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change clamping logic
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 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_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 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"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 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)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 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"};
435 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)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 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"};
439 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"};
440 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)"};
441 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"};
442 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"};
443
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
454 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)"};
455 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)"};
456
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458
459 extern cvar_t v_flipped;
460
461 /*
462 ================
463 CL_AdjustAngles
464
465 Moves the local angle positions
466 ================
467 */
468 void CL_AdjustAngles (void)
469 {
470         float   speed;
471         float   up, down;
472
473         if (in_speed.state & 1)
474                 speed = cl.realframetime * cl_anglespeedkey.value;
475         else
476                 speed = cl.realframetime;
477
478         if (!(in_strafe.state & 1))
479         {
480                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482         }
483         if (in_klook.state & 1)
484         {
485                 V_StopPitchDrift ();
486                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
488         }
489
490         up = CL_KeyState (&in_lookup);
491         down = CL_KeyState(&in_lookdown);
492
493         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495
496         if (up || down)
497                 V_StopPitchDrift ();
498
499         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501         if (cl.viewangles[YAW] >= 180)
502                 cl.viewangles[YAW] -= 360;
503         if (cl.viewangles[PITCH] >= 180)
504                 cl.viewangles[PITCH] -= 360;
505         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
507 }
508
509 int cl_ignoremousemoves = 2;
510
511 /*
512 ================
513 CL_Input
514
515 Send the intended movement message to the server
516 ================
517 */
518 void CL_Input (void)
519 {
520         float mx, my;
521         static float old_mouse_x = 0, old_mouse_y = 0;
522
523         // clamp before the move to prevent starting with bad angles
524         CL_AdjustAngles ();
525
526         if(v_flipped.integer)
527                 cl.viewangles[YAW] = -cl.viewangles[YAW];
528
529         // reset some of the command fields
530         cl.cmd.forwardmove = 0;
531         cl.cmd.sidemove = 0;
532         cl.cmd.upmove = 0;
533
534         // get basic movement from keyboard
535         if (in_strafe.state & 1)
536         {
537                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
539         }
540
541         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543
544         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546
547         if (! (in_klook.state & 1) )
548         {
549                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
551         }
552
553         // adjust for speed key
554         if (in_speed.state & 1)
555         {
556                 cl.cmd.forwardmove *= cl_movespeedkey.value;
557                 cl.cmd.sidemove *= cl_movespeedkey.value;
558                 cl.cmd.upmove *= cl_movespeedkey.value;
559         }
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // apply m_accelerate if it is on
565         if(m_accelerate.value > 1)
566         {
567                 static float averagespeed = 0;
568                 float speed, f, mi, ma;
569
570                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571                 if(m_accelerate_filter.value > 0)
572                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
573                 else
574                         f = 1;
575                 averagespeed = speed * f + averagespeed * (1 - f);
576
577                 mi = max(1, m_accelerate_minspeed.value);
578                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579
580                 if(averagespeed <= mi)
581                 {
582                         f = 1;
583                 }
584                 else if(averagespeed >= ma)
585                 {
586                         f = m_accelerate.value;
587                 }
588                 else
589                 {
590                         /*
591                         f = log(averagespeed);
592                         mi = log(mi);
593                         ma = log(ma);
594                         */
595                         f = averagespeed;
596                         mi = mi;
597                         ma = ma;
598                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599                 }
600
601                 in_mouse_x *= f;
602                 in_mouse_y *= f;
603         }
604
605         // apply m_filter if it is on
606         mx = in_mouse_x;
607         my = in_mouse_y;
608         if (m_filter.integer)
609         {
610                 in_mouse_x = (mx + old_mouse_x) * 0.5;
611                 in_mouse_y = (my + old_mouse_y) * 0.5;
612         }
613         old_mouse_x = mx;
614         old_mouse_y = my;
615
616         // ignore a mouse move if mouse was activated/deactivated this frame
617         if (cl_ignoremousemoves)
618         {
619                 cl_ignoremousemoves--;
620                 in_mouse_x = old_mouse_x = 0;
621                 in_mouse_y = old_mouse_y = 0;
622         }
623
624         // if not in menu, apply mouse move to viewangles/movement
625         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (in_strafe.state & 1)
629                 {
630                         // strafing mode, all looking is movement
631                         V_StopPitchDrift();
632                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
633                         if (noclip_anglehack)
634                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
635                         else
636                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
637                 }
638                 else if ((in_mlook.state & 1) || freelook.integer)
639                 {
640                         // mouselook, lookstrafe causes turning to become strafing
641                         V_StopPitchDrift();
642                         if (lookstrafe.integer)
643                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
644                         else
645                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
646                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
647                 }
648                 else
649                 {
650                         // non-mouselook, yaw turning and forward/back movement
651                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
652                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                 }
654         }
655         else // don't pitch drift when csqc is controlling the mouse
656         {
657                 // mouse interacting with the scene, mostly stationary view
658                 V_StopPitchDrift();
659                 // update prydon cursor
660                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
661                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
662         }
663
664         if(v_flipped.integer)
665         {
666                 cl.viewangles[YAW] = -cl.viewangles[YAW];
667                 cl.cmd.sidemove = -cl.cmd.sidemove;
668         }
669
670         // clamp after the move to prevent rendering with bad angles
671         CL_AdjustAngles ();
672
673         if(cl_movecliptokeyboard.integer)
674         {
675                 vec_t f = 1;
676                 if (in_speed.state & 1)
677                         f *= cl_movespeedkey.value;
