]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_input.c
added cl_movement_minping cvar, default 50, this shuts off prediction when your ping...
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "50", "whether to use prediction when ping is lower than this value in milliseconds"};
324 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
325 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
326 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
327 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
328 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
329 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
330 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
331 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
332 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
333 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
334 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
335 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
336 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
337 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
338 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
339
340 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
341 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
342
343 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
344
345 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
346 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "4", "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)"};
347
348 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
349
350
351 /*
352 ================
353 CL_AdjustAngles
354
355 Moves the local angle positions
356 ================
357 */
358 void CL_AdjustAngles (void)
359 {
360         float   speed;
361         float   up, down;
362
363         if (in_speed.state & 1)
364                 speed = cl.realframetime * cl_anglespeedkey.value;
365         else
366                 speed = cl.realframetime;
367
368         if (!(in_strafe.state & 1))
369         {
370                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
371                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
372         }
373         if (in_klook.state & 1)
374         {
375                 V_StopPitchDrift ();
376                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
377                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
378         }
379
380         up = CL_KeyState (&in_lookup);
381         down = CL_KeyState(&in_lookdown);
382
383         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
384         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
385
386         if (up || down)
387                 V_StopPitchDrift ();
388
389         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
390         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
391         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
392         if (cl.viewangles[YAW] >= 180)
393                 cl.viewangles[YAW] -= 360;
394         if (cl.viewangles[PITCH] >= 180)
395                 cl.viewangles[PITCH] -= 360;
396         if (cl.viewangles[ROLL] >= 180)
397                 cl.viewangles[ROLL] -= 360;
398
399         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
400         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
401 }
402
403 qboolean cl_ignoremousemove = false;
404
405 /*
406 ================
407 CL_Input
408
409 Send the intended movement message to the server
410 ================
411 */
412 void CL_Input (void)
413 {
414         float mx, my;
415         static float old_mouse_x = 0, old_mouse_y = 0;
416
417         // clamp before the move to prevent starting with bad angles
418         CL_AdjustAngles ();
419
420         // reset some of the command fields
421         cl.cmd.forwardmove = 0;
422         cl.cmd.sidemove = 0;
423         cl.cmd.upmove = 0;
424
425         // get basic movement from keyboard
426         if (in_strafe.state & 1)
427         {
428                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
429                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
430         }
431
432         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
433         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
434
435         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
436         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
437
438         if (! (in_klook.state & 1) )
439         {
440                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
441                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
442         }
443
444         // adjust for speed key
445         if (in_speed.state & 1)
446         {
447                 cl.cmd.forwardmove *= cl_movespeedkey.value;
448                 cl.cmd.sidemove *= cl_movespeedkey.value;
449                 cl.cmd.upmove *= cl_movespeedkey.value;
450         }
451
452         in_mouse_x = 0;
453         in_mouse_y = 0;
454
455         // allow mice or other external controllers to add to the move
456         IN_Move ();
457
458         // ignore a mouse move if mouse was activated/deactivated this frame
459         if (cl_ignoremousemove)
460         {
461                 cl_ignoremousemove = false;
462                 in_mouse_x = 0;
463                 in_mouse_y = 0;
464         }
465
466         // apply m_filter if it is on
467         mx = in_mouse_x;
468         my = in_mouse_y;
469         if (m_filter.integer)
470         {
471                 in_mouse_x = (mx + old_mouse_x) * 0.5;
472                 in_mouse_y = (my + old_mouse_y) * 0.5;
473         }
474         old_mouse_x = mx;
475         old_mouse_y = my;
476
477         // if not in menu, apply mouse move to viewangles/movement
478         if (!cl.csqc_wantsmousemove && in_client_mouse)
479         {
480                 if (cl_prydoncursor.integer)
481                 {
482                         // mouse interacting with the scene, mostly stationary view
483                         V_StopPitchDrift();
484                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
485                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
486                 }
487                 else if (in_strafe.state & 1)
488                 {
489                         // strafing mode, all looking is movement
490                         V_StopPitchDrift();
491                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
492                         if (noclip_anglehack)
493                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
494                         else
495                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
496                 }
497                 else if ((in_mlook.state & 1) || freelook.integer)
498                 {
499                         // mouselook, lookstrafe causes turning to become strafing
500                         V_StopPitchDrift();
501                         if (lookstrafe.integer)
502                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
503                         else
504                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
505                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
506                 }
507                 else
508                 {
509                         // non-mouselook, yaw turning and forward/back movement
510                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
511                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
512                 }
513         }
514
515         // clamp after the move to prevent rendering with bad angles
516         CL_AdjustAngles ();
517 }
518
519 #include "cl_collision.h"
520
521 void CL_UpdatePrydonCursor(void)
522 {
523         vec3_t temp;
524
525         if (!cl_prydoncursor.integer)
526                 VectorClear(cl.cmd.cursor_screen);
527
528         /*
529         if (cl.cmd.cursor_screen[0] < -1)
530         {
531                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
532                 cl.cmd.cursor_screen[0] = -1;
533         }
534         if (cl.cmd.cursor_screen[0] > 1)
535         {
536                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
