changed PF_WARNING to not do a return
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
324 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
325 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
326 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)"};
327 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
328 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
329 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
330 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
331 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
332 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"};
333 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
334 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)"};
335 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
336 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
337 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
338 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
339
340 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
341 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
342
343 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
344
345 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
346
347 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
348
349
350 /*
351 ================
352 CL_AdjustAngles
353
354 Moves the local angle positions
355 ================
356 */
357 void CL_AdjustAngles (void)
358 {
359         float   speed;
360         float   up, down;
361
362         if (in_speed.state & 1)
363                 speed = cl.realframetime * cl_anglespeedkey.value;
364         else
365                 speed = cl.realframetime;
366
367         if (!(in_strafe.state & 1))
368         {
369                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
370                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
371         }
372         if (in_klook.state & 1)
373         {
374                 V_StopPitchDrift ();
375                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
376                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
377         }
378
379         up = CL_KeyState (&in_lookup);
380         down = CL_KeyState(&in_lookdown);
381
382         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
383         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
384
385         if (up || down)
386                 V_StopPitchDrift ();
387
388         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
389         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
390         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
391         if (cl.viewangles[YAW] >= 180)
392                 cl.viewangles[YAW] -= 360;
393         if (cl.viewangles[PITCH] >= 180)
394                 cl.viewangles[PITCH] -= 360;
395         if (cl.viewangles[ROLL] >= 180)
396                 cl.viewangles[ROLL] -= 360;
397
398         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
399         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
400 }
401
402 qboolean cl_ignoremousemove = false;
403
404 /*
405 ================
406 CL_Move
407
408 Send the intended movement message to the server
409 ================
410 */
411 void CL_Move (void)
412 {
413         float mx, my;
414         static float old_mouse_x = 0, old_mouse_y = 0;
415
416         // clamp before the move to prevent starting with bad angles
417         CL_AdjustAngles ();
418
419         // reset some of the command fields
420         cl.cmd.forwardmove = 0;
421         cl.cmd.sidemove = 0;
422         cl.cmd.upmove = 0;
423
424         // get basic movement from keyboard
425         if (in_strafe.state & 1)
426         {
427                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
428                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
429         }
430
431         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
432         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
433
434         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
435         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
436
437         if (! (in_klook.state & 1) )
438         {
439                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
440                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
441         }
442
443         // adjust for speed key
444         if (in_speed.state & 1)
445         {
446                 cl.cmd.forwardmove *= cl_movespeedkey.value;
447                 cl.cmd.sidemove *= cl_movespeedkey.value;
448                 cl.cmd.upmove *= cl_movespeedkey.value;
449         }
450
451         in_mouse_x = 0;
452         in_mouse_y = 0;
453
454         // allow mice or other external controllers to add to the move
455         IN_Move ();
456
457         // ignore a mouse move if mouse was activated/deactivated this frame
458         if (cl_ignoremousemove)
459         {
460                 cl_ignoremousemove = false;
461                 in_mouse_x = 0;
462                 in_mouse_y = 0;
463         }
464
465         // apply m_filter if it is on
466         mx = in_mouse_x;
467         my = in_mouse_y;
468         if (m_filter.integer)
469         {
470                 in_mouse_x = (mx + old_mouse_x) * 0.5;
471                 in_mouse_y = (my + old_mouse_y) * 0.5;
472         }
473         old_mouse_x = mx;
474         old_mouse_y = my;
475
476         // if not in menu, apply mouse move to viewangles/movement
477         if (!cl.csqc_wantsmousemove && in_client_mouse)
478         {
479                 if (cl_prydoncursor.integer)
480                 {
481                         // mouse interacting with the scene, mostly stationary view
482                         V_StopPitchDrift();
483                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
484                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
485                 }
486                 else if (in_strafe.state & 1)
487                 {
488                         // strafing mode, all looking is movement
489                         V_StopPitchDrift();
490                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
491                         if (noclip_anglehack)
492                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
493                         else
494                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
495                 }
496                 else if ((in_mlook.state & 1) || freelook.integer)
497                 {
498                         // mouselook, lookstrafe causes turning to become strafing
499                         V_StopPitchDrift();
500                         if (lookstrafe.integer)
501                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
502                         else
503                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
504                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
505                 }
506                 else
507                 {
508                         // non-mouselook, yaw turning and forward/back movement
509                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
510                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
511                 }
512         }
513
514         // clamp after the move to prevent rendering with bad angles
515         CL_AdjustAngles ();
516 }
517