678                 if(cl_movecliptokeyboard.integer == 2)
679                 {
680                         // digital direction, analog amount
681                         vec_t wishvel_x, wishvel_y;
682                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
683                         wishvel_x = fabs(cl.cmd.forwardmove);
684                         wishvel_y = fabs(cl.cmd.sidemove);
685                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
686                         {
687                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
688                                 if(wishvel_x >= 2 * wishvel_y)
689                                 {
690                                         // pure X motion
691                                         if(cl.cmd.forwardmove > 0)
692                                                 cl.cmd.forwardmove = wishspeed;
693                                         else
694                                                 cl.cmd.forwardmove = -wishspeed;
695                                         cl.cmd.sidemove = 0;
696                                 }
697                                 else if(wishvel_y >= 2 * wishvel_x)
698                                 {
699                                         // pure Y motion
700                                         cl.cmd.forwardmove = 0;
701                                         if(cl.cmd.sidemove > 0)
702                                                 cl.cmd.sidemove = wishspeed;
703                                         else
704                                                 cl.cmd.sidemove = -wishspeed;
705                                 }
706                                 else
707                                 {
708                                         // diagonal
709                                         if(cl.cmd.forwardmove > 0)
710                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
711                                         else
712                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
713                                         if(cl.cmd.sidemove > 0)
714                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
715                                         else
716                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
717                                 }
718                         }
719                 }
720                 else if(cl_movecliptokeyboard.integer)
721                 {
722                         // digital direction, digital amount
723                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
724                                 cl.cmd.sidemove = cl_sidespeed.value * f;
725                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
726                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
727                         else
728                                 cl.cmd.sidemove = 0;
729                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
730                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
731                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
732                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
733                         else
734                                 cl.cmd.forwardmove = 0;
735                 }
736         }
737 }
738
739 #include "cl_collision.h"
740
741 void CL_UpdatePrydonCursor(void)
742 {
743         vec3_t temp;
744
745         if (cl_prydoncursor.integer <= 0)
746                 VectorClear(cl.cmd.cursor_screen);
747
748         /*
749         if (cl.cmd.cursor_screen[0] < -1)
750         {
751                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
752                 cl.cmd.cursor_screen[0] = -1;
753         }
754         if (cl.cmd.cursor_screen[0] > 1)
755         {
756                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
757                 cl.cmd.cursor_screen[0] = 1;
758         }
759         if (cl.cmd.cursor_screen[1] < -1)
760         {
761                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
762                 cl.cmd.cursor_screen[1] = -1;
763         }
764         if (cl.cmd.cursor_screen[1] > 1)
765         {
766                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
767                 cl.cmd.cursor_screen[1] = 1;
768         }
769         */
770         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
771         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
772         cl.cmd.cursor_screen[2] = 1;
773
774         // calculate current view matrix
775         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
776         // calculate direction vector of cursor in viewspace by using frustum slopes
777         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);
778         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
779         // trace from view origin to the cursor
780         if (cl_prydoncursor_notrace.integer)
781         {
782                 cl.cmd.cursor_fraction = 1.0f;
783                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
784                 VectorClear(cl.cmd.cursor_normal);
785                 cl.cmd.cursor_entitynumber = 0;
786         }
787         else
788                 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);
789 }
790
791 typedef enum waterlevel_e
792 {
793         WATERLEVEL_NONE,
794         WATERLEVEL_WETFEET,
795         WATERLEVEL_SWIMMING,
796         WATERLEVEL_SUBMERGED
797 }
798 waterlevel_t;
799
800 typedef struct cl_clientmovement_state_s
801 {
802         // position
803         vec3_t origin;
804         vec3_t velocity;
805         // current bounding box (different if crouched vs standing)
806         vec3_t mins;
807         vec3_t maxs;
808         // currently on the ground
809         qboolean onground;
810         // currently crouching
811         qboolean crouched;
812         // what kind of water (SUPERCONTENTS_LAVA for instance)
813         int watertype;
814         // how deep
815         waterlevel_t waterlevel;
816         // weird hacks when jumping out of water
817         // (this is in seconds and counts down to 0)
818         float waterjumptime;
819
820         // user command
821         usercmd_t cmd;
822 }
823 cl_clientmovement_state_t;
824
825 #define NUMOFFSETS 27
826 static vec3_t offsets[NUMOFFSETS] =
827 {
828 // 1 no nudge (just return the original if this test passes)
829         { 0.000,  0.000,  0.000},
830 // 6 simple nudges
831         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
832         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
833         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
834 // 4 diagonal flat nudges
835         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
836         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
837 // 8 diagonal upward nudges
838         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
839         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
840         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
841         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
842 // 8 diagonal downward nudges
843         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
844         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
845         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
846         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
847 };
848
849 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
850 {
851         int i;
852         vec3_t neworigin;
853         for (i = 0;i < NUMOFFSETS;i++)
854         {
855                 VectorAdd(offsets[i], s->origin, neworigin);
856                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
857                 {
858                         VectorCopy(neworigin, s->origin);
859                         return true;
860                 }
861         }
862         // if all offsets failed, give up
863         return false;
864 }
865
866 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
867 {
868         vec3_t origin1, origin2;
869         trace_t trace;
870
871         // make sure player is not stuck
872         CL_ClientMovement_Unstick(s);
873
874         // set crouched
875         if (s->cmd.crouch)
876         {
877                 // wants to crouch, this always works..