537                 cl.cmd.cursor_screen[0] = 1;
538         }
539         if (cl.cmd.cursor_screen[1] < -1)
540         {
541                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
542                 cl.cmd.cursor_screen[1] = -1;
543         }
544         if (cl.cmd.cursor_screen[1] > 1)
545         {
546                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
547                 cl.cmd.cursor_screen[1] = 1;
548         }
549         */
550         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
551         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
552         cl.cmd.cursor_screen[2] = 1;
553
554         // calculate current view matrix
555         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
556         // calculate direction vector of cursor in viewspace by using frustum slopes
557         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
558         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
559         // trace from view origin to the cursor
560         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);
561 }
562
563 void CL_ClientMovement_InputQW(void)
564 {
565         int i;
566         int n;
567         // if time has not advanced, do nothing
568         if (cl.movecmd[0].time <= cl.movecmd[1].time)
569                 return;
570         // remove stale queue items
571         n = cl.movement_numqueue;
572         cl.movement_numqueue = 0;
573         for (i = 0;i < n;i++)
574         {
575                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
576                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
577                 else if (i == 0)
578                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
579         }
580         // add to input queue if there is room
581         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
582         {
583                 // add to input queue
584                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
585                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
586                 cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
587                 VectorCopy(cl.cmd.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
588                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
589                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
590                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
591                 cl.movement_queue[cl.movement_numqueue].jump = (cl.cmd.buttons & 2) != 0;
592                 cl.movement_queue[cl.movement_numqueue].crouch = false;
593                 cl.movement_numqueue++;
594         }
595
596         cl.movement_replay = true;
597 }
598
599 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
600 {
601         int i;
602         int n;
603         // if time has not advanced, do nothing
604         if (cl.movecmd[0].time <= cl.movecmd[1].time)
605                 return;
606         // remove stale queue items
607         n = cl.movement_numqueue;
608         cl.movement_numqueue = 0;
609         if (cls.servermovesequence)
610         {
611                 for (i = 0;i < n;i++)
612                 {
613                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
614                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
615                         else if (i == 0)
616                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
617                 }
618         }
619         // add to input queue if there is room
620         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
621         {
622                 // add to input queue
623                 cl.movement_queue[cl.movement_numqueue].sequence = cls.movesequence;
624                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
625                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
626                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
627                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
628                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
629                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
630                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
631                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
632                 cl.movement_numqueue++;
633         }
634
635         cl.movement_replay = true;
636 }
637
638 typedef enum waterlevel_e
639 {
640         WATERLEVEL_NONE,
641         WATERLEVEL_WETFEET,
642         WATERLEVEL_SWIMMING,
643         WATERLEVEL_SUBMERGED
644 }
645 waterlevel_t;
646
647 typedef struct cl_clientmovement_state_s
648 {
649         // position
650         vec3_t origin;
651         vec3_t velocity;
652         // current bounding box (different if crouched vs standing)
653         vec3_t mins;
654         vec3_t maxs;
655         // currently on the ground
656         qboolean onground;
657         // currently crouching
658         qboolean crouched;
659         // whether jump button has been released since last jump
660         qboolean canjump;
661         // what kind of water (SUPERCONTENTS_LAVA for instance)
662         int watertype;
663         // how deep
664         waterlevel_t waterlevel;
665         // weird hacks when jumping out of water
666         // (this is in seconds and counts down to 0)
667         float waterjumptime;
668
669         // movement parameters for physics code
670         float movevars_gravity;
671         float movevars_stopspeed;
672         float movevars_maxspeed;
673         float movevars_spectatormaxspeed;
674         float movevars_accelerate;
675         float movevars_airaccelerate;
676         float movevars_wateraccelerate;
677         float movevars_friction;
678         float movevars_waterfriction;
679         float movevars_entgravity;
680         float movevars_jumpvelocity;
681         float movevars_edgefriction;
682         float movevars_maxairspeed;
683         float movevars_stepheight;
684         float movevars_airaccel_qw;
685         float movevars_airaccel_sideways_friction;
686
687         // user command
688         client_movementqueue_t q;
689 }
690 cl_clientmovement_state_t;
691
692 #define NUMOFFSETS 27
693 static vec3_t offsets[NUMOFFSETS] =
694 {
695 // 1 no nudge (just return the original if this test passes)
696         { 0.000,  0.000,  0.000},
697 // 6 simple nudges
698         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
699         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
700         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
701 // 4 diagonal flat nudges
702         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
703         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
704 // 8 diagonal upward nudges
705         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
706         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
707         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
708         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
709 // 8 diagonal downward nudges
710         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
711         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
712         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
713         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
714 };
715
716 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
717 {
718         int i;
719         vec3_t neworigin;
720         for (i = 0;i < NUMOFFSETS;i++)
721         {
722                 VectorAdd(offsets[i], s->origin, neworigin);
723                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
724                 {
725                         VectorCopy(neworigin, s->origin);
726                         return true;
727                 }
728         }
729         // if all offsets failed, give up
730         return false;
731 }
732
733 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
734 {
735         vec3_t origin1, origin2;
736         trace_t trace;
737
738         // make sure player is not stuck
739         CL_ClientMovement_Unstick(s);
740
741         // set crouched
742         if (s->q.crouch)
743         {
744                 // wants to crouch, this always works..