518 #include "cl_collision.h"
519
520 extern void V_CalcRefdef(void);
521 void CL_UpdatePrydonCursor(void)
522 {
523         vec3_t temp, scale;
524
525         if (!cl_prydoncursor.integer)
526                 VectorClear(cl.cmd.cursor_screen);
527
528         /*
529         if (cl.cmd.cursor_screen[0] < -1)
530         {
531                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
532                 cl.cmd.cursor_screen[0] = -1;
533         }
534         if (cl.cmd.cursor_screen[0] > 1)
535         {
536                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
537                 cl.cmd.cursor_screen[0] = 1;
538         }
539         if (cl.cmd.cursor_screen[1] < -1)
540         {
541                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
542                 cl.cmd.cursor_screen[1] = -1;
543         }
544         if (cl.cmd.cursor_screen[1] > 1)
545         {
546                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
547                 cl.cmd.cursor_screen[1] = 1;
548         }
549         */
550         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
551         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
552         cl.cmd.cursor_screen[2] = 1;
553
554         scale[0] = -r_view.frustum_x;
555         scale[1] = -r_view.frustum_y;
556         scale[2] = 1;
557
558         // trace distance
559         VectorScale(scale, 1000000, scale);
560
561         // calculate current view matrix
562         V_CalcRefdef();
563         VectorClear(temp);
564         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_start);
565         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
566         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
567         // trace from view origin to the cursor
568         cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL, false);
569 }
570
571 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
572 {
573         int i;
574         int n;
575         // remove stale queue items
576         n = cl.movement_numqueue;
577         cl.movement_numqueue = 0;
578         for (i = 0;i < n;i++)
579         {
580                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
581                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
582                 else if (i == 0)
583                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
584         }
585         // add to input queue if there is room
586         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
587         {
588                 // add to input queue
589                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
590                 cl.movement_queue[cl.movement_numqueue].time = realtime;
591                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
592                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
593                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
594                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
595                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
596                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
597                 cl.movement_queue[cl.movement_numqueue].crouch = false;
598                 cl.movement_numqueue++;
599         }
600         cl.movement_replay = true;
601 }
602
603 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
604 {
605         int i;
606         int n;
607         double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
608         // remove stale queue items
609         n = cl.movement_numqueue;
610         cl.movement_numqueue = 0;
611         if (cl.servermovesequence)
612         {
613                 for (i = 0;i < n;i++)
614                 {
615                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
616                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
617                         else if (i == 0)
618                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
619                 }
620         }
621         else
622         {
623                 for (i = 0;i < n;i++)
624                 {
625                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
626                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
627                         else if (i == 0)
628                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
629                 }
630         }
631         // add to input queue if there is room
632         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
633         {
634                 // add to input queue
635                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
636                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
637                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
638                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
639                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
640                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
641                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
642                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
643                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
644                 cl.movement_numqueue++;
645         }
646         cl.movement_replay = true;
647 }
648
649 typedef enum waterlevel_e
650 {
651         WATERLEVEL_NONE,
652         WATERLEVEL_WETFEET,
653         WATERLEVEL_SWIMMING,
654         WATERLEVEL_SUBMERGED
655 }
656 waterlevel_t;
657
658 typedef struct cl_clientmovement_state_s
659 {
660         // position
661         vec3_t origin;
662         vec3_t velocity;
663         // current bounding box (different if crouched vs standing)
664         vec3_t mins;
665         vec3_t maxs;
666         // currently on the ground
667         qboolean onground;
668         // currently crouching
669         qboolean crouched;
670         // whether jump button has been released since last jump
671         qboolean canjump;
672         // what kind of water (SUPERCONTENTS_LAVA for instance)
673         int watertype;
674         // how deep
675         waterlevel_t waterlevel;
676         // weird hacks when jumping out of water
677         // (this is in seconds and counts down to 0)
678         float waterjumptime;
679
680         // movement parameters for physics code
681         float movevars_gravity;
682         float movevars_stopspeed;
683         float movevars_maxspeed;
684         float movevars_spectatormaxspeed;
685         float movevars_accelerate;
686         float movevars_airaccelerate;
687         float movevars_wateraccelerate;
688         float movevars_friction;
689         float movevars_waterfriction;
690         float movevars_entgravity;
691         float movevars_jumpvelocity;
692         float movevars_edgefriction;
693         float movevars_maxairspeed;
694         float movevars_stepheight;
695         float movevars_airaccel_qw;
696         float movevars_airaccel_sideways_friction;
697
698         // user command
699         client_movementqueue_t q;
700 }
701 cl_clientmovement_state_t;
702
703 #define NUMOFFSETS 27
704 static vec3_t offsets[NUMOFFSETS] =
705 {
706 // 1 no nudge (just return the original if this test passes)
707         { 0.000,  0.000,  0.000},
708 // 6 simple nudges
709         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
