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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)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (cl_prydoncursor.integer > 0)
629                 {
630                         // mouse interacting with the scene, mostly stationary view
631                         V_StopPitchDrift();
632                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634                 }
635                 else if (in_strafe.state & 1)
636                 {
637                         // strafing mode, all looking is movement
638                         V_StopPitchDrift();
639                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640                         if (noclip_anglehack)
641                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642                         else
643                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644                 }
645                 else if ((in_mlook.state & 1) || freelook.integer)
646                 {
647                         // mouselook, lookstrafe causes turning to become strafing
648                         V_StopPitchDrift();
649                         if (lookstrafe.integer)
650                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         else
652                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654                 }
655                 else
656                 {
657                         // non-mouselook, yaw turning and forward/back movement
658                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661         }
662         else // don't pitch drift when csqc is controlling the mouse
663                 V_StopPitchDrift();
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (cl_prydoncursor.integer <= 0)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         if (cl_prydoncursor_notrace.integer)
782         {
783                 cl.cmd.cursor_fraction = 1.0f;
784                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785                 VectorClear(cl.cmd.cursor_normal);
786                 cl.cmd.cursor_entitynumber = 0;
787         }
788         else
789                 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
790 }
791
792 typedef enum waterlevel_e
793 {
794         WATERLEVEL_NONE,
795         WATERLEVEL_WETFEET,
796         WATERLEVEL_SWIMMING,
797         WATERLEVEL_SUBMERGED
798 }
799 waterlevel_t;
800
801 typedef struct cl_clientmovement_state_s
802 {
803         // position
804         vec3_t origin;
805         vec3_t velocity;
806         // current bounding box (different if crouched vs standing)
807         vec3_t mins;
808         vec3_t maxs;
809         // currently on the ground
810         qboolean onground;
811         // currently crouching
812         qboolean crouched;
813         // what kind of water (SUPERCONTENTS_LAVA for instance)
814         int watertype;
815         // how deep
816         waterlevel_t waterlevel;
817         // weird hacks when jumping out of water
818         // (this is in seconds and counts down to 0)
819         float waterjumptime;
820
821         // user command
822         usercmd_t cmd;
823 }
824 cl_clientmovement_state_t;
825
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
828 {
829 // 1 no nudge (just return the original if this test passes)
830         { 0.000,  0.000,  0.000},
831 // 6 simple nudges
832         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
833         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
834         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
835 // 4 diagonal flat nudges
836         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
837         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
838 // 8 diagonal upward nudges
839         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
840         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
841         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
842         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
843 // 8 diagonal downward nudges
844         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
845         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
846         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
848 };
849
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
851 {
852         int i;
853         vec3_t neworigin;
854         for (i = 0;i < NUMOFFSETS;i++)
855         {
856                 VectorAdd(offsets[i], s->origin, neworigin);
857                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
858                 {
859                         VectorCopy(neworigin, s->origin);
860                         return true;
861                 }
862         }
863         // if all offsets failed, give up
864         return false;
865 }
866
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 {
869         vec3_t origin1, origin2;
870         trace_t trace;
871
872         // make sure player is not stuck
873         CL_ClientMovement_Unstick(s);
874
875         // set crouched
876         if (s->cmd.crouch)
877         {
878                 // wants to crouch, this always works..
879                 if (!s->crouched)
880                         s->crouched = true;
881         }
882         else
883         {
884                 // wants to stand, if currently crouching we need to check for a
885                 // low ceiling first
886                 if (s->crouched)
887                 {
888                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889                         if (!trace.startsolid)
890                                 s->crouched = false;
891                 }
892         }
893         if (s->crouched)
894         {
895                 VectorCopy(cl.playercrouchmins, s->mins);
896                 VectorCopy(cl.playercrouchmaxs, s->maxs);
897         }
898         else
899         {
900                 VectorCopy(cl.playerstandmins, s->mins);
901                 VectorCopy(cl.playerstandmaxs, s->maxs);
902         }
903
904         // set onground
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
909
910         // set watertype/waterlevel
911         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912         s->waterlevel = WATERLEVEL_NONE;
913         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
914         if (s->watertype)
915         {
916                 s->waterlevel = WATERLEVEL_WETFEET;
917                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                 {
920                         s->waterlevel = WATERLEVEL_SWIMMING;
921                         origin1[2] = s->origin[2] + 22;
922                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923                                 s->waterlevel = WATERLEVEL_SUBMERGED;
924                 }
925         }
926
927         // water jump prediction
928         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929                 s->waterjumptime = 0;
930 }
931
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 {
934         int bump;
935         double t;
936         vec_t f;
937         vec3_t neworigin;
938         vec3_t currentorigin2;
939         vec3_t neworigin2;
940         vec3_t primalvelocity;
941         trace_t trace;
942         trace_t trace2;
943         trace_t trace3;
944         CL_ClientMovement_UpdateStatus(s);
945         VectorCopy(s->velocity, primalvelocity);
946         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947         {
