cvar cl_movecliptokeyboard: clip movement vectors to the keyboard states (1), or...
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416 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"};
417
418 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
419 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
420
421 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
422
423 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
424 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
425 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"};
426 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
427 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
428 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)"};
429 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
430 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
431 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"};
432 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)"};
433 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
434 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
435 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"};
436 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"};
437 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)"};
438 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)"};
439 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
440
441 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
442 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
443
444 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
445 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
446 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
447 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
448 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
449
450 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
451 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)"};
452 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)"};
453
454 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
455
456 extern cvar_t v_flipped;
457
458 /*
459 ================
460 CL_AdjustAngles
461
462 Moves the local angle positions
463 ================
464 */
465 void CL_AdjustAngles (void)
466 {
467         float   speed;
468         float   up, down;
469
470         if (in_speed.state & 1)
471                 speed = cl.realframetime * cl_anglespeedkey.value;
472         else
473                 speed = cl.realframetime;
474
475         if (!(in_strafe.state & 1))
476         {
477                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
478                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
479         }
480         if (in_klook.state & 1)
481         {
482                 V_StopPitchDrift ();
483                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
484                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
485         }
486
487         up = CL_KeyState (&in_lookup);
488         down = CL_KeyState(&in_lookdown);
489
490         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
491         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
492
493         if (up || down)
494                 V_StopPitchDrift ();
495
496         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
497         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
498         if (cl.viewangles[YAW] >= 180)
499                 cl.viewangles[YAW] -= 360;
500         if (cl.viewangles[PITCH] >= 180)
501                 cl.viewangles[PITCH] -= 360;
502         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
503         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
504 }
505
506 int cl_ignoremousemoves = 2;
507
508 /*
509 ================
510 CL_Input
511
512 Send the intended movement message to the server
513 ================
514 */
515 void CL_Input (void)
516 {
517         float mx, my;
518         static float old_mouse_x = 0, old_mouse_y = 0;
519
520         // clamp before the move to prevent starting with bad angles
521         CL_AdjustAngles ();
522
523         if(v_flipped.integer)
524                 cl.viewangles[YAW] = -cl.viewangles[YAW];
525
526         // reset some of the command fields
527         cl.cmd.forwardmove = 0;
528         cl.cmd.sidemove = 0;
529         cl.cmd.upmove = 0;
530
531         // get basic movement from keyboard
532         if (in_strafe.state & 1)
533         {
534                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
535                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
536         }
537
538         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
539         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
540
541         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
542         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
543
544         if (! (in_klook.state & 1) )
545         {
546                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
547                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
548         }
549
550         // adjust for speed key
551         if (in_speed.state & 1)
552         {
553                 cl.cmd.forwardmove *= cl_movespeedkey.value;
554                 cl.cmd.sidemove *= cl_movespeedkey.value;
555                 cl.cmd.upmove *= cl_movespeedkey.value;
556         }
557
558         // allow mice or other external controllers to add to the move
559         IN_Move ();
560
561         // apply m_accelerate if it is on
562         if(m_accelerate.value > 1)
563         {
564                 static float averagespeed = 0;
565                 float speed, f, mi, ma;
566
567                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
568                 if(m_accelerate_filter.value > 0)
569                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
570                 else
571                         f = 1;
572                 averagespeed = speed * f + averagespeed * (1 - f);
573
574                 mi = max(1, m_accelerate_minspeed.value);