710         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
711         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
712 // 4 diagonal flat nudges
713         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
714         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
715 // 8 diagonal upward nudges
716         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
717         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
718         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
719         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
720 // 8 diagonal downward nudges
721         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
722         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
723         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
724         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
725 };
726
727 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
728 {
729         int i;
730         vec3_t neworigin;
731         for (i = 0;i < NUMOFFSETS;i++)
732         {
733                 VectorAdd(offsets[i], s->origin, neworigin);
734                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
735                 {
736                         VectorCopy(neworigin, s->origin);
737                         return true;
738                 }
739         }
740         // if all offsets failed, give up
741         return false;
742 }
743
744 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
745 {
746         vec3_t origin1, origin2;
747         trace_t trace;
748
749         // make sure player is not stuck
750         CL_ClientMovement_Unstick(s);
751
752         // set crouched
753         if (s->q.crouch)
754         {
755                 // wants to crouch, this always works..
756                 if (!s->crouched)
757                         s->crouched = true;
758         }
759         else
760         {
761                 // wants to stand, if currently crouching we need to check for a
762                 // low ceiling first
763                 if (s->crouched)
764                 {
765                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
766                         if (!trace.startsolid)
767                                 s->crouched = false;
768                 }
769         }
770         if (s->crouched)
771         {
772                 VectorCopy(cl.playercrouchmins, s->mins);
773                 VectorCopy(cl.playercrouchmaxs, s->maxs);
774         }
775         else
776         {
777                 VectorCopy(cl.playerstandmins, s->mins);
778                 VectorCopy(cl.playerstandmaxs, s->maxs);
779         }
780
781         // set onground
782         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
783         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
784         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
785         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
786
787         // set watertype/waterlevel
788         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
789         s->waterlevel = WATERLEVEL_NONE;
790         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
791         if (s->watertype)
792         {
793                 s->waterlevel = WATERLEVEL_WETFEET;
794                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
795                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
796                 {
797                         s->waterlevel = WATERLEVEL_SWIMMING;
798                         origin1[2] = s->origin[2] + 22;
799                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
800                                 s->waterlevel = WATERLEVEL_SUBMERGED;
801                 }
802         }
803
804         // water jump prediction
805         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
806                 s->waterjumptime = 0;
807 }
808
809 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
810 {
811         int bump;
812         double t;
813         vec_t f;
814         vec3_t neworigin;
815         vec3_t currentorigin2;
816         vec3_t neworigin2;
817         vec3_t primalvelocity;
818         trace_t trace;
819         trace_t trace2;
820         trace_t trace3;
821         CL_ClientMovement_UpdateStatus(s);
822         VectorCopy(s->velocity, primalvelocity);
823         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
824         {
825                 VectorMA(s->origin, t, s->velocity, neworigin);
826                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
827                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
828                 {
829                         // may be a step or wall, try stepping up
830                         // first move forward at a higher level
831                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
832                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
833                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
834                         if (!trace2.startsolid)
835                         {
836                                 // then move down from there
837                                 VectorCopy(trace2.endpos, currentorigin2);
838                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
839                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
840                                 //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]);
841                                 // accept the new trace if it made some progress
842                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
843                                 {
844                                         trace = trace2;
845                                         VectorCopy(trace3.endpos, trace.endpos);
846                                 }
847                         }
848                 }
849
850                 // check if it moved at all
851                 if (trace.fraction >= 0.001)
852                         VectorCopy(trace.endpos, s->origin);
853
854                 // check if it moved all the way
855                 if (trace.fraction == 1)
856                         break;
857
858                 //if (trace.plane.normal[2] > 0.7)
859                 //      s->onground = true;
860
861                 t -= t * trace.fraction;
862
863                 f = DotProduct(s->velocity, trace.plane.normal);
864                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
865         }
866         if (s->waterjumptime > 0)
867                 VectorCopy(primalvelocity, s->velocity);
868 }
869
870
871 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
872 {
873         vec_t wishspeed;
874         vec_t f;
875         vec3_t wishvel;
876         vec3_t wishdir;
877
878         // water jump only in certain situations
879         // this mimics quakeworld code
880         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
881         {
882                 vec3_t forward;
883                 vec3_t yawangles;
884                 vec3_t spot;
885                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
886                 AngleVectors(yawangles, forward, NULL, NULL);
887                 VectorMA(s->origin, 24, forward, spot);
888                 spot[2] += 8;
889                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
890                 {
891                         spot[2] += 24;