878                 if (!s->crouched)
879                         s->crouched = true;
880         }
881         else
882         {
883                 // wants to stand, if currently crouching we need to check for a
884                 // low ceiling first
885                 if (s->crouched)
886                 {
887                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
888                         if (!trace.startsolid)
889                                 s->crouched = false;
890                 }
891         }
892         if (s->crouched)
893         {
894                 VectorCopy(cl.playercrouchmins, s->mins);
895                 VectorCopy(cl.playercrouchmaxs, s->maxs);
896         }
897         else
898         {
899                 VectorCopy(cl.playerstandmins, s->mins);
900                 VectorCopy(cl.playerstandmaxs, s->maxs);
901         }
902
903         // set onground
904         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
905         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
906         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
907         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
908
909         // set watertype/waterlevel
910         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
911         s->waterlevel = WATERLEVEL_NONE;
912         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
913         if (s->watertype)
914         {
915                 s->waterlevel = WATERLEVEL_WETFEET;
916                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
917                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
918                 {
919                         s->waterlevel = WATERLEVEL_SWIMMING;
920                         origin1[2] = s->origin[2] + 22;
921                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
922                                 s->waterlevel = WATERLEVEL_SUBMERGED;
923                 }
924         }
925
926         // water jump prediction
927         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
928                 s->waterjumptime = 0;
929 }
930
931 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
932 {
933         int bump;
934         double t;
935         vec_t f;
936         vec3_t neworigin;
937         vec3_t currentorigin2;
938         vec3_t neworigin2;
939         vec3_t primalvelocity;
940         trace_t trace;
941         trace_t trace2;
942         trace_t trace3;
943         CL_ClientMovement_UpdateStatus(s);
944         VectorCopy(s->velocity, primalvelocity);
945         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
946         {
947                 VectorMA(s->origin, t, s->velocity, neworigin);
948                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
950                 {
951                         // may be a step or wall, try stepping up
952                         // first move forward at a higher level
953                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
954                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
955                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
956                         if (!trace2.startsolid)
957                         {
958                                 // then move down from there
959                                 VectorCopy(trace2.endpos, currentorigin2);
960                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
961                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
962                                 //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]);
963                                 // accept the new trace if it made some progress
964                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
965                                 {
966                                         trace = trace2;
967                                         VectorCopy(trace3.endpos, trace.endpos);
968                                 }
969                         }
970                 }
971
972                 // check if it moved at all
973                 if (trace.fraction >= 0.001)
974                         VectorCopy(trace.endpos, s->origin);
975
976                 // check if it moved all the way
977                 if (trace.fraction == 1)
978                         break;
979
980                 //if (trace.plane.normal[2] > 0.7)
981                 //      s->onground = true;
982
983                 t -= t * trace.fraction;
984
985                 f = DotProduct(s->velocity, trace.plane.normal);
986                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
987         }
988         if (s->waterjumptime > 0)
989                 VectorCopy(primalvelocity, s->velocity);
990 }
991
992
993 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
994 {
995         vec_t wishspeed;
996         vec_t f;
997         vec3_t wishvel;
998         vec3_t wishdir;
999
1000         // water jump only in certain situations
1001         // this mimics quakeworld code
1002         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1003         {
1004                 vec3_t forward;
1005                 vec3_t yawangles;
1006                 vec3_t spot;
1007                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1008                 AngleVectors(yawangles, forward, NULL, NULL);
1009                 VectorMA(s->origin, 24, forward, spot);
1010                 spot[2] += 8;
1011                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1012                 {
1013                         spot[2] += 24;
1014                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1015                         {
1016                                 VectorScale(forward, 50, s->velocity);
1017                                 s->velocity[2] = 310;
1018                                 s->waterjumptime = 2;
1019                                 s->onground = false;
1020                                 s->cmd.canjump = false;
1021                         }
1022                 }
1023         }
1024
1025         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1026         {
1027                 // drift towards bottom
1028                 VectorSet(wishvel, 0, 0, -60);
1029         }
1030         else
1031         {
1032                 // swim
1033                 vec3_t forward;
1034                 vec3_t right;
1035                 vec3_t up;
1036                 // calculate movement vector
1037                 AngleVectors(s->cmd.viewangles, forward, right, up);
1038                 VectorSet(up, 0, 0, 1);
1039                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1040         }
1041
1042         // split wishvel into wishspeed and wishdir
1043         wishspeed = VectorLength(wishvel);
1044         if (wishspeed)
1045                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1046         else
1047                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1048         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1049
1050         if (s->crouched)
1051                 wishspeed *= 0.5;
1052
1053         if (s->waterjumptime <= 0)
1054         {
1055                 // water friction
1056                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1057                 f = bound(0, f, 1);
1058                 VectorScale(s->velocity, f, s->velocity);
1059
1060                 // water acceleration
1061                 f = wishspeed - DotProduct(s->velocity, wishdir);
1062                 if (f > 0)
1063                 {
1064                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1065                         VectorMA(s->velocity, f, wishdir, s->velocity);
1066                 }
1067
1068                 // holding jump button swims upward slowly
1069                 if (s->cmd.jump)
1070                 {
1071                         if (s->watertype & SUPERCONTENTS_LAVA)
1072                                 s->velocity[2] =  50;
1073                         else if (s->watertype & SUPERCONTENTS_SLIME)
1074                                 s->velocity[2] =  80;
1075                         else
1076                         {
1077                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1078                                         s->velocity[2] = 200;
1079                                 else
1080                                         s->velocity[2] = 100;
1081                         }
1082                 }
1083         }
1084
1085         CL_ClientMovement_Move(s);
1086 }
1087
1088 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1089 {
1090         if(forward == 0 && side == 0)
1091                 return 0; // avoid division by zero
1092         angle -= RAD2DEG(atan2(side, forward));
1093         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1094         if(angle >  1)
1095                 return 0;
1096         if(angle < -1)
1097                 return 0;
1098         return 1 - fabs(angle);
1099 }
1100
1101 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1102 {
1103         if(a == 0)
1104         {
1105                 if(lerp < 1)
1106                         return 0;
1107                 else
1108                         return b;
1109         }
1110         if(b == 0)
1111         {
1112                 if(lerp > 0)
1113                         return 0;
1114                 else
1115                         return a;
1116         }
1117         return a * pow(fabs(b / a), lerp);
1118 }
1119
1120 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1121 {
1122         vec_t zspeed, speed, dot, k;
1123
1124 #if 0
1125         // this doesn't play well with analog input
1126         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1127                 return;
1128         k = 32;
1129 #else
1130         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1131         if(k <= 0)
1132                 return;
1133 #endif
1134
1135         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1136
1137         zspeed = s->velocity[2];
1138         s->velocity[2] = 0;
1139         speed = VectorNormalizeLength(s->velocity);
1140
1141         dot = DotProduct(s->velocity, wishdir);
1142
1143         if(dot > 0) { // we can't change direction while slowing down