745                 if (!s->crouched)
746                         s->crouched = true;
747         }
748         else
749         {
750                 // wants to stand, if currently crouching we need to check for a
751                 // low ceiling first
752                 if (s->crouched)
753                 {
754                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
755                         if (!trace.startsolid)
756                                 s->crouched = false;
757                 }
758         }
759         if (s->crouched)
760         {
761                 VectorCopy(cl.playercrouchmins, s->mins);
762                 VectorCopy(cl.playercrouchmaxs, s->maxs);
763         }
764         else
765         {
766                 VectorCopy(cl.playerstandmins, s->mins);
767                 VectorCopy(cl.playerstandmaxs, s->maxs);
768         }
769
770         // set onground
771         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
772         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
773         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
774         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
775
776         // set watertype/waterlevel
777         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
778         s->waterlevel = WATERLEVEL_NONE;
779         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
780         if (s->watertype)
781         {
782                 s->waterlevel = WATERLEVEL_WETFEET;
783                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
784                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
785                 {
786                         s->waterlevel = WATERLEVEL_SWIMMING;
787                         origin1[2] = s->origin[2] + 22;
788                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
789                                 s->waterlevel = WATERLEVEL_SUBMERGED;
790                 }
791         }
792
793         // water jump prediction
794         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
795                 s->waterjumptime = 0;
796 }
797
798 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
799 {
800         int bump;
801         double t;
802         vec_t f;
803         vec3_t neworigin;
804         vec3_t currentorigin2;
805         vec3_t neworigin2;
806         vec3_t primalvelocity;
807         trace_t trace;
808         trace_t trace2;
809         trace_t trace3;
810         CL_ClientMovement_UpdateStatus(s);
811         VectorCopy(s->velocity, primalvelocity);
812         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
813         {
814                 VectorMA(s->origin, t, s->velocity, neworigin);
815                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
816                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
817                 {
818                         // may be a step or wall, try stepping up
819                         // first move forward at a higher level
820                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
821                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
822                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
823                         if (!trace2.startsolid)
824                         {
825                                 // then move down from there
826                                 VectorCopy(trace2.endpos, currentorigin2);
827                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
828                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
829                                 //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]);
830                                 // accept the new trace if it made some progress
831                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
832                                 {
833                                         trace = trace2;
834                                         VectorCopy(trace3.endpos, trace.endpos);
835                                 }
836                         }
837                 }
838
839                 // check if it moved at all
840                 if (trace.fraction >= 0.001)
841                         VectorCopy(trace.endpos, s->origin);
842
843                 // check if it moved all the way
844                 if (trace.fraction == 1)
845                         break;
846
847                 //if (trace.plane.normal[2] > 0.7)
848                 //      s->onground = true;
849
850                 t -= t * trace.fraction;
851
852                 f = DotProduct(s->velocity, trace.plane.normal);
853                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
854         }
855         if (s->waterjumptime > 0)
856                 VectorCopy(primalvelocity, s->velocity);
857 }
858
859
860 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
861 {
862         vec_t wishspeed;
863         vec_t f;
864         vec3_t wishvel;
865         vec3_t wishdir;
866
867         // water jump only in certain situations
868         // this mimics quakeworld code
869         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
870         {
871                 vec3_t forward;
872                 vec3_t yawangles;
873                 vec3_t spot;
874                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
875                 AngleVectors(yawangles, forward, NULL, NULL);
876                 VectorMA(s->origin, 24, forward, spot);
877                 spot[2] += 8;
878                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
879                 {
880                         spot[2] += 24;
881                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
882                         {
883                                 VectorScale(forward, 50, s->velocity);
884                                 s->velocity[2] = 310;
885                                 s->waterjumptime = 2;
886                                 s->onground = false;
887                                 s->canjump = false;
888                         }
889                 }
890         }
891
892         if (!VectorLength2(s->q.move))
893         {
894                 // drift towards bottom
895                 VectorSet(wishvel, 0, 0, -60);
896         }
897         else
898         {
899                 // swim
900                 vec3_t forward;
901                 vec3_t right;
902                 vec3_t up;
903                 // calculate movement vector
904                 AngleVectors(s->q.viewangles, forward, right, up);
905                 VectorSet(up, 0, 0, 1);
906                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
907         }
908
909         // split wishvel into wishspeed and wishdir
910         wishspeed = VectorLength(wishvel);
911         if (wishspeed)
912                 VectorScale(wishvel, 1 / wishspeed, wishdir);
913         else
914                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
915         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
916
917         if (s->crouched)
918                 wishspeed *= 0.5;
919
920         if (s->waterjumptime <= 0)
921         {
922                 // water friction
