_movement_track_canjump);
2179         Cvar_RegisterVariable(&cl_movement_maxspeed);
2180         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2181         Cvar_RegisterVariable(&cl_movement_stopspeed);
2182         Cvar_RegisterVariable(&cl_movement_friction);
2183         Cvar_RegisterVariable(&cl_movement_wallfriction);
2184         Cvar_RegisterVariable(&cl_movement_waterfriction);
2185         Cvar_RegisterVariable(&cl_movement_edgefriction);
2186         Cvar_RegisterVariable(&cl_movement_stepheight);
2187         Cvar_RegisterVariable(&cl_movement_accelerate);
2188         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2189         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2190         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2191         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2192         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2193
2194         Cvar_RegisterVariable(&in_pitch_min);
2195         Cvar_RegisterVariable(&in_pitch_max);
2196         Cvar_RegisterVariable(&m_filter);
2197         Cvar_RegisterVariable(&m_accelerate);
2198         Cvar_RegisterVariable(&m_accelerate_minspeed);
2199         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2200         Cvar_RegisterVariable(&m_accelerate_filter);
2201
2202         Cvar_RegisterVariable(&cl_netfps);
2203         Cvar_RegisterVariable(&cl_netrepeatinput);
2204         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2205
2206         Cvar_RegisterVariable(&cl_nodelta);
2207 }
2208