948                 VectorMA(s->origin, t, s->velocity, neworigin);
949                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951                 {
952                         // may be a step or wall, try stepping up
953                         // first move forward at a higher level
954                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957                         if (!trace2.startsolid)
958                         {
959                                 // then move down from there
960                                 VectorCopy(trace2.endpos, currentorigin2);
961                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
964                                 // accept the new trace if it made some progress
965                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
966                                 {
967                                         trace = trace2;
968                                         VectorCopy(trace3.endpos, trace.endpos);
969                                 }
970                         }
971                 }
972
973                 // check if it moved at all
974                 if (trace.fraction >= 0.001)
975                         VectorCopy(trace.endpos, s->origin);
976
977                 // check if it moved all the way
978                 if (trace.fraction == 1)
979                         break;
980
981                 //if (trace.plane.normal[2] > 0.7)
982                 //      s->onground = true;
983
984                 t -= t * trace.fraction;
985
986                 f = DotProduct(s->velocity, trace.plane.normal);
987                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988         }
989         if (s->waterjumptime > 0)
990                 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996         vec_t wishspeed;
997         vec_t f;
998         vec3_t wishvel;
999         vec3_t wishdir;
1000
1001         // water jump only in certain situations
1002         // this mimics quakeworld code
1003         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004         {
1005                 vec3_t forward;
1006                 vec3_t yawangles;
1007                 vec3_t spot;
1008                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009                 AngleVectors(yawangles, forward, NULL, NULL);
1010                 VectorMA(s->origin, 24, forward, spot);
1011                 spot[2] += 8;
1012                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1013                 {
1014                         spot[2] += 24;
1015                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1016                         {
1017                                 VectorScale(forward, 50, s->velocity);
1018                                 s->velocity[2] = 310;
1019                                 s->waterjumptime = 2;
1020                                 s->onground = false;
1021                                 s->cmd.canjump = false;
1022                         }
1023                 }
1024         }
1025
1026         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027         {
1028                 // drift towards bottom
1029                 VectorSet(wishvel, 0, 0, -60);
1030         }
1031         else
1032         {
1033                 // swim
1034                 vec3_t forward;
1035                 vec3_t right;
1036                 vec3_t up;
1037                 // calculate movement vector
1038                 AngleVectors(s->cmd.viewangles, forward, right, up);
1039                 VectorSet(up, 0, 0, 1);
1040                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041         }
1042
1043         // split wishvel into wishspeed and wishdir
1044         wishspeed = VectorLength(wishvel);
1045         if (wishspeed)
1046                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047         else
1048                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051         if (s->crouched)
1052                 wishspeed *= 0.5;
1053
1054         if (s->waterjumptime <= 0)
1055         {
1056                 // water friction
1057                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058                 f = bound(0, f, 1);
1059                 VectorScale(s->velocity, f, s->velocity);
1060
1061                 // water acceleration
1062                 f = wishspeed - DotProduct(s->velocity, wishdir);
1063                 if (f > 0)
1064                 {
1065                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066                         VectorMA(s->velocity, f, wishdir, s->velocity);
1067                 }
1068
1069                 // holding jump button swims upward slowly
1070                 if (s->cmd.jump)
1071                 {
1072                         if (s->watertype & SUPERCONTENTS_LAVA)
1073                                 s->velocity[2] =  50;
1074                         else if (s->watertype & SUPERCONTENTS_SLIME)
1075                                 s->velocity[2] =  80;
1076                         else
1077                         {
1078                                 if (gamemode == GAME_NEXUIZ)
1079                                         s->velocity[2] = 200;
1080                                 else
1081                                         s->velocity[2] = 100;
1082                         }
1083                 }
1084         }
1085
1086         CL_ClientMovement_Move(s);
1087 }
1088
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
1091         if(forward == 0 && side == 0)
1092                 return 0; // avoid division by zero
1093         angle -= RAD2DEG(atan2(side, forward));
1094         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1095         if(angle >  1)
1096                 return 0;
1097         if(angle < -1)
1098                 return 0;
1099         return 1 - fabs(angle);
1100 }
1101
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1103 {
1104         if(a == 0)
1105         {
1106                 if(lerp < 1)
1107                         return 0;
1108                 else
1109                         return b;
1110         }
1111         if(b == 0)
1112         {
1113                 if(lerp > 0)
1114                         return 0;
1115                 else
1116                         return a;
1117         }
1118         return a * pow(fabs(b / a), lerp);
1119 }
1120
1121 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 {
1123         vec_t zspeed, speed, dot, k;
1124
1125 #if 0
1126         // this doesn't play well with analog input
1127         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128                 return;
1129         k = 32;
1130 #else
1131         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1132         if(k <= 0)
1133                 return;
1134 #endif
1135
1136         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137
1138         zspeed = s->velocity[2];
1139         s->velocity[2] = 0;
1140         speed = VectorNormalizeLength(s->velocity);
1141
1142         dot = DotProduct(s->velocity, wishdir);
1143
1144         if(dot > 0) { // we can't change direction while slowing down
1145                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147                 k *= cl.movevars_aircontrol;
1148                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149                 VectorNormalize(s->velocity);
1150         }
1151
1152         VectorScale(s->velocity, speed, s->velocity);
1153         s->velocity[2] = zspeed;