575                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
576
577                 if(averagespeed <= mi)
578                 {
579                         f = 1;
580                 }
581                 else if(averagespeed >= ma)
582                 {
583                         f = m_accelerate.value;
584                 }
585                 else
586                 {
587                         /*
588                         f = log(averagespeed);
589                         mi = log(mi);
590                         ma = log(ma);
591                         */
592                         f = averagespeed;
593                         mi = mi;
594                         ma = ma;
595                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
596                 }
597
598                 in_mouse_x *= f;
599                 in_mouse_y *= f;
600         }
601
602         // apply m_filter if it is on
603         mx = in_mouse_x;
604         my = in_mouse_y;
605         if (m_filter.integer)
606         {
607                 in_mouse_x = (mx + old_mouse_x) * 0.5;
608                 in_mouse_y = (my + old_mouse_y) * 0.5;
609         }
610         old_mouse_x = mx;
611         old_mouse_y = my;
612
613         // ignore a mouse move if mouse was activated/deactivated this frame
614         if (cl_ignoremousemoves)
615         {
616                 cl_ignoremousemoves--;
617                 in_mouse_x = old_mouse_x = 0;
618                 in_mouse_y = old_mouse_y = 0;
619         }
620
621         // if not in menu, apply mouse move to viewangles/movement
622         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
623         {
624                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
625                 if (cl_prydoncursor.integer)
626                 {
627                         // mouse interacting with the scene, mostly stationary view
628                         V_StopPitchDrift();
629                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
630                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
631                 }
632                 else if (in_strafe.state & 1)
633                 {
634                         // strafing mode, all looking is movement
635                         V_StopPitchDrift();
636                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
637                         if (noclip_anglehack)
638                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
639                         else
640                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
641                 }
642                 else if ((in_mlook.state & 1) || freelook.integer)
643                 {
644                         // mouselook, lookstrafe causes turning to become strafing
645                         V_StopPitchDrift();
646                         if (lookstrafe.integer)
647                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
648                         else
649                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
650                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
651                 }
652                 else
653                 {
654                         // non-mouselook, yaw turning and forward/back movement
655                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
656                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
657                 }
658         }
659         else // don't pitch drift when csqc is controlling the mouse
660                 V_StopPitchDrift();
661
662         if(v_flipped.integer)
663         {
664                 cl.viewangles[YAW] = -cl.viewangles[YAW];
665                 cl.cmd.sidemove = -cl.cmd.sidemove;
666         }
667
668         // clamp after the move to prevent rendering with bad angles
669         CL_AdjustAngles ();
670
671         if(cl_movecliptokeyboard.integer)
672         {
673                 vec_t f = 1;
674                 if (in_speed.state & 1)
675                         f *= cl_movespeedkey.value;
676                 if(cl_movecliptokeyboard.integer == 2)
677                 {
678                         // digital direction, analog amount
679                         vec_t wishvel_x, wishvel_y;
680                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
681                         wishvel_x = fabs(cl.cmd.forwardmove);
682                         wishvel_y = fabs(cl.cmd.sidemove);
683                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
684                         {
685                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
686                                 if(wishvel_x >= 2 * wishvel_y)
687                                 {
688                                         // pure X motion
689                                         if(cl.cmd.forwardmove > 0)
690                                                 cl.cmd.forwardmove = wishspeed;
691                                         else
692                                                 cl.cmd.forwardmove = -wishspeed;
693                                         cl.cmd.sidemove = 0;
694                                 }
695                                 else if(wishvel_y >= 2 * wishvel_x)
696                                 {
697                                         // pure Y motion
698                                         cl.cmd.forwardmove = 0;
699                                         if(cl.cmd.sidemove > 0)
700                                                 cl.cmd.sidemove = wishspeed;
701                                         else
702                                                 cl.cmd.sidemove = -wishspeed;
703                                 }
704                                 else
705                                 {
706                                         // diagonal
707                                         if(cl.cmd.forwardmove > 0)
708                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
709                                         else