892                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
893                         {
894                                 VectorScale(forward, 50, s->velocity);
895                                 s->velocity[2] = 310;
896                                 s->waterjumptime = 2;
897                                 s->onground = false;
898                                 s->canjump = false;
899                         }
900                 }
901         }
902
903         if (!VectorLength2(s->q.move))
904         {
905                 // drift towards bottom
906                 VectorSet(wishvel, 0, 0, -60);
907         }
908         else
909         {
910                 // swim
911                 vec3_t forward;
912                 vec3_t right;
913                 vec3_t up;
914                 // calculate movement vector
915                 AngleVectors(s->q.viewangles, forward, right, up);
916                 VectorSet(up, 0, 0, 1);
917                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
918         }
919
920         // split wishvel into wishspeed and wishdir
921         wishspeed = VectorLength(wishvel);
922         if (wishspeed)
923                 VectorScale(wishvel, 1 / wishspeed, wishdir);
924         else
925                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
926         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
927
928         if (s->crouched)
929                 wishspeed *= 0.5;
930
931         if (s->waterjumptime <= 0)
932         {
933                 // water friction
934                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
935                 f = bound(0, f, 1);
936                 VectorScale(s->velocity, f, s->velocity);
937
938                 // water acceleration
939                 f = wishspeed - DotProduct(s->velocity, wishdir);
940                 if (f > 0)
941                 {
942                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
943                         VectorMA(s->velocity, f, wishdir, s->velocity);
944                 }
945
946                 // holding jump button swims upward slowly
947                 if (s->q.jump)
948                 {
949                         if (s->watertype & SUPERCONTENTS_LAVA)
950                                 s->velocity[2] =  50;
951                         else if (s->watertype & SUPERCONTENTS_SLIME)
952                                 s->velocity[2] =  80;
953                         else
954                         {
955                                 if (gamemode == GAME_NEXUIZ)
956                                         s->velocity[2] = 200;
957                                 else
958                                         s->velocity[2] = 100;
959                         }
960                 }
961         }
962
963         CL_ClientMovement_Move(s);
964 }
965
966 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
967 {
968         vec_t friction;
969         vec_t wishspeed;
970         vec_t addspeed;
971         vec_t accelspeed;
972         vec_t f;
973         vec3_t forward;
974         vec3_t right;
975         vec3_t up;
976         vec3_t wishvel;
977         vec3_t wishdir;
978         vec3_t yawangles;
979         trace_t trace;
980
981         // jump if on ground with jump button pressed but only if it has been
982         // released at least once since the last jump
983         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
984         {
985                 s->velocity[2] += s->movevars_jumpvelocity;
986                 s->onground = false;
987                 s->canjump = false;
988         }
989
990         // calculate movement vector
991         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
992         AngleVectors(yawangles, forward, right, up);
993         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
994
995         // split wishvel into wishspeed and wishdir
996         wishspeed = VectorLength(wishvel);
997         if (wishspeed)
998                 VectorScale(wishvel, 1 / wishspeed, wishdir);
999         else
1000                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1001         wishspeed = min(wishspeed, s->movevars_maxspeed);
1002         if (s->crouched)
1003                 wishspeed *= 0.5;
1004
1005         // check if onground
1006         if (s->onground)
1007         {
1008                 // apply edge friction
1009                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1010                 friction = s->movevars_friction;
1011                 if (f > 0 && s->movevars_edgefriction != 1)
1012                 {
1013                         vec3_t neworigin2;
1014                         vec3_t neworigin3;
1015                         // note: QW uses the full player box for the trace, and yet still
1016                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1017                         // this mimics it for compatibility
1018                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1019                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1020                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1021                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1022                         else
1023                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1024                         if (trace.fraction == 1 && !trace.startsolid)
1025                                 friction *= s->movevars_edgefriction;
1026                 }
1027                 // apply ground friction
1028                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1029                 f = max(f, 0);
1030                 VectorScale(s->velocity, f, s->velocity);
1031                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1032                 if (addspeed > 0)
1033                 {
1034                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1035                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1036                 }
1037                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1038                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1039                         s->velocity[2] = 0;
1040                 if (VectorLength2(s->velocity))
1041                         CL_ClientMovement_Move(s);
1042         }
1043         else
1044         {
1045                 if (s->waterjumptime <= 0)
1046                 {
1047                         vec_t f;
1048                         vec_t vel_straight;
1049                         vec_t vel_z;
1050                         vec3_t vel_perpend;
1051
1052                         // apply air speed limit
1053                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1054
1055                         /*
1056                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1057                         if (addspeed > 0)
1058                         {
1059                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1060                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1061                         }
1062                         */
1063
1064                         vel_straight = DotProduct(s->velocity, wishdir);
1065                         vel_z = s->velocity[2];
1066                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1067                         vel_perpend[2] -= vel_z;