1154 }
1155
1156 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 {
1158         return
1159                 (accelqw < 0 ? -1 : +1)
1160                 *
1161                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 }
1163
1164 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric, vec_t speedlimit)
1165 {
1166         vec_t vel_straight;
1167         vec_t vel_z;
1168         vec3_t vel_perpend;
1169         vec_t step;
1170         vec3_t vel_xy;
1171         vec_t vel_xy_current;
1172         vec_t vel_xy_backward, vel_xy_forward;
1173         qboolean speedclamp;
1174
1175         speedclamp = (accelqw < 0);
1176         if(speedclamp)
1177                 accelqw = -accelqw;
1178
1179         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1180                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181
1182         vel_straight = DotProduct(s->velocity, wishdir);
1183         vel_z = s->velocity[2];
1184         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1185         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186
1187         step = accel * s->cmd.frametime * wishspeed0;
1188
1189         vel_xy_current  = VectorLength(vel_xy);
1190         if(speedlimit > 0)
1191                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1192         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1193         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1194         if(vel_xy_backward < 0)
1195                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196
1197         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1198
1199         if(sidefric < 0 && VectorLength2(vel_perpend))
1200                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1201         {
1202                 vec_t f, fmin;
1203                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1204                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205                 // assume: fmin > 1
1206                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1207                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1208                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1209                 // obviously, this cannot be
1210                 if(fmin <= 0)
1211                         VectorScale(vel_perpend, f, vel_perpend);
1212                 else
1213                 {
1214                         fmin = sqrt(fmin);
1215                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1216                 }
1217         }
1218         else
1219                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220
1221         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1222
1223         if(speedclamp)
1224         {
1225                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1226                 if(vel_xy_current > 0) // prevent division by zero
1227                 {
1228                         VectorNormalize(s->velocity);
1229                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1230                 }
1231         }
1232
1233         s->velocity[2] += vel_z;
1234 }
1235
1236 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1237 {
1238     vec3_t curvel, wishvel, acceldir, curdir;
1239     float addspeed, accelspeed, curspeed;
1240     float dot;
1241
1242     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1243     float bunnyaccel = cl.movevars_warsowbunny_accel;
1244     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1245     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1246     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1247
1248     if( !wishspeed )
1249         return;
1250
1251     VectorCopy( s->velocity, curvel );
1252     curvel[2] = 0;
1253     curspeed = VectorLength( curvel );
1254
1255     if( wishspeed > curspeed * 1.01f )
1256     {
1257         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1258         if( accelspeed < wishspeed )
1259             wishspeed = accelspeed;
1260     }
1261     else
1262     {
1263         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1264         if( f < 0 )
1265             f = 0;
1266         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1267     }
1268     VectorScale( wishdir, wishspeed, wishvel );
1269     VectorSubtract( wishvel, curvel, acceldir );
1270     addspeed = VectorNormalizeLength( acceldir );
1271
1272     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1273     if( accelspeed > addspeed )
1274         accelspeed = addspeed;
1275
1276     if( backtosideratio < 1.0f )
1277     {
1278         VectorNormalize2( curvel, curdir );
1279         dot = DotProduct( acceldir, curdir );
1280         if( dot < 0 )
1281             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1282     }
1283
1284     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1285 }
1286
1287 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1288 {
1289         vec_t friction;
1290         vec_t wishspeed;
1291         vec_t addspeed;
1292         vec_t accelspeed;
1293         vec_t f;
1294         vec_t gravity;
1295         vec3_t forward;
1296         vec3_t right;
1297         vec3_t up;
1298         vec3_t wishvel;
1299         vec3_t wishdir;
1300         vec3_t yawangles;
1301         trace_t trace;
1302
1303         // jump if on ground with jump button pressed but only if it has been
1304         // released at least once since the last jump
1305         if (s->cmd.jump)
1306         {
1307                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1308                 {
1309                         s->velocity[2] += cl.movevars_jumpvelocity;
1310                         s->onground = false;
1311                         s->cmd.canjump = false;
1312                 }
1313         }
1314         else
1315                 s->cmd.canjump = true;
1316
1317         // calculate movement vector
1318         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1319         AngleVectors(yawangles, forward, right, up);
1320         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1321
1322         // split wishvel into wishspeed and wishdir
1323         wishspeed = VectorLength(wishvel);
1324         if (wishspeed)
1325                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1326         else
1327                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1328         // check if onground
1329         if (s->onground)
1330         {
1331                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1332                 if (s->crouched)
1333                         wishspeed *= 0.5;
1334
1335                 // apply edge friction
1336                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1337                 if (f > 0)
1338                 {
1339                         friction = cl.movevars_friction;
1340                         if (cl.movevars_edgefriction != 1)
1341                         {
1342                                 vec3_t neworigin2;
1343                                 vec3_t neworigin3;
1344                                 // note: QW uses the full player box for the trace, and yet still
1345                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1346                                 // this mimics it for compatibility
1347                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1348                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1349                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1350                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1351                                 else