923                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
924                 f = bound(0, f, 1);
925                 VectorScale(s->velocity, f, s->velocity);
926
927                 // water acceleration
928                 f = wishspeed - DotProduct(s->velocity, wishdir);
929                 if (f > 0)
930                 {
931                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
932                         VectorMA(s->velocity, f, wishdir, s->velocity);
933                 }
934
935                 // holding jump button swims upward slowly
936                 if (s->q.jump)
937                 {
938                         if (s->watertype & SUPERCONTENTS_LAVA)
939                                 s->velocity[2] =  50;
940                         else if (s->watertype & SUPERCONTENTS_SLIME)
941                                 s->velocity[2] =  80;
942                         else
943                         {
944                                 if (gamemode == GAME_NEXUIZ)
945                                         s->velocity[2] = 200;
946                                 else
947                                         s->velocity[2] = 100;
948                         }
949                 }
950         }
951
952         CL_ClientMovement_Move(s);
953 }
954
955 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
956 {
957         vec_t friction;
958         vec_t wishspeed;
959         vec_t addspeed;
960         vec_t accelspeed;
961         vec_t f;
962         vec3_t forward;
963         vec3_t right;
964         vec3_t up;
965         vec3_t wishvel;
966         vec3_t wishdir;
967         vec3_t yawangles;
968         trace_t trace;
969
970         // jump if on ground with jump button pressed but only if it has been
971         // released at least once since the last jump
972         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
973         {
974                 s->velocity[2] += s->movevars_jumpvelocity;
975                 s->onground = false;
976                 s->canjump = false;
977         }
978
979         // calculate movement vector
980         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
981         AngleVectors(yawangles, forward, right, up);
982         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
983
984         // split wishvel into wishspeed and wishdir
985         wishspeed = VectorLength(wishvel);
986         if (wishspeed)
987                 VectorScale(wishvel, 1 / wishspeed, wishdir);
988         else
989                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
990         wishspeed = min(wishspeed, s->movevars_maxspeed);
991         if (s->crouched)
992                 wishspeed *= 0.5;
993
994         // check if onground
995         if (s->onground)
996         {
997                 // apply edge friction
998                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
999                 friction = s->movevars_friction;
1000                 if (f > 0 && s->movevars_edgefriction != 1)
1001                 {
1002                         vec3_t neworigin2;
1003                         vec3_t neworigin3;
1004                         // note: QW uses the full player box for the trace, and yet still
1005                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1006                         // this mimics it for compatibility
1007                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1008                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1009                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1010                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1011                         else
1012                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1013                         if (trace.fraction == 1 && !trace.startsolid)
1014                                 friction *= s->movevars_edgefriction;
1015                 }
1016                 // apply ground friction
1017                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1018                 f = max(f, 0);
1019                 VectorScale(s->velocity, f, s->velocity);
1020                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1021                 if (addspeed > 0)
1022                 {
1023                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1024                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1025                 }
1026                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1027                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1028                         s->velocity[2] = 0;
1029                 if (VectorLength2(s->velocity))
1030                         CL_ClientMovement_Move(s);
1031         }
1032         else
1033         {
1034                 if (s->waterjumptime <= 0)
1035                 {
1036                         vec_t f;
1037                         vec_t vel_straight;
1038                         vec_t vel_z;
1039                         vec3_t vel_perpend;
1040
1041                         // apply air speed limit
1042                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1043
1044                         /*
1045                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1046                         if (addspeed > 0)
1047                         {
1048                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1049                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1050                         }
1051                         */
1052
1053                         vel_straight = DotProduct(s->velocity, wishdir);
1054                         vel_z = s->velocity[2];
1055                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1056                         vel_perpend[2] -= vel_z;
1057
1058                         f = wishspeed - vel_straight;
1059                         if(f > 0)
1060                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1061                         if(wishspeed > 0)
1062                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1063
1064                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1065
1066                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1067                         s->velocity[2] += vel_z;
1068                 }
1069                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1070                 CL_ClientMovement_Move(s);
1071         }
1072 }
1073
1074 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1075 {
1076         //Con_Printf(" %f", frametime);
1077         if (!s->q.jump)
1078                 s->canjump = true;
1079         s->waterjumptime -= s->q.frametime;
1080         CL_ClientMovement_UpdateStatus(s);
1081         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1082                 CL_ClientMovement_Physics_Swim(s);
1083         else
1084                 CL_ClientMovement_Physics_Walk(s);
1085 }
1086
1087 void CL_ClientMovement_Replay(void)
1088 {
1089         int i;
1090         double totalmovetime;
1091         cl_clientmovement_state_t s;
1092
1093         // set up starting state for the series of moves
1094         memset(&s, 0, sizeof(s));