1144                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1145                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1146                 k *= cl.movevars_aircontrol;
1147                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1148                 VectorNormalize(s->velocity);
1149         }
1150
1151         VectorScale(s->velocity, speed, s->velocity);
1152         s->velocity[2] = zspeed;
1153 }
1154
1155 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1156 {
1157         return
1158                 (accelqw < 0 ? -1 : +1)
1159                 *
1160                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1161 }
1162
1163 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)
1164 {
1165         vec_t vel_straight;
1166         vec_t vel_z;
1167         vec3_t vel_perpend;
1168         vec_t step;
1169         vec3_t vel_xy;
1170         vec_t vel_xy_current;
1171         vec_t vel_xy_backward, vel_xy_forward;
1172         qboolean speedclamp;
1173
1174         speedclamp = (accelqw < 0);
1175         if(speedclamp)
1176                 accelqw = -accelqw;
1177
1178         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1179                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1180
1181         vel_straight = DotProduct(s->velocity, wishdir);
1182         vel_z = s->velocity[2];
1183         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1184         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1185
1186         step = accel * s->cmd.frametime * wishspeed0;
1187
1188         vel_xy_current  = VectorLength(vel_xy);
1189         if(speedlimit > 0)
1190                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1191         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1192         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1193         if(vel_xy_backward < 0)
1194                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1195
1196         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1197
1198         if(sidefric < 0 && VectorLength2(vel_perpend))
1199                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1200         {
1201                 vec_t f, fmin;
1202                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1203                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1204                 // assume: fmin > 1
1205                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1206                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1207                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1208                 // obviously, this cannot be
1209                 if(fmin <= 0)
1210                         VectorScale(vel_perpend, f, vel_perpend);
1211                 else
1212                 {
1213                         fmin = sqrt(fmin);
1214                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1215                 }
1216         }
1217         else
1218                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1219
1220         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1221
1222         if(speedclamp)
1223         {
1224                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1225                 if(vel_xy_current > 0) // prevent division by zero
1226                 {
1227                         VectorNormalize(s->velocity);
1228                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1229                 }
1230         }
1231
1232         s->velocity[2] += vel_z;
1233 }
1234
1235 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1236 {
1237     vec3_t curvel, wishvel, acceldir, curdir;
1238     float addspeed, accelspeed, curspeed;
1239     float dot;
1240
1241     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1242     float bunnyaccel = cl.movevars_warsowbunny_accel;
1243     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1244     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1245     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1246
1247     if( !wishspeed )
1248         return;
1249
1250     VectorCopy( s->velocity, curvel );
1251     curvel[2] = 0;
1252     curspeed = VectorLength( curvel );
1253
1254     if( wishspeed > curspeed * 1.01f )
1255     {
1256         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1257         if( accelspeed < wishspeed )
1258             wishspeed = accelspeed;
1259     }
1260     else
1261     {
1262         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1263         if( f < 0 )
1264             f = 0;
1265         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1266     }
1267     VectorScale( wishdir, wishspeed, wishvel );
1268     VectorSubtract( wishvel, curvel, acceldir );
1269     addspeed = VectorNormalizeLength( acceldir );
1270
1271     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1272     if( accelspeed > addspeed )
1273         accelspeed = addspeed;
1274
1275     if( backtosideratio < 1.0f )
1276     {
1277         VectorNormalize2( curvel, curdir );
1278         dot = DotProduct( acceldir, curdir );
1279         if( dot < 0 )
1280             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1281     }
1282
1283     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1284 }
1285
1286 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1287 {
1288         vec_t friction;
1289         vec_t wishspeed;
1290         vec_t addspeed;
1291         vec_t accelspeed;
1292         vec_t f;
1293         vec_t gravity;
1294         vec3_t forward;
1295         vec3_t right;
1296         vec3_t up;
1297         vec3_t wishvel;
1298         vec3_t wishdir;
1299         vec3_t yawangles;
1300         trace_t trace;
1301
1302         // jump if on ground with jump button pressed but only if it has been
1303         // released at least once since the last jump
1304         if (s->cmd.jump)
1305         {
1306                 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"
1307                 {
1308                         s->velocity[2] += cl.movevars_jumpvelocity;
1309                         s->onground = false;
1310                         s->cmd.canjump = false;
1311                 }
1312         }
1313         else
1314                 s->cmd.canjump = true;
1315
1316         // calculate movement vector
1317         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1318         AngleVectors(yawangles, forward, right, up);
1319         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1320
1321         // split wishvel into wishspeed and wishdir
1322         wishspeed = VectorLength(wishvel);
1323         if (wishspeed)
1324                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1325         else
1326                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1327         // check if onground
1328         if (s->onground)
1329         {
1330                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1331                 if (s->crouched)
1332                         wishspeed *= 0.5;
1333
1334                 // apply edge friction
1335                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1336                 if (f > 0)
1337                 {
1338                         friction = cl.movevars_friction;
1339                         if (cl.movevars_edgefriction != 1)
1340                         {
1341                                 vec3_t neworigin2;
1342                                 vec3_t neworigin3;
1343                                 // note: QW uses the full player box for the trace, and yet still
1344                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1345                                 // this mimics it for compatibility
1346                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1347                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1348                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1349                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1350                                 else
1351                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1352                                 if (trace.fraction == 1 && !trace.startsolid)
1353                                         friction *= cl.movevars_edgefriction;
1354                         }
1355                         // apply ground friction
1356                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1357                         f = max(f, 0);
1358                         VectorScale(s->velocity, f, s->velocity);
1359                 }
1360                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1361                 if (addspeed > 0)
1362                 {
1363                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1364                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1365                 }
1366                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1367                         gravity = 0;
1368                 else
1369                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1370                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1371                         s->velocity[2] -= gravity * 0.5f;
1372                 else
1373                         s->velocity[2] -= gravity;
1374                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1375                         s->velocity[2] = 0;
1376                 if (VectorLength2(s->velocity))
1377                         CL_ClientMovement_Move(s);
1378                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1379                         s->velocity[2] -= gravity * 0.5f;
1380         }
1381         else
1382         {
1383                 if (s->waterjumptime <= 0)
1384                 {
1385                         // apply air speed limit
1386                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1387                         qboolean accelerating;
1388
1389                         accelqw = cl.movevars_airaccel_qw;
1390                         wishspeed0 = wishspeed;
1391                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1392                         if (s->crouched)
1393                                 wishspeed *= 0.5;