1068
1069                         f = wishspeed - vel_straight;
1070                         if(f > 0)
1071                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1072                         if(wishspeed > 0)
1073                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1074
1075                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1076
1077                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1078                         s->velocity[2] += vel_z;
1079                 }
1080                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1081                 CL_ClientMovement_Move(s);
1082         }
1083 }
1084
1085 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1086 {
1087         //Con_Printf(" %f", frametime);
1088         if (!s->q.jump)
1089                 s->canjump = true;
1090         s->waterjumptime -= s->q.frametime;
1091         CL_ClientMovement_UpdateStatus(s);
1092         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1093                 CL_ClientMovement_Physics_Swim(s);
1094         else
1095                 CL_ClientMovement_Physics_Walk(s);
1096 }
1097
1098 void CL_ClientMovement_Replay(void)
1099 {
1100         int i;
1101         cl_clientmovement_state_t s;
1102
1103         if (!cl.movement_replay)
1104                 return;
1105         cl.movement_replay = false;
1106
1107         // set up starting state for the series of moves
1108         memset(&s, 0, sizeof(s));
1109         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1110         VectorCopy(cl.mvelocity[0], s.velocity);
1111         s.crouched = true; // will be updated on first move
1112         s.canjump = cl.movement_replay_canjump;
1113
1114         // set up movement variables
1115         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1116         {
1117                 s.movevars_gravity = cl.qw_movevars_gravity;
1118                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1119                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1120                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1121                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1122                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1123                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1124                 s.movevars_friction = cl.qw_movevars_friction;
1125                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1126                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1127                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1128                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1129                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1130                 s.movevars_stepheight = cl_movement_stepheight.value;
1131                 s.movevars_airaccel_qw = 1.0;
1132                 s.movevars_airaccel_sideways_friction = 0.0;
1133         }
1134         else
1135         {
1136                 s.movevars_gravity = sv_gravity.value;
1137                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1138                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1139                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1140                 s.movevars_accelerate = cl_movement_accelerate.value;
1141                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1142                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1143                 s.movevars_friction = cl_movement_friction.value;
1144                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1145                 s.movevars_entgravity = 1;
1146                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1147                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1148                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1149                 s.movevars_stepheight = cl_movement_stepheight.value;
1150                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1151                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1152         }
1153
1154         cl.movement_predicted = (cl_movement.integer && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
1155         if (cl.movement_predicted)
1156         {
1157                 //Con_Printf("%f: ", cl.mtime[0]);
1158
1159                 // replay the input queue to predict current location
1160                 // note: this relies on the fact there's always one queue item at the end
1161
1162                 for (i = 0;i < cl.movement_numqueue;i++)
1163                 {
1164                         s.q = cl.movement_queue[i];
1165                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1166                         if (s.q.frametime > 0.05)
1167                         {
1168                                 s.q.frametime *= 0.5;
1169                                 CL_ClientMovement_PlayerMove(&s);
1170                         }
1171                         CL_ClientMovement_PlayerMove(&s);
1172                 }
1173         }
1174         else
1175         {
1176                 // get the first movement queue entry to know whether to crouch and such
1177                 s.q = cl.movement_queue[0];
1178         }
1179         // store replay location
1180         CL_ClientMovement_UpdateStatus(&s);
1181         cl.onground = s.onground;
1182         cl.movement_time[1] = cl.movement_time[0];
1183         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1184         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1185         VectorCopy(s.origin, cl.movement_origin);
1186         VectorCopy(s.velocity, cl.movement_velocity);
1187         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1188         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1189 }
1190
1191 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1192 {
1193         int bits;
1194
1195         bits = 0;
1196         if (to->angles[0] != from->angles[0])
1197                 bits |= QW_CM_ANGLE1;
1198         if (to->angles[1] != from->angles[1])
1199                 bits |= QW_CM_ANGLE2;
1200         if (to->angles[2] != from->angles[2])
1201                 bits |= QW_CM_ANGLE3;
1202         if (to->forwardmove != from->forwardmove)
1203                 bits |= QW_CM_FORWARD;
1204         if (to->sidemove != from->sidemove)
1205                 bits |= QW_CM_SIDE;
1206         if (to->upmove != from->upmove)
1207                 bits |= QW_CM_UP;
1208         if (to->buttons != from->buttons)
1209                 bits |= QW_CM_BUTTONS;
1210         if (to->impulse != from->impulse)
1211                 bits |= QW_CM_IMPULSE;
1212
1213         MSG_WriteByte(buf, bits);
1214         if (bits & QW_CM_ANGLE1)
1215                 MSG_WriteAngle16i(buf, to->angles[0]);
1216         if (bits & QW_CM_ANGLE2)
1217                 MSG_WriteAngle16i(buf, to->angles[1]);
1218         if (bits & QW_CM_ANGLE3)
1219                 MSG_WriteAngle16i(buf, to->angles[2]);
1220         if (bits & QW_CM_FORWARD)
1221                 MSG_WriteShort(buf, to->forwardmove);
1222         if (bits & QW_CM_SIDE)
1223                 MSG_WriteShort(buf, to->sidemove);
1224         if (bits & QW_CM_UP)
1225                 MSG_WriteShort(buf, to->upmove);
1226         if (bits & QW_CM_BUTTONS)