1095         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1096         VectorCopy(cl.mvelocity[0], s.velocity);
1097         s.crouched = true; // will be updated on first move
1098         s.canjump = cl.movement_replay_canjump;
1099         //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]);
1100
1101         // set up movement variables
1102         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1103         {
1104                 s.movevars_gravity = cl.qw_movevars_gravity;
1105                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1106                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1107                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1108                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1109                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1110                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1111                 s.movevars_friction = cl.qw_movevars_friction;
1112                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1113                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1114                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1115                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1116                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1117                 s.movevars_stepheight = cl_movement_stepheight.value;
1118                 s.movevars_airaccel_qw = 1.0;
1119                 s.movevars_airaccel_sideways_friction = 0.0;
1120         }
1121         else
1122         {
1123                 s.movevars_gravity = sv_gravity.value;
1124                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1125                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1126                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1127                 s.movevars_accelerate = cl_movement_accelerate.value;
1128                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1129                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1130                 s.movevars_friction = cl_movement_friction.value;
1131                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1132                 s.movevars_entgravity = 1;
1133                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1134                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1135                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1136                 s.movevars_stepheight = cl_movement_stepheight.value;
1137                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1138                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1139         }
1140
1141         totalmovetime = 0;
1142         for (i = 0;i < cl.movement_numqueue - 1;i++)
1143                 totalmovetime += cl.movement_queue[i].frametime;
1144         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1145         if (cl.movement_predicted)
1146         {
1147                 //Con_Printf("%f: ", cl.movecmd[0].time);
1148
1149                 // replay the input queue to predict current location
1150                 // note: this relies on the fact there's always one queue item at the end
1151
1152                 for (i = 0;i < cl.movement_numqueue;i++)
1153                 {
1154                         s.q = cl.movement_queue[i];
1155                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1156                         if (s.q.frametime > 0.05)
1157                         {
1158                                 s.q.frametime *= 0.5;
1159                                 CL_ClientMovement_PlayerMove(&s);
1160                         }
1161                         CL_ClientMovement_PlayerMove(&s);
1162                 }
1163         }
1164         else
1165         {
1166                 // get the first movement queue entry to know whether to crouch and such
1167                 s.q = cl.movement_queue[0];
1168         }
1169         CL_ClientMovement_UpdateStatus(&s);
1170
1171         if (cl.movement_replay)
1172         {
1173                 cl.movement_replay = false;
1174                 // update interpolation timestamps if time has passed
1175                 if (cl.movecmd[0].time != cl.movecmd[1].time)
1176                 {
1177                         cl.movement_time[1] = cl.movecmd[1].time;
1178                         cl.movement_time[0] = cl.movecmd[0].time;
1179                         cl.movement_time[2] = cl.time;
1180                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1181                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1182                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1183                 }
1184
1185                 // update the interpolation target position and velocity
1186                 VectorCopy(s.origin, cl.movement_origin);
1187                 VectorCopy(s.velocity, cl.movement_velocity);
1188         }
1189
1190         // update the onground flag if appropriate
1191         if (cl.movement_predicted)
1192         {
1193                 // when predicted we simply set the flag according to the UpdateStatus
1194                 cl.onground = s.onground;
1195         }
1196         else
1197         {
1198                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1199                 // an update packet is received, but can be forced on here to hide
1200                 // server inconsistencies in the onground flag
1201                 // (which mostly occur when stepping up stairs at very high framerates
1202                 //  where after the step up the move continues forward and not
1203                 //  downward so the ground is not detected)
1204                 //
1205                 // such onground inconsistencies can cause jittery gun bobbing and
1206                 // stair smoothing, so we set onground if UpdateStatus says so
1207                 if (s.onground)
1208                         cl.onground = true;
1209         }
1210
1211         // react to onground state changes (for gun bob)
1212         if (cl.onground)
1213         {
1214                 if (!cl.oldonground)
1215                         cl.hitgroundtime = cl.movecmd[0].time;
1216                 cl.lastongroundtime = cl.movecmd[0].time;
1217         }
1218         cl.oldonground = cl.onground;
1219 }
1220
1221 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1222 {
1223         int bits;
1224
1225         bits = 0;
1226         if (to->viewangles[0] != from->viewangles[0])
1227                 bits |= QW_CM_ANGLE1;
1228         if (to->viewangles[1] != from->viewangles[1])
1229                 bits |= QW_CM_ANGLE2;
1230         if (to->viewangles[2] != from->viewangles[2])
1231                 bits |= QW_CM_ANGLE3;
1232         if (to->forwardmove != from->forwardmove)
1233                 bits |= QW_CM_FORWARD;
1234         if (to->sidemove != from->sidemove)
1235                 bits |= QW_CM_SIDE;
1236         if (to->upmove != from->upmove)
1237                 bits |= QW_CM_UP;
1238         if (to->buttons != from->buttons)
1239                 bits |= QW_CM_BUTTONS;
1240         if (to->impulse != from->impulse)
1241                 bits |= QW_CM_IMPULSE;