1394                         accel = cl.movevars_airaccelerate;
1395
1396                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1397                         wishspeed2 = wishspeed;
1398
1399                         // CPM: air control
1400                         if(cl.movevars_airstopaccelerate != 0)
1401                         {
1402                                 vec3_t curdir;
1403                                 curdir[0] = s->velocity[0];
1404                                 curdir[1] = s->velocity[1];
1405                                 curdir[2] = 0;
1406                                 VectorNormalize(curdir);
1407                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1408                         }
1409                         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
1410                         if(cl.movevars_maxairstrafespeed)
1411                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1412                         if(cl.movevars_airstrafeaccelerate)
1413                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1414                         if(cl.movevars_airstrafeaccel_qw)
1415                                 accelqw =
1416                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1417                                         *
1418                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1419                         // !CPM
1420
1421                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1422                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1423                         else
1424                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1425
1426                         if(cl.movevars_aircontrol)
1427                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1428                 }
1429                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1430                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1431                         s->velocity[2] -= gravity * 0.5f;
1432                 else
1433                         s->velocity[2] -= gravity;
1434                 CL_ClientMovement_Move(s);
1435                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1436                         s->velocity[2] -= gravity * 0.5f;
1437         }
1438 }
1439
1440 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1441 {
1442         //Con_Printf(" %f", frametime);
1443         if (!s->cmd.jump)
1444                 s->cmd.canjump = true;
1445         s->waterjumptime -= s->cmd.frametime;
1446         CL_ClientMovement_UpdateStatus(s);
1447         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1448                 CL_ClientMovement_Physics_Swim(s);
1449         else
1450                 CL_ClientMovement_Physics_Walk(s);
1451 }
1452
1453 extern cvar_t slowmo;
1454 void CL_UpdateMoveVars(void)
1455 {
1456         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1457         {
1458                 cl.moveflags = 0;
1459         }
1460         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1461         {
1462                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1463                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1464                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1465                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1466                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1467                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1468                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1469                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1470                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1471                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1472                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1473                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1474                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1475                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1476                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1477                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1478                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1479                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1480                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1481                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1482                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1483                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1484                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1485                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1486                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1487                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1488                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1489                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1490                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1491                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1492                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1493                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1494                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1495         }
1496         else
1497         {
1498                 cl.moveflags = 0;
1499                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1500                 cl.movevars_timescale = slowmo.value;
1501                 cl.movevars_gravity = sv_gravity.value;
1502                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1503                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1504                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1505                 cl.movevars_accelerate = cl_movement_accelerate.value;
1506                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1507                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1508                 cl.movevars_friction = cl_movement_friction.value;
1509                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1510                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1511                 cl.movevars_entgravity = 1;
1512                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1513                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1514                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1515                 cl.movevars_stepheight = cl_movement_stepheight.value;
1516                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1517                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1518                 cl.movevars_airstopaccelerate = 0;
1519                 cl.movevars_airstrafeaccelerate = 0;
1520                 cl.movevars_maxairstrafespeed = 0;
1521                 cl.movevars_airstrafeaccel_qw = 0;
1522                 cl.movevars_aircontrol = 0;
1523                 cl.movevars_aircontrol_power = 2;
1524                 cl.movevars_aircontrol_penalty = 0;
1525                 cl.movevars_warsowbunny_airforwardaccel = 0;
1526                 cl.movevars_warsowbunny_accel = 0;
1527                 cl.movevars_warsowbunny_topspeed = 0;
1528                 cl.movevars_warsowbunny_turnaccel = 0;
1529                 cl.movevars_warsowbunny_backtosideratio = 0;
1530                 cl.movevars_airspeedlimit_nonqw = 0;
1531         }
1532
1533         if(!(cl.moveflags & MOVEFLAG_VALID))
1534         {
1535                 if(gamemode == GAME_NEXUIZ)
1536                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1537         }
1538
1539         if(cl.movevars_aircontrol_power <= 0)
1540                 cl.movevars_aircontrol_power = 2; // CPMA default
1541 }
1542
1543 void CL_ClientMovement_Replay(void)
1544 {
1545         int i;
1546         double totalmovemsec;
1547         cl_clientmovement_state_t s;
1548
1549         if (cl.movement_predicted && !cl.movement_replay)
1550                 return;
1551
1552         // set up starting state for the series of moves
1553         memset(&s, 0, sizeof(s));
1554         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1555         VectorCopy(cl.mvelocity[0], s.velocity);
1556         s.crouched = true; // will be updated on first move
1557         //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]);
1558
1559         totalmovemsec = 0;
1560         for (i = 0;i < CL_MAX_USERCMDS;i++)
1561                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1562                         totalmovemsec += cl.movecmd[i].msec;
1563         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);
1564         //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);
1565         if (cl.movement_predicted)
1566         {
1567                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1568
1569                 // replay the input queue to predict current location
1570                 // note: this relies on the fact there's always one queue item at the end
1571
1572                 // find how many are still valid
1573                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1574                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1575                                 break;
1576                 // now walk them in oldest to newest order
1577                 for (i--;i >= 0;i--)
1578                 {
1579                         s.cmd = cl.movecmd[i];
1580                         if (i < CL_MAX_USERCMDS - 1)
1581                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1582                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1583                         //Con_Printf("%i ", s.cmd.msec);
1584                         if(s.cmd.frametime > 0.0005)
1585                         {
1586                                 if (s.cmd.frametime > 0.05)
1587                                 {
1588                                         s.cmd.frametime /= 2;
1589                                         CL_ClientMovement_PlayerMove(&s);