1227                 MSG_WriteByte(buf, to->buttons);
1228         if (bits & QW_CM_IMPULSE)
1229                 MSG_WriteByte(buf, to->impulse);
1230         MSG_WriteByte(buf, to->msec);
1231 }
1232
1233 /*
1234 ==============
1235 CL_SendMove
1236 ==============
1237 */
1238 extern cvar_t cl_netinputpacketspersecond;
1239 void CL_SendMove(void)
1240 {
1241         int i, j, packetloss;
1242         int bits;
1243         int impulse;
1244         sizebuf_t buf;
1245         unsigned char data[128];
1246         static double lastsendtime = 0;
1247 #define MOVEAVERAGING 0
1248 #if MOVEAVERAGING
1249         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1250 #endif
1251         float forwardmove, sidemove, upmove;
1252
1253         // if playing a demo, do nothing
1254         if (!cls.netcon)
1255                 return;
1256
1257 #if MOVEAVERAGING
1258         // accumulate changes between messages
1259         accumforwardmove += cl.cmd.forwardmove;
1260         accumsidemove += cl.cmd.sidemove;
1261         accumupmove += cl.cmd.upmove;
1262         accumtotal++;
1263 #endif
1264
1265         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1266         {
1267                 if (!cl.movement_needupdate)
1268                         return;
1269                 cl.movement_needupdate = false;
1270         }
1271         else
1272         {
1273                 double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1274                 // don't send too often or else network connections can get clogged by a high renderer framerate
1275                 if (realtime < lastsendtime + packettime)
1276                         return;
1277                 // don't let it fall behind if CL_SendMove hasn't been called recently
1278                 // (such is the case when framerate is too low for instance)
1279                 lastsendtime = max(lastsendtime + packettime, realtime);
1280         }
1281 #if MOVEAVERAGING
1282         // average the accumulated changes
1283         accumtotal = 1.0f / accumtotal;
1284         forwardmove = accumforwardmove * accumtotal;
1285         sidemove = accumsidemove * accumtotal;
1286         upmove = accumupmove * accumtotal;
1287         accumforwardmove = 0;
1288         accumsidemove = 0;
1289         accumupmove = 0;
1290         accumtotal = 0;
1291 #else
1292         // use the latest values
1293         forwardmove = cl.cmd.forwardmove;
1294         sidemove = cl.cmd.sidemove;
1295         upmove = cl.cmd.upmove;
1296 #endif
1297
1298         if (cls.signon == SIGNONS)
1299                 CL_UpdatePrydonCursor();
1300
1301         buf.maxsize = 128;
1302         buf.cursize = 0;
1303         buf.data = data;
1304
1305         // set button bits
1306         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1307         bits = 0;
1308         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1309         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1310         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1311         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1312         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1313         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1314         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1315         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1316         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1317         if (key_dest != key_game || key_consoleactive) bits |= 512;
1318         if (cl_prydoncursor.integer) bits |= 1024;
1319         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1320         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1321         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1322         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1323         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1324         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1325         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1326         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1327         // button bits 19-31 unused currently
1328         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1329         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1330         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1331         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1332         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1333
1334         impulse = in_impulse;
1335         in_impulse = 0;
1336
1337         csqc_buttons = bits;
1338
1339         if (cls.signon == SIGNONS)
1340         {
1341                 // always dump the first two messages, because they may contain leftover inputs from the last level
1342                 if (++cl.movemessages >= 2)
1343                 {
1344                         // send the movement message
1345                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1346                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1347                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1348                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1349                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1350                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1351                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1352                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1353                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1354                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1355                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1356                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1357                         {
1358                                 int checksumindex;
1359                                 double msectime;
1360                                 static double oldmsectime;
1361                                 qw_usercmd_t *cmd, *oldcmd;
1362                                 qw_usercmd_t nullcmd;
1363
1364                                 //Con_Printf("code qw_clc_move\n");
1365
1366                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1367                                 cmd = &cl.qw_moves[i];
1368                                 memset(&nullcmd, 0, sizeof(nullcmd));
1369                                 memset(cmd, 0, sizeof(*cmd));
1370                                 cmd->buttons = bits;
1371                                 cmd->impulse = impulse;
1372                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1373                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1374                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1375                                 VectorCopy(cl.viewangles, cmd->angles);
1376                                 msectime = realtime * 1000;
1377                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1378                                 // ridiculous value rejection (matches qw)
1379                                 if (cmd->msec > 250)
1380                                         cmd->msec = 100;
1381                                 oldmsectime = msectime;
1382
1383                                 CL_ClientMovement_InputQW(cmd);
1384
1385                                 MSG_WriteByte(&buf, qw_clc_move);
1386                                 // save the position for a checksum byte