1242
1243         MSG_WriteByte(buf, bits);
1244         if (bits & QW_CM_ANGLE1)
1245                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1246         if (bits & QW_CM_ANGLE2)
1247                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1248         if (bits & QW_CM_ANGLE3)
1249                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1250         if (bits & QW_CM_FORWARD)
1251                 MSG_WriteShort(buf, to->forwardmove);
1252         if (bits & QW_CM_SIDE)
1253                 MSG_WriteShort(buf, to->sidemove);
1254         if (bits & QW_CM_UP)
1255                 MSG_WriteShort(buf, to->upmove);
1256         if (bits & QW_CM_BUTTONS)
1257                 MSG_WriteByte(buf, to->buttons);
1258         if (bits & QW_CM_IMPULSE)
1259                 MSG_WriteByte(buf, to->impulse);
1260         MSG_WriteByte(buf, to->msec);
1261 }
1262
1263 /*
1264 ==============
1265 CL_SendMove
1266 ==============
1267 */
1268 usercmd_t nullcmd; // for delta compression of qw moves
1269 void CL_SendMove(void)
1270 {
1271         int i, j, packetloss, maxusercmds;
1272         int bits;
1273         sizebuf_t buf;
1274         unsigned char data[1024];
1275         static double lastsendtime = 0;
1276         double packettime;
1277         double msectime;
1278         static double oldmsectime;
1279
1280         // if playing a demo, do nothing
1281         if (!cls.netcon)
1282                 return;
1283
1284         // don't send too often or else network connections can get clogged by a high renderer framerate
1285         packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1286         // quakeworld servers take only frametimes
1287         // predicted dp7 servers take current interpolation time
1288         // unpredicted servers take an echo of the latest server timestamp
1289         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1290         {
1291                 if (realtime < lastsendtime + packettime)
1292                         return;
1293                 cl.cmd.time = realtime;
1294         }
1295         else if (cl.movement_predicted)
1296         {
1297                 if (realtime < lastsendtime + packettime)
1298                         return;
1299                 cl.cmd.time = cl.time;
1300         }
1301         else
1302         {
1303                 // unpredicted movement should be sent immediately whenever a server
1304                 // packet is received, to minimize ping times
1305                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1306                         return;
1307                 cl.cmd.time = cl.mtime[0];
1308         }
1309         // don't let it fall behind if CL_SendMove hasn't been called recently
1310         // (such is the case when framerate is too low for instance)
1311         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1312         // set the flag indicating that we sent a packet recently
1313         cl.movement_needupdate = false;
1314
1315
1316         buf.maxsize = sizeof(data);
1317         buf.cursize = 0;
1318         buf.data = data;
1319
1320         // conditions for sending a move:
1321         // if the move advances time or if the game is paused (in which case time
1322         // is not advancing)
1323         if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
1324         {
1325                 // send the movement message
1326                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
1327                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1328                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1329                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1330                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1331                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1332                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1333                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1334                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1335                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1336                 // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1337
1338                 // set button bits
1339                 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1340                 bits = 0;
1341                 if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1342                 if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1343                 if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1344                 if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1345                 if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1346                 if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1347                 if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1348                 if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1349                 if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1350                 if (key_dest != key_game || key_consoleactive) bits |= 512;
1351                 if (cl_prydoncursor.integer) bits |= 1024;
1352                 if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1353                 if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1354                 if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1355                 if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1356                 if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1357                 if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1358                 if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1359                 if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1360                 // button bits 19-31 unused currently
1361                 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1362                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1363                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1364                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1365                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1366                 cl.cmd.buttons = bits;
1367
1368                 // set impulse
1369                 cl.cmd.impulse = in_impulse;
1370                 in_impulse = 0;
1371
1372                 // movement is set by input code (forwardmove/sidemove/upmove)
1373
1374                 // set viewangles
1375                 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1376
1377                 msectime = floor(cl.cmd.time * 1000);
1378                 cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1379                 // ridiculous value rejection (matches qw)
1380                 if (cl.cmd.msec > 250)
1381                         cl.cmd.msec = 100;
1382                 oldmsectime = msectime;
1383
1384                 cls.movesequence++;
1385                 if (cl_movement.integer)
1386                         cl.cmd.sequence = cls.movesequence;
1387                 else
1388                         cl.cmd.sequence = 0;
1389
1390                 // set prydon cursor info
1391                 CL_UpdatePrydonCursor();