1590                                 }
1591                                 CL_ClientMovement_PlayerMove(&s);
1592                                 cl.movecmd[i].canjump = s.cmd.canjump;
1593                         }
1594                 }
1595                 //Con_Printf("\n");
1596                 CL_ClientMovement_UpdateStatus(&s);
1597         }
1598         else
1599         {
1600                 // get the first movement queue entry to know whether to crouch and such
1601                 s.cmd = cl.movecmd[0];
1602         }
1603
1604         if (cls.demoplayback) // for bob, speedometer
1605                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1606         else
1607         {
1608                 cl.movement_replay = false;
1609                 // update the interpolation target position and velocity
1610                 VectorCopy(s.origin, cl.movement_origin);
1611                 VectorCopy(s.velocity, cl.movement_velocity);
1612         }
1613
1614         // update the onground flag if appropriate
1615         if (cl.movement_predicted)
1616         {
1617                 // when predicted we simply set the flag according to the UpdateStatus
1618                 cl.onground = s.onground;
1619         }
1620         else
1621         {
1622                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1623                 // an update packet is received, but can be forced on here to hide
1624                 // server inconsistencies in the onground flag
1625                 // (which mostly occur when stepping up stairs at very high framerates
1626                 //  where after the step up the move continues forward and not
1627                 //  downward so the ground is not detected)
1628                 //
1629                 // such onground inconsistencies can cause jittery gun bobbing and
1630                 // stair smoothing, so we set onground if UpdateStatus says so
1631                 if (s.onground)
1632                         cl.onground = true;
1633         }
1634
1635         // react to onground state changes (for gun bob)
1636         if (cl.onground)
1637         {
1638                 if (!cl.oldonground)
1639                         cl.hitgroundtime = cl.movecmd[0].time;
1640                 cl.lastongroundtime = cl.movecmd[0].time;
1641         }
1642         cl.oldonground = cl.onground;
1643 }
1644
1645 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1646 {
1647         int bits;
1648
1649         bits = 0;
1650         if (to->viewangles[0] != from->viewangles[0])
1651                 bits |= QW_CM_ANGLE1;
1652         if (to->viewangles[1] != from->viewangles[1])
1653                 bits |= QW_CM_ANGLE2;
1654         if (to->viewangles[2] != from->viewangles[2])
1655                 bits |= QW_CM_ANGLE3;
1656         if (to->forwardmove != from->forwardmove)
1657                 bits |= QW_CM_FORWARD;
1658         if (to->sidemove != from->sidemove)
1659                 bits |= QW_CM_SIDE;
1660         if (to->upmove != from->upmove)
1661                 bits |= QW_CM_UP;
1662         if (to->buttons != from->buttons)
1663                 bits |= QW_CM_BUTTONS;
1664         if (to->impulse != from->impulse)
1665                 bits |= QW_CM_IMPULSE;
1666
1667         MSG_WriteByte(buf, bits);
1668         if (bits & QW_CM_ANGLE1)
1669                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1670         if (bits & QW_CM_ANGLE2)
1671                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1672         if (bits & QW_CM_ANGLE3)
1673                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1674         if (bits & QW_CM_FORWARD)
1675                 MSG_WriteShort(buf, (short) to->forwardmove);
1676         if (bits & QW_CM_SIDE)
1677                 MSG_WriteShort(buf, (short) to->sidemove);
1678         if (bits & QW_CM_UP)
1679                 MSG_WriteShort(buf, (short) to->upmove);
1680         if (bits & QW_CM_BUTTONS)
1681                 MSG_WriteByte(buf, to->buttons);
1682         if (bits & QW_CM_IMPULSE)
1683                 MSG_WriteByte(buf, to->impulse);
1684         MSG_WriteByte(buf, to->msec);
1685 }
1686
1687 void CL_NewFrameReceived(int num)
1688 {
1689         if (developer_networkentities.integer >= 10)
1690                 Con_Printf("recv: svc_entities %i\n", num);
1691         cl.latestframenums[cl.latestframenumsposition] = num;
1692         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1693         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1694 }
1695
1696 /*
1697 ==============
1698 CL_SendMove
1699 ==============
1700 */
1701 usercmd_t nullcmd; // for delta compression of qw moves
1702 void CL_SendMove(void)
1703 {
1704         int i, j, packetloss;
1705         int checksumindex;
1706         int bits;
1707         int maxusercmds;
1708         usercmd_t *cmd;
1709         sizebuf_t buf;
1710         unsigned char data[1024];
1711         double packettime;
1712         int msecdelta;
1713         qboolean quemove;
1714         qboolean important;
1715
1716         // if playing a demo, do nothing
1717         if (!cls.netcon)
1718                 return;
1719
1720         // we don't que moves during a lag spike (potential network timeout)
1721         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1722
1723         // we build up cl.cmd and then decide whether to send or not
1724         // we store this into cl.movecmd[0] for prediction each frame even if we
1725         // do not send, to make sure that prediction is instant
1726         cl.cmd.time = cl.time;
1727         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1728
1729         // set button bits
1730         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1731         bits = 0;
1732         if (in_attack.state   & 3) bits |=   1;
1733         if (in_jump.state     & 3) bits |=   2;
1734         if (in_button3.state  & 3) bits |=   4;
1735         if (in_button4.state  & 3) bits |=   8;
1736         if (in_button5.state  & 3) bits |=  16;
1737         if (in_button6.state  & 3) bits |=  32;
1738         if (in_button7.state  & 3) bits |=  64;
1739         if (in_button8.state  & 3) bits |= 128;
1740         if (in_use.state      & 3) bits |= 256;
1741         if (key_dest != key_game || key_consoleactive) bits |= 512;
1742         if (cl_prydoncursor.integer > 0) bits |= 1024;
1743         if (in_button9.state  & 3)  bits |=   2048;
1744         if (in_button10.state  & 3) bits |=   4096;
1745         if (in_button11.state  & 3) bits |=   8192;
1746         if (in_button12.state  & 3) bits |=  16384;
1747         if (in_button13.state  & 3) bits |=  32768;
1748         if (in_button14.state  & 3) bits |=  65536;
1749         if (in_button15.state  & 3) bits |= 131072;
1750         if (in_button16.state  & 3) bits |= 262144;
1751         // button bits 19-31 unused currently
1752         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1753         if(cl_prydoncursor.integer > 0)
1754         {
1755                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1756                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1757                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1758                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1759         }
1760
1761         // set buttons and impulse
1762         cl.cmd.buttons = bits;
1763         cl.cmd.impulse = in_impulse;
1764
1765         // set viewangles
1766         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1767
1768         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1769         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1770         // ridiculous value rejection (matches qw)
1771         if (cl.cmd.msec > 250)
1772                 cl.cmd.msec = 100;
1773         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1774
1775         cl.cmd.predicted = cl_movement.integer != 0;
1776
1777         // movement is set by input code (forwardmove/sidemove/upmove)
1778         // always dump the first two moves, because they may contain leftover inputs from the last level
1779         if (cl.cmd.sequence <= 2)
1780                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1781
1782         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1783         cl.cmd.crouch = 0;
1784         switch (cls.protocol)
1785         {
1786         case PROTOCOL_QUAKEWORLD:
1787         case PROTOCOL_QUAKE:
1788         case PROTOCOL_QUAKEDP:
1789         case PROTOCOL_NEHAHRAMOVIE:
1790         case PROTOCOL_NEHAHRABJP:
1791         case PROTOCOL_NEHAHRABJP2:
1792         case PROTOCOL_NEHAHRABJP3:
1793         case PROTOCOL_DARKPLACES1:
1794         case PROTOCOL_DARKPLACES2:
1795         case PROTOCOL_DARKPLACES3:
1796         case PROTOCOL_DARKPLACES4:
1797         case PROTOCOL_DARKPLACES5:
1798                 break;
1799         case PROTOCOL_DARKPLACES6:
1800         case PROTOCOL_DARKPLACES7:
1801                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1802                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1803                 break;
1804         case PROTOCOL_UNKNOWN:
1805                 break;
1806         }
1807
1808         if (quemove)
1809                 cl.movecmd[0] = cl.cmd;
1810
1811         // don't predict more than 200fps
1812         if (realtime >= cl.lastpackettime + 0.005)
1813                 cl.movement_replay = true; // redo the prediction
1814
1815         // now decide whether to actually send this move
1816         // (otherwise it is only for prediction)
1817
1818         // don't send too often or else network connections can get clogged by a
1819         // high renderer framerate
1820         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1821         if (cl.movevars_timescale && cl.movevars_ticrate)
1822         {
1823                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1824                 packettime = min(packettime, maxtic);
1825         }
1826
1827         // do not send 0ms packets because they mess up physics
1828         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1829                 return;
1830         // always send if buttons changed or an impulse is pending
1831         // even if it violates the rate limit!