1352                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1353                                 if (trace.fraction == 1 && !trace.startsolid)
1354                                         friction *= cl.movevars_edgefriction;
1355                         }
1356                         // apply ground friction
1357                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1358                         f = max(f, 0);
1359                         VectorScale(s->velocity, f, s->velocity);
1360                 }
1361                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1362                 if (addspeed > 0)
1363                 {
1364                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1365                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1366                 }
1367                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1368                         gravity = 0;
1369                 else
1370                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1371                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1372                         s->velocity[2] -= gravity * 0.5f;
1373                 else
1374                         s->velocity[2] -= gravity;
1375                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1376                         s->velocity[2] = 0;
1377                 if (VectorLength2(s->velocity))
1378                         CL_ClientMovement_Move(s);
1379                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1380                         s->velocity[2] -= gravity * 0.5f;
1381         }
1382         else
1383         {
1384                 if (s->waterjumptime <= 0)
1385                 {
1386                         // apply air speed limit
1387                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1388                         qboolean accelerating;
1389
1390                         accelqw = cl.movevars_airaccel_qw;
1391                         wishspeed0 = wishspeed;
1392                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1393                         if (s->crouched)
1394                                 wishspeed *= 0.5;
1395                         accel = cl.movevars_airaccelerate;
1396
1397                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1398                         wishspeed2 = wishspeed;
1399
1400                         // CPM: air control
1401                         if(cl.movevars_airstopaccelerate != 0)
1402                                 if(DotProduct(s->velocity, wishdir) < 0)
1403                                         accel = cl.movevars_airstopaccelerate;
1404                         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
1405                         if(cl.movevars_maxairstrafespeed)
1406                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1407                         if(cl.movevars_airstrafeaccelerate)
1408                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1409                         if(cl.movevars_airstrafeaccel_qw)
1410                                 accelqw =
1411                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1412                                         *
1413                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1414                         // !CPM
1415
1416                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1417                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1418                         else
1419                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1420
1421                         if(cl.movevars_aircontrol)
1422                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1423                 }
1424                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1425                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1426                         s->velocity[2] -= gravity * 0.5f;
1427                 else
1428                         s->velocity[2] -= gravity;
1429                 CL_ClientMovement_Move(s);
1430                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1431                         s->velocity[2] -= gravity * 0.5f;
1432         }
1433 }
1434
1435 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1436 {
1437         //Con_Printf(" %f", frametime);
1438         if (!s->cmd.jump)
1439                 s->cmd.canjump = true;
1440         s->waterjumptime -= s->cmd.frametime;
1441         CL_ClientMovement_UpdateStatus(s);
1442         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1443                 CL_ClientMovement_Physics_Swim(s);
1444         else
1445                 CL_ClientMovement_Physics_Walk(s);
1446 }
1447
1448 extern cvar_t slowmo;
1449 void CL_UpdateMoveVars(void)
1450 {
1451         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1452         {
1453                 cl.moveflags = 0;
1454         }
1455         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1456         {
1457                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1458                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1459                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1460                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1461                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1462                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1463                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1464                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1465                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1466                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1467                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1468                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1469                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1470                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1471                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1472                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1473                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1474                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1475                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1476                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1477                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1478                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1479                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1480                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1481                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1482                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1483                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1484                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1485                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1486                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1487                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1488                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1489                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1490         }