1387                                 checksumindex = buf.cursize;
1388                                 MSG_WriteByte(&buf, 0);
1389                                 // packet loss percentage
1390                                 for (j = 0, packetloss = 0;j < 100;j++)
1391                                         packetloss += cls.netcon->packetlost[j];
1392                                 MSG_WriteByte(&buf, packetloss);
1393                                 // write most recent 3 moves
1394                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1395                                 cmd = &cl.qw_moves[i];
1396                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1397                                 oldcmd = cmd;
1398                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1399                                 cmd = &cl.qw_moves[i];
1400                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1401                                 oldcmd = cmd;
1402                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1403                                 cmd = &cl.qw_moves[i];
1404                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1405                                 // calculate the checksum
1406                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1407                                 // if delta compression history overflows, request no delta
1408                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1409                                         cl.qw_validsequence = 0;
1410                                 // request delta compression if appropriate
1411                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1412                                 {
1413                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1414                                         MSG_WriteByte(&buf, qw_clc_delta);
1415                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1416                                 }
1417                                 else
1418                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1419                         }
1420                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1421                         {
1422                                 // 5 bytes
1423                                 MSG_WriteByte (&buf, clc_move);
1424                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1425                                 // 3 bytes
1426                                 for (i = 0;i < 3;i++)
1427                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1428                                 // 6 bytes
1429                                 MSG_WriteCoord16i (&buf, forwardmove);
1430                                 MSG_WriteCoord16i (&buf, sidemove);
1431                                 MSG_WriteCoord16i (&buf, upmove);
1432                                 // 2 bytes
1433                                 MSG_WriteByte (&buf, bits);
1434                                 MSG_WriteByte (&buf, impulse);
1435
1436                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1437                         }
1438                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1439                         {
1440                                 // 5 bytes
1441                                 MSG_WriteByte (&buf, clc_move);
1442                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1443                                 // 12 bytes
1444                                 for (i = 0;i < 3;i++)
1445                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1446                                 // 6 bytes
1447                                 MSG_WriteCoord16i (&buf, forwardmove);
1448                                 MSG_WriteCoord16i (&buf, sidemove);
1449                                 MSG_WriteCoord16i (&buf, upmove);
1450                                 // 2 bytes
1451                                 MSG_WriteByte (&buf, bits);
1452                                 MSG_WriteByte (&buf, impulse);
1453
1454                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1455                         }
1456                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1457                         {
1458                                 // 5 bytes
1459                                 MSG_WriteByte (&buf, clc_move);
1460                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1461                                 // 6 bytes
1462                                 for (i = 0;i < 3;i++)
1463                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1464                                 // 6 bytes
1465                                 MSG_WriteCoord16i (&buf, forwardmove);
1466                                 MSG_WriteCoord16i (&buf, sidemove);
1467                                 MSG_WriteCoord16i (&buf, upmove);
1468                                 // 2 bytes
1469                                 MSG_WriteByte (&buf, bits);
1470                                 MSG_WriteByte (&buf, impulse);
1471
1472                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1473                         }
1474                         else
1475                         {
1476                                 // 5 bytes
1477                                 MSG_WriteByte (&buf, clc_move);
1478                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1479                                 {
1480                                         if (cl_movement.integer)
1481                                         {
1482                                                 cl.movesequence++;
1483                                                 MSG_WriteLong (&buf, cl.movesequence);
1484                                         }
1485                                         else
1486                                                 MSG_WriteLong (&buf, 0);
1487                                 }
1488                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1489                                 // 6 bytes
1490                                 for (i = 0;i < 3;i++)
1491                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1492                                 // 6 bytes
1493                                 MSG_WriteCoord16i (&buf, forwardmove);
1494                                 MSG_WriteCoord16i (&buf, sidemove);
1495                                 MSG_WriteCoord16i (&buf, upmove);
1496                                 // 5 bytes
1497                                 MSG_WriteLong (&buf, bits);
1498                                 MSG_WriteByte (&buf, impulse);
1499                                 // PRYDON_CLIENTCURSOR
1500                                 // 30 bytes
1501                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1502                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1503                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1504                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1505                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1506                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1507                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1508                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1509                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1510