1832         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1833         // don't send too often (cl_netfps)
1834         if (!important && realtime < cl.lastpackettime + packettime)
1835                 return;
1836         // don't choke the connection with packets (obey rate limit)
1837         // it is important that this check be last, because it adds a new
1838         // frame to the shownetgraph output and any cancelation after this
1839         // will produce a nasty spike-like look to the netgraph
1840         // we also still send if it is important
1841         if (!NetConn_CanSend(cls.netcon) && !important)
1842                 return;
1843         // try to round off the lastpackettime to a multiple of the packet interval
1844         // (this causes it to emit packets at a steady beat)
1845         if (packettime > 0)
1846                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1847         else
1848                 cl.lastpackettime = realtime;
1849
1850         buf.maxsize = sizeof(data);
1851         buf.cursize = 0;
1852         buf.data = data;
1853
1854         // send the movement message
1855         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1856         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1857         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1858         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1859         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1860         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1861         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1862         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1863         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1864         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1865         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1866
1867         // set prydon cursor info
1868         CL_UpdatePrydonCursor();
1869
1870         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1871         {
1872                 switch (cls.protocol)
1873                 {
1874                 case PROTOCOL_QUAKEWORLD:
1875                         MSG_WriteByte(&buf, qw_clc_move);
1876                         // save the position for a checksum byte
1877                         checksumindex = buf.cursize;
1878                         MSG_WriteByte(&buf, 0);
1879                         // packet loss percentage
1880                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1881                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1882                                         packetloss++;
1883                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1884                         MSG_WriteByte(&buf, packetloss);
1885                         // write most recent 3 moves
1886                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1887                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1888                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1889                         // calculate the checksum
1890                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1891                         // if delta compression history overflows, request no delta
1892                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1893                                 cl.qw_validsequence = 0;
1894                         // request delta compression if appropriate
1895                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1896                         {
1897                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1898                                 MSG_WriteByte(&buf, qw_clc_delta);
1899                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1900                         }
1901                         else
1902                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1903                         break;
1904                 case PROTOCOL_QUAKE:
1905                 case PROTOCOL_QUAKEDP:
1906                 case PROTOCOL_NEHAHRAMOVIE:
1907                 case PROTOCOL_NEHAHRABJP:
1908                 case PROTOCOL_NEHAHRABJP2:
1909                 case PROTOCOL_NEHAHRABJP3:
1910                         // 5 bytes
1911                         MSG_WriteByte (&buf, clc_move);
1912                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1913                         // 3 bytes
1914                         for (i = 0;i < 3;i++)
1915                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1916                         // 6 bytes
1917                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1918                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1919                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1920                         // 2 bytes
1921                         MSG_WriteByte (&buf, cl.cmd.buttons);
1922                         MSG_WriteByte (&buf, cl.cmd.impulse);
1923                         break;
1924                 case PROTOCOL_DARKPLACES2:
1925                 case PROTOCOL_DARKPLACES3:
1926                         // 5 bytes
1927                         MSG_WriteByte (&buf, clc_move);
1928                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1929                         // 12 bytes
1930                         for (i = 0;i < 3;i++)
1931                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1932                         // 6 bytes
1933                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1934                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1935                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1936                         // 2 bytes
1937                         MSG_WriteByte (&buf, cl.cmd.buttons);
1938                         MSG_WriteByte (&buf, cl.cmd.impulse);
1939                         break;
1940                 case PROTOCOL_DARKPLACES1:
1941                 case PROTOCOL_DARKPLACES4:
1942                 case PROTOCOL_DARKPLACES5:
1943                         // 5 bytes
1944                         MSG_WriteByte (&buf, clc_move);
1945                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1946                         // 6 bytes
1947                         for (i = 0;i < 3;i++)
1948                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1949                         // 6 bytes
1950                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1951                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1952                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1953                         // 2 bytes
1954                         MSG_WriteByte (&buf, cl.cmd.buttons);
1955                         MSG_WriteByte (&buf, cl.cmd.impulse);
1956                 case PROTOCOL_DARKPLACES6:
1957                 case PROTOCOL_DARKPLACES7:
1958                         // set the maxusercmds variable to limit how many should be sent
1959                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1960                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1961                         if (!cl.cmd.predicted)
1962                                 maxusercmds = 1;
1963
1964                         // send the latest moves in order, the old ones will be
1965                         // ignored by the server harmlessly, however if the previous
1966                         // packets were lost these moves will be used
1967                         //
1968                         // this reduces packet loss impact on gameplay.