1491         else
1492         {
1493                 cl.moveflags = 0;
1494                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1495                 cl.movevars_timescale = slowmo.value;
1496                 cl.movevars_gravity = sv_gravity.value;
1497                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1498                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1499                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1500                 cl.movevars_accelerate = cl_movement_accelerate.value;
1501                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1502                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1503                 cl.movevars_friction = cl_movement_friction.value;
1504                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1505                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1506                 cl.movevars_entgravity = 1;
1507                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1508                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1509                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1510                 cl.movevars_stepheight = cl_movement_stepheight.value;
1511                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1512                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1513                 cl.movevars_airstopaccelerate = 0;
1514                 cl.movevars_airstrafeaccelerate = 0;
1515                 cl.movevars_maxairstrafespeed = 0;
1516                 cl.movevars_airstrafeaccel_qw = 0;
1517                 cl.movevars_aircontrol = 0;
1518                 cl.movevars_aircontrol_power = 2;
1519                 cl.movevars_aircontrol_penalty = 0;
1520                 cl.movevars_warsowbunny_airforwardaccel = 0;
1521                 cl.movevars_warsowbunny_accel = 0;
1522                 cl.movevars_warsowbunny_topspeed = 0;
1523                 cl.movevars_warsowbunny_turnaccel = 0;
1524                 cl.movevars_warsowbunny_backtosideratio = 0;
1525                 cl.movevars_airspeedlimit_nonqw = 0;
1526         }
1527
1528         if(!(cl.moveflags & MOVEFLAG_VALID))
1529         {
1530                 if(gamemode == GAME_NEXUIZ)
1531                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1532         }
1533
1534         if(cl.movevars_aircontrol_power <= 0)
1535                 cl.movevars_aircontrol_power = 2; // CPMA default
1536 }
1537
1538 void CL_ClientMovement_Replay(void)
1539 {
1540         int i;
1541         double totalmovemsec;
1542         cl_clientmovement_state_t s;
1543
1544         if (cl.movement_predicted && !cl.movement_replay)
1545                 return;
1546
1547         // set up starting state for the series of moves
1548         memset(&s, 0, sizeof(s));
1549         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1550         VectorCopy(cl.mvelocity[0], s.velocity);
1551         s.crouched = true; // will be updated on first move
1552         //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]);
1553
1554         totalmovemsec = 0;
1555         for (i = 0;i < CL_MAX_USERCMDS;i++)
1556                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1557                         totalmovemsec += cl.movecmd[i].msec;
1558         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);
1559         //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);
1560         if (cl.movement_predicted)
1561         {
1562                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1563
1564                 // replay the input queue to predict current location
1565                 // note: this relies on the fact there's always one queue item at the end
1566
1567                 // find how many are still valid
1568                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1569                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1570                                 break;
1571                 // now walk them in oldest to newest order
1572                 for (i--;i >= 0;i--)
1573                 {
1574                         s.cmd = cl.movecmd[i];
1575                         if (i < CL_MAX_USERCMDS - 1)
1576                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1577                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1578                         //Con_Printf("%i ", s.cmd.msec);
1579                         if(s.cmd.frametime > 0.0005)
1580                         {
1581                                 if (s.cmd.frametime > 0.05)
1582                                 {
1583                                         s.cmd.frametime /= 2;
1584                                         CL_ClientMovement_PlayerMove(&s);
1585                                 }
1586                                 CL_ClientMovement_PlayerMove(&s);
1587                                 cl.movecmd[i].canjump = s.cmd.canjump;
1588                         }
1589                 }
1590                 //Con_Printf("\n");
1591                 CL_ClientMovement_UpdateStatus(&s);
1592         }
1593         else
1594         {
1595                 // get the first movement queue entry to know whether to crouch and such
1596                 s.cmd = cl.movecmd[0];
1597         }
1598
1599         if (cls.demoplayback) // for bob, speedometer
1600                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1601         else
1602         {
1603                 cl.movement_replay = false;
1604                 // update the interpolation target position and velocity
1605                 VectorCopy(s.origin, cl.movement_origin);
1606                 VectorCopy(s.velocity, cl.movement_velocity);
1607         }
1608
1609         // update the onground flag if appropriate
1610         if (cl.movement_predicted)
1611         {
1612                 // when predicted we simply set the flag according to the UpdateStatus
1613                 cl.onground = s.onground;
1614         }
1615         else
1616         {
1617                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1618                 // an update packet is received, but can be forced on here to hide
1619                 // server inconsistencies in the onground flag
1620                 // (which mostly occur when stepping up stairs at very high framerates
1621                 //  where after the step up the move continues forward and not
1622                 //  downward so the ground is not detected)
1623                 //
1624                 // such onground inconsistencies can cause jittery gun bobbing and
1625                 // stair smoothing, so we set onground if UpdateStatus says so
1626                 if (s.onground)
1627                         cl.onground = true;
1628         }
1629
1630         // react to onground state changes (for gun bob)
1631         if (cl.onground)
1632         {
1633                 if (!cl.oldonground)
1634                         cl.hitgroundtime = cl.movecmd[0].time;
1635                 cl.lastongroundtime = cl.movecmd[0].time;
1636         }
1637         cl.oldonground = cl.onground;
1638 }
1639
1640 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1641 {
1642         int bits;
1643
1644         bits = 0;
1645         if (to->viewangles[0] != from->viewangles[0])
1646                 bits |= QW_CM_ANGLE1;
1647         if (to->viewangles[1] != from->viewangles[1])