710                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
711                                         if(cl.cmd.sidemove > 0)
712                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
713                                         else
714                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
715                                 }
716                         }
717                 }
718                 else if(cl_movecliptokeyboard.integer)
719                 {
720                         // digital direction, digital amount
721                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
722                                 cl.cmd.sidemove = cl_sidespeed.value * f;
723                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
724                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
725                         else
726                                 cl.cmd.sidemove = 0;
727                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
728                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
729                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
730                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
731                         else
732                                 cl.cmd.forwardmove = 0;
733                 }
734         }
735 }
736
737 #include "cl_collision.h"
738
739 void CL_UpdatePrydonCursor(void)
740 {
741         vec3_t temp;
742
743         if (!cl_prydoncursor.integer)
744                 VectorClear(cl.cmd.cursor_screen);
745
746         /*
747         if (cl.cmd.cursor_screen[0] < -1)
748         {
749                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
750                 cl.cmd.cursor_screen[0] = -1;
751         }
752         if (cl.cmd.cursor_screen[0] > 1)
753         {
754                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
755                 cl.cmd.cursor_screen[0] = 1;
756         }
757         if (cl.cmd.cursor_screen[1] < -1)
758         {
759                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
760                 cl.cmd.cursor_screen[1] = -1;
761         }
762         if (cl.cmd.cursor_screen[1] > 1)
763         {
764                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
765                 cl.cmd.cursor_screen[1] = 1;
766         }
767         */
768         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
769         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
770         cl.cmd.cursor_screen[2] = 1;
771
772         // calculate current view matrix
773         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
774         // calculate direction vector of cursor in viewspace by using frustum slopes
775         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);
776         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
777         // trace from view origin to the cursor
778         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);
779 }
780
781 typedef enum waterlevel_e
782 {
783         WATERLEVEL_NONE,
784         WATERLEVEL_WETFEET,
785         WATERLEVEL_SWIMMING,
786         WATERLEVEL_SUBMERGED
787 }
788 waterlevel_t;
789
790 typedef struct cl_clientmovement_state_s
791 {
792         // position
793         vec3_t origin;
794         vec3_t velocity;
795         // current bounding box (different if crouched vs standing)
796         vec3_t mins;
797         vec3_t maxs;
798         // currently on the ground
799         qboolean onground;
800         // currently crouching
801         qboolean crouched;
802         // what kind of water (SUPERCONTENTS_LAVA for instance)
803         int watertype;
804         // how deep
805         waterlevel_t waterlevel;
806         // weird hacks when jumping out of water
807         // (this is in seconds and counts down to 0)
808         float waterjumptime;
809
810         // user command
811         usercmd_t cmd;
812 }
813 cl_clientmovement_state_t;
814
815 #define NUMOFFSETS 27
816 static vec3_t offsets[NUMOFFSETS] =
817 {
818 // 1 no nudge (just return the original if this test passes)
819         { 0.000,  0.000,  0.000},
820 // 6 simple nudges
821         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
822         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
823         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
824 // 4 diagonal flat nudges
825         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
826         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
827 // 8 diagonal upward nudges
828         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
829         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
830         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
831         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
832 // 8 diagonal downward nudges
833         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
834         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
835         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
836         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
837 };
838
839 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
840 {
841         int i;
842         vec3_t neworigin;
843         for (i = 0;i < NUMOFFSETS;i++)
844         {
845                 VectorAdd(offsets[i], s->origin, neworigin);
846                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
847                 {
848                         VectorCopy(neworigin, s->origin);
849                         return true;
850                 }
851         }
852         // if all offsets failed, give up
853         return false;
854 }
855
856 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
857 {
858         vec3_t origin1, origin2;
859         trace_t trace;
860
861         // make sure player is not stuck
862         CL_ClientMovement_Unstick(s);
863
864         // set crouched
865         if (s->cmd.crouch)
866         {
867                 // wants to crouch, this always works..