1392
1393                 // always dump the first two messages, because they may contain leftover inputs from the last level
1394                 if (cls.movesequence > 2)
1395                 {
1396                         // update the cl.movecmd array which holds the most recent moves
1397                         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1398                                 cl.movecmd[i] = cl.movecmd[i-1];
1399                         cl.movecmd[0] = cl.cmd;
1400
1401                         // set the maxusercmds variable to limit how many should be sent
1402                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1403                         {
1404                                 // qw uses exactly 3 moves
1405                                 maxusercmds = 3;
1406                         }
1407                         else
1408                         {
1409                                 // configurable number of unacknowledged moves
1410                                 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1411                                 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1412                                 if (!cl.cmd.sequence)
1413                                         maxusercmds = 1;
1414                         }
1415
1416                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1417                         {
1418                                 int checksumindex;
1419
1420                                 CL_ClientMovement_InputQW();
1421
1422                                 MSG_WriteByte(&buf, qw_clc_move);
1423                                 // save the position for a checksum byte
1424                                 checksumindex = buf.cursize;
1425                                 MSG_WriteByte(&buf, 0);
1426                                 // packet loss percentage
1427                                 for (j = 0, packetloss = 0;j < 100;j++)
1428                                         packetloss += cls.netcon->packetlost[j];
1429                                 MSG_WriteByte(&buf, packetloss);
1430                                 // write most recent 3 moves
1431                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1432                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1433                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1434                                 // calculate the checksum
1435                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1436                                 // if delta compression history overflows, request no delta
1437                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1438                                         cl.qw_validsequence = 0;
1439                                 // request delta compression if appropriate
1440                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1441                                 {
1442                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1443                                         MSG_WriteByte(&buf, qw_clc_delta);
1444                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1445                                 }
1446                                 else
1447                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1448                         }
1449                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1450                         {
1451                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1452
1453                                 // 5 bytes
1454                                 MSG_WriteByte (&buf, clc_move);
1455                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1456                                 // 3 bytes
1457                                 for (i = 0;i < 3;i++)
1458                                         MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1459                                 // 6 bytes
1460                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1461                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1462                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1463                                 // 2 bytes
1464                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1465                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1466                         }
1467                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1468                         {
1469                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1470
1471                                 // 5 bytes
1472                                 MSG_WriteByte (&buf, clc_move);
1473                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1474                                 // 12 bytes
1475                                 for (i = 0;i < 3;i++)
1476                                         MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1477                                 // 6 bytes
1478                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1479                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1480                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1481                                 // 2 bytes
1482                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1483                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1484                         }
1485                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1486                         {
1487                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1488
1489                                 // 5 bytes
1490                                 MSG_WriteByte (&buf, clc_move);
1491                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1492                                 // 6 bytes
1493                                 for (i = 0;i < 3;i++)
1494                                         MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1495                                 // 6 bytes
1496                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1497                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1498                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1499                                 // 2 bytes
1500                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1501                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1502                         }
1503                         else
1504                         {
1505                                 usercmd_t *cmd;
1506                                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1507                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1508
1509                                 // send the latest moves in order, the old ones will be
1510                                 // ignored by the server harmlessly, however if the previous
1511                                 // packets were lost these moves will be used
1512                                 //
1513                                 // this reduces packet loss impact on gameplay.