1648                 bits |= QW_CM_ANGLE2;
1649         if (to->viewangles[2] != from->viewangles[2])
1650                 bits |= QW_CM_ANGLE3;
1651         if (to->forwardmove != from->forwardmove)
1652                 bits |= QW_CM_FORWARD;
1653         if (to->sidemove != from->sidemove)
1654                 bits |= QW_CM_SIDE;
1655         if (to->upmove != from->upmove)
1656                 bits |= QW_CM_UP;
1657         if (to->buttons != from->buttons)
1658                 bits |= QW_CM_BUTTONS;
1659         if (to->impulse != from->impulse)
1660                 bits |= QW_CM_IMPULSE;
1661
1662         MSG_WriteByte(buf, bits);
1663         if (bits & QW_CM_ANGLE1)
1664                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1665         if (bits & QW_CM_ANGLE2)
1666                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1667         if (bits & QW_CM_ANGLE3)
1668                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1669         if (bits & QW_CM_FORWARD)
1670                 MSG_WriteShort(buf, (short) to->forwardmove);
1671         if (bits & QW_CM_SIDE)
1672                 MSG_WriteShort(buf, (short) to->sidemove);
1673         if (bits & QW_CM_UP)
1674                 MSG_WriteShort(buf, (short) to->upmove);
1675         if (bits & QW_CM_BUTTONS)
1676                 MSG_WriteByte(buf, to->buttons);
1677         if (bits & QW_CM_IMPULSE)
1678                 MSG_WriteByte(buf, to->impulse);
1679         MSG_WriteByte(buf, to->msec);
1680 }
1681
1682 void CL_NewFrameReceived(int num)
1683 {
1684         if (developer_networkentities.integer >= 10)
1685                 Con_Printf("recv: svc_entities %i\n", num);
1686         cl.latestframenums[cl.latestframenumsposition] = num;
1687         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1688         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1689 }
1690
1691 /*
1692 ==============
1693 CL_SendMove
1694 ==============
1695 */
1696 usercmd_t nullcmd; // for delta compression of qw moves
1697 void CL_SendMove(void)
1698 {
1699         int i, j, packetloss;
1700         int checksumindex;
1701         int bits;
1702         int maxusercmds;
1703         usercmd_t *cmd;
1704         sizebuf_t buf;
1705         unsigned char data[1024];
1706         double packettime;
1707         int msecdelta;
1708         qboolean quemove;
1709         qboolean important;
1710
1711         // if playing a demo, do nothing
1712         if (!cls.netcon)
1713                 return;
1714
1715         // we don't que moves during a lag spike (potential network timeout)
1716         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1717
1718         // we build up cl.cmd and then decide whether to send or not
1719         // we store this into cl.movecmd[0] for prediction each frame even if we
1720         // do not send, to make sure that prediction is instant
1721         cl.cmd.time = cl.time;
1722         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1723
1724         // set button bits
1725         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1726         bits = 0;
1727         if (in_attack.state   & 3) bits |=   1;
1728         if (in_jump.state     & 3) bits |=   2;
1729         if (in_button3.state  & 3) bits |=   4;
1730         if (in_button4.state  & 3) bits |=   8;
1731         if (in_button5.state  & 3) bits |=  16;
1732         if (in_button6.state  & 3) bits |=  32;
1733         if (in_button7.state  & 3) bits |=  64;
1734         if (in_button8.state  & 3) bits |= 128;
1735         if (in_use.state      & 3) bits |= 256;
1736         if (key_dest != key_game || key_consoleactive) bits |= 512;
1737         if (cl_prydoncursor.integer > 0) bits |= 1024;
1738         if (in_button9.state  & 3)  bits |=   2048;
1739         if (in_button10.state  & 3) bits |=   4096;
1740         if (in_button11.state  & 3) bits |=   8192;
1741         if (in_button12.state  & 3) bits |=  16384;
1742         if (in_button13.state  & 3) bits |=  32768;
1743         if (in_button14.state  & 3) bits |=  65536;
1744         if (in_button15.state  & 3) bits |= 131072;
1745         if (in_button16.state  & 3) bits |= 262144;
1746         // button bits 19-31 unused currently
1747         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1748         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1749         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1750         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1751         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1752
1753         // set buttons and impulse
1754         cl.cmd.buttons = bits;
1755         cl.cmd.impulse = in_impulse;
1756
1757         // set viewangles
1758         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1759
1760         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1761         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1762         // ridiculous value rejection (matches qw)
1763         if (cl.cmd.msec > 250)
1764                 cl.cmd.msec = 100;
1765         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1766
1767         cl.cmd.predicted = cl_movement.integer != 0;
1768
1769         // movement is set by input code (forwardmove/sidemove/upmove)
1770         // always dump the first two moves, because they may contain leftover inputs from the last level
1771         if (cl.cmd.sequence <= 2)
1772                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1773
1774         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1775         cl.cmd.crouch = 0;
1776         switch (cls.protocol)
1777         {
1778         case PROTOCOL_QUAKEWORLD:
1779         case PROTOCOL_QUAKE:
1780         case PROTOCOL_QUAKEDP:
1781         case PROTOCOL_NEHAHRAMOVIE:
1782         case PROTOCOL_NEHAHRABJP:
1783         case PROTOCOL_NEHAHRABJP2:
1784         case PROTOCOL_NEHAHRABJP3:
1785         case PROTOCOL_DARKPLACES1:
1786         case PROTOCOL_DARKPLACES2:
1787         case PROTOCOL_DARKPLACES3:
1788         case PROTOCOL_DARKPLACES4:
1789         case PROTOCOL_DARKPLACES5:
1790                 break;
1791         case PROTOCOL_DARKPLACES6:
1792         case PROTOCOL_DARKPLACES7:
1793                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1794                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1795                 break;
1796         case PROTOCOL_UNKNOWN:
1797                 break;
1798         }
1799
1800         if (quemove)
1801                 cl.movecmd[0] = cl.cmd;
1802
1803         // don't predict more than 200fps
1804         if (realtime >= cl.lastpackettime + 0.005)
1805                 cl.movement_replay = true; // redo the prediction
1806
1807         // now decide whether to actually send this move
1808         // (otherwise it is only for prediction)
1809
1810         // don't send too often or else network connections can get clogged by a
1811         // high renderer framerate
1812         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1813         if (cl.movevars_timescale && cl.movevars_ticrate)
1814         {
1815                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1816                 packettime = min(packettime, maxtic);
1817         }
1818
1819         // do not send 0ms packets because they mess up physics
1820         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1821                 return;
1822         // always send if buttons changed or an impulse is pending
1823         // even if it violates the rate limit!