868                 if (!s->crouched)
869                         s->crouched = true;
870         }
871         else
872         {
873                 // wants to stand, if currently crouching we need to check for a
874                 // low ceiling first
875                 if (s->crouched)
876                 {
877                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
878                         if (!trace.startsolid)
879                                 s->crouched = false;
880                 }
881         }
882         if (s->crouched)
883         {
884                 VectorCopy(cl.playercrouchmins, s->mins);
885                 VectorCopy(cl.playercrouchmaxs, s->maxs);
886         }
887         else
888         {
889                 VectorCopy(cl.playerstandmins, s->mins);
890                 VectorCopy(cl.playerstandmaxs, s->maxs);
891         }
892
893         // set onground
894         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
895         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
896         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
897         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
898
899         // set watertype/waterlevel
900         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
901         s->waterlevel = WATERLEVEL_NONE;
902         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
903         if (s->watertype)
904         {
905                 s->waterlevel = WATERLEVEL_WETFEET;
906                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
907                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
908                 {
909                         s->waterlevel = WATERLEVEL_SWIMMING;
910                         origin1[2] = s->origin[2] + 22;
911                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
912                                 s->waterlevel = WATERLEVEL_SUBMERGED;
913                 }
914         }
915
916         // water jump prediction
917         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
918                 s->waterjumptime = 0;
919 }
920
921 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
922 {
923         int bump;
924         double t;
925         vec_t f;
926         vec3_t neworigin;
927         vec3_t currentorigin2;
928         vec3_t neworigin2;
929         vec3_t primalvelocity;
930         trace_t trace;
931         trace_t trace2;
932         trace_t trace3;
933         CL_ClientMovement_UpdateStatus(s);
934         VectorCopy(s->velocity, primalvelocity);
935         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
936         {
937                 VectorMA(s->origin, t, s->velocity, neworigin);
938                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
939                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
940                 {
941                         // may be a step or wall, try stepping up
942                         // first move forward at a higher level
943                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
944                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
945                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
946                         if (!trace2.startsolid)
947                         {
948                                 // then move down from there
949                                 VectorCopy(trace2.endpos, currentorigin2);
950                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
951                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
952                                 //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]);
953                                 // accept the new trace if it made some progress
954                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
955                                 {
956                                         trace = trace2;
957                                         VectorCopy(trace3.endpos, trace.endpos);
958                                 }
959                         }
960                 }
961
962                 // check if it moved at all
963                 if (trace.fraction >= 0.001)
964                         VectorCopy(trace.endpos, s->origin);
965
966                 // check if it moved all the way
967                 if (trace.fraction == 1)
968                         break;
969
970                 //if (trace.plane.normal[2] > 0.7)
971                 //      s->onground = true;
972
973                 t -= t * trace.fraction;
974
975                 f = DotProduct(s->velocity, trace.plane.normal);
976                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
977         }
978         if (s->waterjumptime > 0)
979                 VectorCopy(primalvelocity, s->velocity);
980 }
981
982
983 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
984 {
985         vec_t wishspeed;
986         vec_t f;
987         vec3_t wishvel;
988         vec3_t wishdir;
989
990         // water jump only in certain situations
991         // this mimics quakeworld code
992         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
993         {
994                 vec3_t forward;
995                 vec3_t yawangles;
996                 vec3_t spot;
997                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
998                 AngleVectors(yawangles, forward, NULL, NULL);
999                 VectorMA(s->origin, 24, forward, spot);
1000                 spot[2] += 8;
1001                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1002                 {
1003                         spot[2] += 24;
1004                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1005                         {
1006                                 VectorScale(forward, 50, s->velocity);
1007                                 s->velocity[2] = 310;
1008                                 s->waterjumptime = 2;
1009                                 s->onground = false;
1010                                 s->cmd.canjump = false;