1969                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1970                         {
1971                                 // don't repeat any stale moves
1972                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1973                                         continue;
1974                                 // 5/9 bytes
1975                                 MSG_WriteByte (&buf, clc_move);
1976                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1977                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1978                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1979                                 // 6 bytes
1980                                 for (i = 0;i < 3;i++)
1981                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1982                                 // 6 bytes
1983                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1984                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1985                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1986                                 // 5 bytes
1987                                 MSG_WriteLong (&buf, cmd->buttons);
1988                                 MSG_WriteByte (&buf, cmd->impulse);
1989                                 // PRYDON_CLIENTCURSOR
1990                                 // 30 bytes
1991                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1992                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1993                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1994                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1995                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1996                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1997                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1998                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1999                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2000                         }
2001                         break;
2002                 case PROTOCOL_UNKNOWN:
2003                         break;
2004                 }
2005         }
2006
2007         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2008         {
2009                 // ack entity frame numbers received since the last input was sent
2010                 // (redundent to improve handling of client->server packet loss)
2011                 // if cl_netrepeatinput is 1 and client framerate matches server
2012                 // framerate, this is 10 bytes, if client framerate is lower this
2013                 // will be more...
2014                 int i, j;
2015                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2016                 if (oldsequence < 1)
2017                         oldsequence = 1;
2018                 for (i = 0;i < LATESTFRAMENUMS;i++)
2019                 {
2020                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2021                         if (cl.latestsendnums[j] >= oldsequence)
2022                         {
2023                                 if (developer_networkentities.integer >= 10)
2024                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2025                                 MSG_WriteByte(&buf, clc_ackframe);
2026                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2027                         }
2028                 }
2029         }
2030
2031         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2032         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2033
2034         // acknowledge any recently received data blocks
2035         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2036         {
2037                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2038                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2039                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2040                 cls.dp_downloadack[i].start = 0;
2041                 cls.dp_downloadack[i].size = 0;
2042         }
2043
2044         // send the reliable message (forwarded commands) if there is one
2045         if (buf.cursize || cls.netcon->message.cursize)
2046                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2047
2048         if (quemove)
2049         {
2050                 // update the cl.movecmd array which holds the most recent moves,
2051                 // because we now need a new slot for the next input
2052                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2053                         cl.movecmd[i] = cl.movecmd[i-1];
2054                 cl.movecmd[0].msec = 0;
2055                 cl.movecmd[0].frametime = 0;
2056         }
2057
2058         // clear button 'click' states
2059         in_attack.state  &= ~2;
2060         in_jump.state    &= ~2;
2061         in_button3.state &= ~2;
2062         in_button4.state &= ~2;
2063         in_button5.state &= ~2;
2064         in_button6.state &= ~2;
2065         in_button7.state &= ~2;
2066         in_button8.state &= ~2;
2067         in_use.state     &= ~2;
2068         in_button9.state  &= ~2;
2069         in_button10.state &= ~2;
2070         in_button11.state &= ~2;
2071         in_button12.state &= ~2;
2072         in_button13.state &= ~2;
2073         in_button14.state &= ~2;
2074         in_button15.state &= ~2;
2075         in_button16.state &= ~2;
2076         // clear impulse
2077         in_impulse = 0;
2078
2079         if (cls.netcon->message.overflowed)
2080         {
2081                 Con_Print("CL_SendMove: lost server connection\n");
2082                 CL_Disconnect();
2083                 Host_ShutdownServer();
2084         }
2085 }
2086
2087 /*
2088 ============
2089 CL_InitInput
2090 ============
2091 */
2092 void CL_InitInput (void)
2093 {
2094         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2095         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2096         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2097         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2098         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2099         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2100         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2101         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2102         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2103         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2104         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2105         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2106         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2107         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2108         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2109         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2110         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2111         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2112         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2113         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2114         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2115         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2116         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2117         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2118         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2119         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2120         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2121         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2122         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2123         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2124         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2125         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2126         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2127
2128         // LordHavoc: added use button
2129         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2130         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2131
2132         // LordHavoc: added 6 new buttons
2133         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2134         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2135         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2136         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2137         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2138         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2139         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2140         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2141         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2142         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2143         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2144         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2145         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2146         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2147         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2148         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2149         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2150         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2151         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2152         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2153         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2154         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2155         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2156         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2157         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2158         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2159         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2160         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2161
2162         // LordHavoc: added bestweapon command
2163         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)");
2164 #if 0
2165         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");
2166 #endif
2167         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2168
2169         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2170         Cvar_RegisterVariable(&cl_movement);
2171         Cvar_RegisterVariable(&cl_movement_nettimeout);
2172         Cvar_RegisterVariable(&cl_movement_minping);
2173         Cvar_RegisterVariable(&cl_movement_track_canjump);
2174         Cvar_RegisterVariable(&cl_movement_maxspeed);
2175         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2176         Cvar_RegisterVariable(&cl_movement_stopspeed);
2177         Cvar_RegisterVariable(&cl_movement_friction);
2178         Cvar_RegisterVariable(&cl_movement_wallfriction);
2179         Cvar_RegisterVariable(&cl_movement_waterfriction);
2180         Cvar_RegisterVariable(&cl_movement_edgefriction);
2181         Cvar_RegisterVariable(&cl_movement_stepheight);
2182         Cvar_RegisterVariable(&cl_movement_accelerate);
2183         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2184         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2185         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2186         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2187         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2188
2189         Cvar_RegisterVariable(&in_pitch_min);
2190         Cvar_RegisterVariable(&in_pitch_max);
2191         Cvar_RegisterVariable(&m_filter);
2192         Cvar_RegisterVariable(&m_accelerate);
2193         Cvar_RegisterVariable(&m_accelerate_minspeed);
2194         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2195         Cvar_RegisterVariable(&m_accelerate_filter);
2196
2197         Cvar_RegisterVariable(&cl_netfps);
2198         Cvar_RegisterVariable(&cl_netrepeatinput);
2199         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2200
2201         Cvar_RegisterVariable(&cl_nodelta);
2202 }
2203