1824         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1825         // don't send too often (cl_netfps)
1826         if (!important && realtime < cl.lastpackettime + packettime)
1827                 return;
1828         // don't choke the connection with packets (obey rate limit)
1829         // it is important that this check be last, because it adds a new
1830         // frame to the shownetgraph output and any cancelation after this
1831         // will produce a nasty spike-like look to the netgraph
1832         // we also still send if it is important
1833         if (!NetConn_CanSend(cls.netcon) && !important)
1834                 return;
1835         // try to round off the lastpackettime to a multiple of the packet interval
1836         // (this causes it to emit packets at a steady beat)
1837         if (packettime > 0)
1838                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1839         else
1840                 cl.lastpackettime = realtime;
1841
1842         buf.maxsize = sizeof(data);
1843         buf.cursize = 0;
1844         buf.data = data;
1845
1846         // send the movement message
1847         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1848         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1849         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1850         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1851         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1852         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1853         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1854         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1855         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1856         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1857         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1858
1859         // set prydon cursor info
1860         CL_UpdatePrydonCursor();
1861
1862         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1863         {
1864                 switch (cls.protocol)
1865                 {
1866                 case PROTOCOL_QUAKEWORLD:
1867                         MSG_WriteByte(&buf, qw_clc_move);
1868                         // save the position for a checksum byte
1869                         checksumindex = buf.cursize;
1870                         MSG_WriteByte(&buf, 0);
1871                         // packet loss percentage
1872                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1873                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1874                                         packetloss++;
1875                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1876                         MSG_WriteByte(&buf, packetloss);
1877                         // write most recent 3 moves
1878                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1879                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1880                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1881                         // calculate the checksum
1882                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1883                         // if delta compression history overflows, request no delta
1884                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1885                                 cl.qw_validsequence = 0;
1886                         // request delta compression if appropriate
1887                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1888                         {
1889                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1890                                 MSG_WriteByte(&buf, qw_clc_delta);
1891                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1892                         }
1893                         else
1894                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1895                         break;
1896                 case PROTOCOL_QUAKE:
1897                 case PROTOCOL_QUAKEDP:
1898                 case PROTOCOL_NEHAHRAMOVIE:
1899                 case PROTOCOL_NEHAHRABJP:
1900                 case PROTOCOL_NEHAHRABJP2:
1901                 case PROTOCOL_NEHAHRABJP3:
1902                         // 5 bytes
1903                         MSG_WriteByte (&buf, clc_move);
1904                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1905                         // 3 bytes
1906                         for (i = 0;i < 3;i++)
1907                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1908                         // 6 bytes
1909                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1910                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1911                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1912                         // 2 bytes
1913                         MSG_WriteByte (&buf, cl.cmd.buttons);
1914                         MSG_WriteByte (&buf, cl.cmd.impulse);
1915                         break;
1916                 case PROTOCOL_DARKPLACES2:
1917                 case PROTOCOL_DARKPLACES3:
1918                         // 5 bytes
1919                         MSG_WriteByte (&buf, clc_move);
1920                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1921                         // 12 bytes
1922                         for (i = 0;i < 3;i++)
1923                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1924                         // 6 bytes
1925                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1926                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1927                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1928                         // 2 bytes
1929                         MSG_WriteByte (&buf, cl.cmd.buttons);
1930                         MSG_WriteByte (&buf, cl.cmd.impulse);
1931                         break;
1932                 case PROTOCOL_DARKPLACES1:
1933                 case PROTOCOL_DARKPLACES4:
1934                 case PROTOCOL_DARKPLACES5:
1935                         // 5 bytes
1936                         MSG_WriteByte (&buf, clc_move);
1937                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1938                         // 6 bytes
1939                         for (i = 0;i < 3;i++)
1940                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1941                         // 6 bytes
1942                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1943                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1944                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1945                         // 2 bytes
1946                         MSG_WriteByte (&buf, cl.cmd.buttons);
1947                         MSG_WriteByte (&buf, cl.cmd.impulse);
1948                 case PROTOCOL_DARKPLACES6:
1949                 case PROTOCOL_DARKPLACES7:
1950                         // set the maxusercmds variable to limit how many should be sent
1951                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1952                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1953                         if (!cl.cmd.predicted)
1954                                 maxusercmds = 1;
1955
1956                         // send the latest moves in order, the old ones will be
1957                         // ignored by the server harmlessly, however if the previous
1958                         // packets were lost these moves will be used
1959                         //
1960                         // this reduces packet loss impact on gameplay.
1961                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1962                         {
1963                                 // don't repeat any stale moves
1964                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1965                                         continue;
1966                                 // 5/9 bytes
1967                                 MSG_WriteByte (&buf, clc_move);
1968                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1969                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1970                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1971                                 // 6 bytes
1972                                 for (i = 0;i < 3;i++)
1973                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1974                                 // 6 bytes
1975                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1976                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1977                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1978                                 // 5 bytes
1979                                 MSG_WriteLong (&buf, cmd->buttons);
1980                                 MSG_WriteByte (&buf, cmd->impulse);
1981                                 // PRYDON_CLIENTCURSOR
1982                                 // 30 bytes
1983                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1984                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1985                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1986                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1987                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1988                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1989                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1990                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1991                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1992                         }
1993                         break;
1994                 case PROTOCOL_UNKNOWN:
1995                         break;
1996                 }
1997         }
1998
1999         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2000         {
2001                 // ack entity frame numbers received since the last input was sent
2002                 // (redundent to improve handling of client->server packet loss)
2003                 // if cl_netrepeatinput is 1 and client framerate matches server
2004                 // framerate, this is 10 bytes, if client framerate is lower this
2005                 // will be more...