1514                                 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1515                                 {
1516                                         // don't repeat any stale moves
1517                                         if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1518                                                 continue;
1519                                         // 5/9 bytes
1520                                         MSG_WriteByte (&buf, clc_move);
1521                                         if (cls.protocol != PROTOCOL_DARKPLACES6)
1522                                                 MSG_WriteLong (&buf, cmd->sequence);
1523                                         MSG_WriteFloat (&buf, cmd->time); // last server packet time
1524                                         // 6 bytes
1525                                         for (i = 0;i < 3;i++)
1526                                                 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1527                                         // 6 bytes
1528                                         MSG_WriteCoord16i (&buf, cmd->forwardmove);
1529                                         MSG_WriteCoord16i (&buf, cmd->sidemove);
1530                                         MSG_WriteCoord16i (&buf, cmd->upmove);
1531                                         // 5 bytes
1532                                         MSG_WriteLong (&buf, cmd->buttons);
1533                                         MSG_WriteByte (&buf, cmd->impulse);
1534                                         // PRYDON_CLIENTCURSOR
1535                                         // 30 bytes
1536                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1537                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1538                                         MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1539                                         MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1540                                         MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1541                                         MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1542                                         MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1543                                         MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1544                                         MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1545                                 }
1546                         }
1547                 }
1548         }
1549
1550         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1551         {
1552                 // ack the last few frame numbers
1553                 // (redundent to improve handling of client->server packet loss)
1554                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1555                 for (i = 0;i < LATESTFRAMENUMS;i++)
1556                 {
1557                         if (cl.latestframenums[i] > 0)
1558                         {
1559                                 if (developer_networkentities.integer >= 1)
1560                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1561                                 MSG_WriteByte(&buf, clc_ackframe);
1562                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1563                         }
1564                 }
1565         }
1566
1567         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1568         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1569
1570         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1571         {
1572                 // acknowledge any recently received data blocks
1573                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1574                 {
1575                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1576                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1577                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1578                         cls.dp_downloadack[i].start = 0;
1579                         cls.dp_downloadack[i].size = 0;
1580                 }
1581         }
1582
1583         // send the reliable message (forwarded commands) if there is one
1584         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1585
1586         if (cls.netcon->message.overflowed)
1587         {
1588                 Con_Print("CL_SendMove: lost server connection\n");
1589                 CL_Disconnect();
1590                 Host_ShutdownServer();
1591         }
1592 }
1593
1594 /*
1595 ============
1596 CL_InitInput
1597 ============
1598 */
1599 void CL_InitInput (void)
1600 {
1601         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1602         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1603         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1604         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1605         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1606         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1607         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1608         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1609         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1610         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1611         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1612         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1613         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1614         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1615         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1616         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1617         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1618         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1619         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1620         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1621         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1622         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1623         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1624         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1625         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1626         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1627         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1628         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1629         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1630         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1631         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1632         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1633         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1634
1635         // LordHavoc: added use button
1636         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1637         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1638
1639         // LordHavoc: added 6 new buttons
1640         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1641         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1642         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1643         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1644         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1645         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1646         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1647         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1648         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1649         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1650         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1651         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1652         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1653         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1654         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1655         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1656         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1657         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1658         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1659         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1660         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1661         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1662         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1663         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1664         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1665         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1666         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1667         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1668
1669         // LordHavoc: added bestweapon command
1670         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1671
1672         Cvar_RegisterVariable(&cl_movement);
1673         Cvar_RegisterVariable(&cl_movement_minping);
1674         Cvar_RegisterVariable(&cl_movement_maxspeed);
1675         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1676         Cvar_RegisterVariable(&cl_movement_stopspeed);
1677         Cvar_RegisterVariable(&cl_movement_friction);
1678         Cvar_RegisterVariable(&cl_movement_edgefriction);
1679         Cvar_RegisterVariable(&cl_movement_stepheight);
1680         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1681         Cvar_RegisterVariable(&cl_movement_accelerate);
1682         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1683         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1684         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1685         Cvar_RegisterVariable(&cl_gravity);
1686         Cvar_RegisterVariable(&cl_slowmo);
1687
1688         Cvar_RegisterVariable(&in_pitch_min);
1689         Cvar_RegisterVariable(&in_pitch_max);
1690         Cvar_RegisterVariable(&m_filter);
1691
1692         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1693         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1694
1695         Cvar_RegisterVariable(&cl_nodelta);
1696 }
1697