1511                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1512                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1513                         }
1514                 }
1515
1516                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1517                 {
1518                         // ack the last few frame numbers
1519                         // (redundent to improve handling of client->server packet loss)
1520                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1521                         for (i = 0;i < LATESTFRAMENUMS;i++)
1522                         {
1523                                 if (cl.latestframenums[i] > 0)
1524                                 {
1525                                         if (developer_networkentities.integer >= 1)
1526                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1527                                         MSG_WriteByte(&buf, clc_ackframe);
1528                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1529                                 }
1530                         }
1531                 }
1532
1533                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1534                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1535         }
1536
1537         // send the reliable message (forwarded commands) if there is one
1538         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1539
1540         if (cls.netcon->message.overflowed)
1541         {
1542                 Con_Print("CL_SendMove: lost server connection\n");
1543                 CL_Disconnect();
1544                 Host_ShutdownServer();
1545         }
1546 }
1547
1548 /*
1549 ============
1550 CL_InitInput
1551 ============
1552 */
1553 void CL_InitInput (void)
1554 {
1555         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1556         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1557         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1558         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1559         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1560         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1561         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1562         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1563         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1564         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1565         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1566         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1567         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1568         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1569         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1570         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1571         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1572         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1573         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1574         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1575         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1576         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1577         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1578         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1579         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1580         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1581         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1582         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1583         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1584         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1585         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1586         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1587         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1588
1589         // LordHavoc: added use button
1590         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1591         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1592
1593         // LordHavoc: added 6 new buttons
1594         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1595         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1596         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1597         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1598         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1599         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1600         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1601         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1602         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1603         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1604         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1605         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1606         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1607         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1608         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1609         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1610         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1611         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1612         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1613         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1614         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1615         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1616         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1617         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1618         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1619         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1620         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1621         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1622
1623         // LordHavoc: added bestweapon command
1624         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1625
1626         Cvar_RegisterVariable(&cl_movement);
1627         Cvar_RegisterVariable(&cl_movement_latency);
1628         Cvar_RegisterVariable(&cl_movement_maxspeed);
1629         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1630         Cvar_RegisterVariable(&cl_movement_stopspeed);
1631         Cvar_RegisterVariable(&cl_movement_friction);
1632         Cvar_RegisterVariable(&cl_movement_edgefriction);
1633         Cvar_RegisterVariable(&cl_movement_stepheight);
1634         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1635         Cvar_RegisterVariable(&cl_movement_accelerate);
1636         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1637         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1638         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1639         Cvar_RegisterVariable(&cl_gravity);
1640         Cvar_RegisterVariable(&cl_slowmo);
1641
1642         Cvar_RegisterVariable(&in_pitch_min);
1643         Cvar_RegisterVariable(&in_pitch_max);
1644         Cvar_RegisterVariable(&m_filter);
1645
1646         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1647
1648         Cvar_RegisterVariable(&cl_nodelta);
1649 }
1650