2006                 int i, j;
2007                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2008                 if (oldsequence < 1)
2009                         oldsequence = 1;
2010                 for (i = 0;i < LATESTFRAMENUMS;i++)
2011                 {
2012                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2013                         if (cl.latestsendnums[j] >= oldsequence)
2014                         {
2015                                 if (developer_networkentities.integer >= 10)
2016                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2017                                 MSG_WriteByte(&buf, clc_ackframe);
2018                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2019                         }
2020                 }
2021         }
2022
2023         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2024         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2025
2026         // acknowledge any recently received data blocks
2027         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2028         {
2029                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2030                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2031                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2032                 cls.dp_downloadack[i].start = 0;
2033                 cls.dp_downloadack[i].size = 0;
2034         }
2035
2036         // send the reliable message (forwarded commands) if there is one
2037         if (buf.cursize || cls.netcon->message.cursize)
2038                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2039
2040         if (quemove)
2041         {
2042                 // update the cl.movecmd array which holds the most recent moves,
2043                 // because we now need a new slot for the next input
2044                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2045                         cl.movecmd[i] = cl.movecmd[i-1];
2046                 cl.movecmd[0].msec = 0;
2047                 cl.movecmd[0].frametime = 0;
2048         }
2049
2050         // clear button 'click' states
2051         in_attack.state  &= ~2;
2052         in_jump.state    &= ~2;
2053         in_button3.state &= ~2;
2054         in_button4.state &= ~2;
2055         in_button5.state &= ~2;
2056         in_button6.state &= ~2;
2057         in_button7.state &= ~2;
2058         in_button8.state &= ~2;
2059         in_use.state     &= ~2;
2060         in_button9.state  &= ~2;
2061         in_button10.state &= ~2;
2062         in_button11.state &= ~2;
2063         in_button12.state &= ~2;
2064         in_button13.state &= ~2;
2065         in_button14.state &= ~2;
2066         in_button15.state &= ~2;
2067         in_button16.state &= ~2;
2068         // clear impulse
2069         in_impulse = 0;
2070
2071         if (cls.netcon->message.overflowed)
2072         {
2073                 Con_Print("CL_SendMove: lost server connection\n");
2074                 CL_Disconnect();
2075                 Host_ShutdownServer();
2076         }
2077 }
2078
2079 /*
2080 ============
2081 CL_InitInput
2082 ============
2083 */
2084 void CL_InitInput (void)
2085 {
2086         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2087         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2088         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2089         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2090         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2091         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2092         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2093         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2094         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2095         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2096         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2097         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2098         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2099         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2100         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2101         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2102         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2103         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2104         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2105         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2106         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2107         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2108         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2109         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2110         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2111         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2112         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2113         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2114         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2115         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2116         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2117         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2118         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2119
2120         // LordHavoc: added use button
2121         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2122         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2123
2124         // LordHavoc: added 6 new buttons
2125         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2126         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2127         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2128         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2129         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2130         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2131         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2132         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2133         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2134         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2135         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2136         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2137         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2138         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2139         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2140         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2141         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2142         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2143         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2144         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2145         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2146         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2147         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2148         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2149         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2150         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2151         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2152         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2153
2154         // LordHavoc: added bestweapon command
2155         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)");
2156 #if 0
2157         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");
2158 #endif
2159         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2160
2161         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2162         Cvar_RegisterVariable(&cl_movement);
2163         Cvar_RegisterVariable(&cl_movement_nettimeout);
2164         Cvar_RegisterVariable(&cl_movement_minping);
2165         Cvar_RegisterVariable(&cl_movement_track_canjump);
2166         Cvar_RegisterVariable(&cl_movement_maxspeed);
2167         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2168         Cvar_RegisterVariable(&cl_movement_stopspeed);
2169         Cvar_RegisterVariable(&cl_movement_friction);
2170         Cvar_RegisterVariable(&cl_movement_wallfriction);
2171         Cvar_RegisterVariable(&cl_movement_waterfriction);
2172         Cvar_RegisterVariable(&cl_movement_edgefriction);
2173         Cvar_RegisterVariable(&cl_movement_stepheight);
2174         Cvar_RegisterVariable(&cl_movement_accelerate);
2175         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2176         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2177         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2178         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2179         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2180
2181         Cvar_RegisterVariable(&in_pitch_min);
2182         Cvar_RegisterVariable(&in_pitch_max);
2183         Cvar_RegisterVariable(&m_filter);
2184         Cvar_RegisterVariable(&m_accelerate);
2185         Cvar_RegisterVariable(&m_accelerate_minspeed);
2186         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2187         Cvar_RegisterVariable(&m_accelerate_filter);
2188
2189         Cvar_RegisterVariable(&cl_netfps);
2190         Cvar_RegisterVariable(&cl_netrepeatinput);
2191         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2192
2193         Cvar_RegisterVariable(&cl_nodelta);
2194 }
2195