1011                         }
1012                 }
1013         }
1014
1015         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1016         {
1017                 // drift towards bottom
1018                 VectorSet(wishvel, 0, 0, -60);
1019         }
1020         else
1021         {
1022                 // swim
1023                 vec3_t forward;
1024                 vec3_t right;
1025                 vec3_t up;
1026                 // calculate movement vector
1027                 AngleVectors(s->cmd.viewangles, forward, right, up);
1028                 VectorSet(up, 0, 0, 1);
1029                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1030         }
1031
1032         // split wishvel into wishspeed and wishdir
1033         wishspeed = VectorLength(wishvel);
1034         if (wishspeed)
1035                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1036         else
1037                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1038         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1039
1040         if (s->crouched)
1041                 wishspeed *= 0.5;
1042
1043         if (s->waterjumptime <= 0)
1044         {
1045                 // water friction
1046                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1047                 f = bound(0, f, 1);
1048                 VectorScale(s->velocity, f, s->velocity);
1049
1050                 // water acceleration
1051                 f = wishspeed - DotProduct(s->velocity, wishdir);
1052                 if (f > 0)
1053                 {
1054                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1055                         VectorMA(s->velocity, f, wishdir, s->velocity);
1056                 }
1057
1058                 // holding jump button swims upward slowly
1059                 if (s->cmd.jump)
1060                 {
1061                         if (s->watertype & SUPERCONTENTS_LAVA)
1062                                 s->velocity[2] =  50;
1063                         else if (s->watertype & SUPERCONTENTS_SLIME)
1064                                 s->velocity[2] =  80;
1065                         else
1066                         {
1067                                 if (gamemode == GAME_NEXUIZ)
1068                                         s->velocity[2] = 200;
1069                                 else
1070                                         s->velocity[2] = 100;
1071                         }
1072                 }
1073         }
1074
1075         CL_ClientMovement_Move(s);
1076 }
1077
1078 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1079 {
1080         vec_t zspeed, speed, dot, k;
1081
1082         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1083                 return;
1084         
1085         zspeed = s->velocity[2];
1086         s->velocity[2] = 0;
1087         speed = VectorNormalizeLength(s->velocity);
1088
1089         dot = DotProduct(s->velocity, wishdir);
1090         k = 32;
1091         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1092
1093         if(dot > 0) { // we can't change direction while slowing down
1094                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1095                 VectorNormalize(s->velocity);
1096         }
1097
1098         VectorScale(s->velocity, speed, s->velocity);
1099         s->velocity[2] = zspeed;
1100 }
1101
1102 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
1103 {
1104         vec_t vel_straight, vel_z;
1105         vec3_t vel_perpend;
1106         vec_t addspeed;
1107
1108         vel_straight = DotProduct(s->velocity, wishdir);
1109         vel_z = s->velocity[2];
1110         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1111
1112         addspeed = wishspeed - vel_straight;
1113         if(addspeed > 0)
1114                 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1115         if(wishspeed > 0)
1116                 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1117         
1118         VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1119
1120         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1121         s->velocity[2] += vel_z;
1122 }
1123
1124 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1125 {
1126     vec3_t curvel, wishvel, acceldir, curdir;
1127     float addspeed, accelspeed, curspeed;
1128     float dot;
1129
1130     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1131     float bunnyaccel = cl.movevars_warsowbunny_accel;
1132     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1133     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1134     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1135
1136     if( !wishspeed )
1137         return;
1138
1139     VectorCopy( s->velocity, curvel );
1140     curvel[2] = 0;
1141     curspeed = VectorLength( curvel );
1142
1143     if( wishspeed > curspeed * 1.01f )
1144     {
1145         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1146         if( accelspeed < wishspeed )
1147             wishspeed = accelspeed;
1148     }
1149     else
1150     {
1151         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1152         if( f < 0 )
1153             f = 0;
1154         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1155     }
1156     VectorScale( wishdir, wishspeed, wishvel );
1157     VectorSubtract( wishvel, curvel, acceldir );
1158     addspeed = VectorNormalizeLength( acceldir );
1159
1160     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1161     if( accelspeed > addspeed )
1162         accelspeed = addspeed;
1163
1164     if( backtosideratio < 1.0f )
1165     {
1166         VectorNormalize2( curvel, curdir );
1167         dot = DotProduct( acceldir, curdir );
1168         if( dot < 0 )
1169             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1170     }
1171
1172     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1173 }
1174
1175 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1176 {
1177         vec_t friction;
1178         vec_t wishspeed;
1179         vec_t addspeed;
1180         vec_t accelspeed;
1181         vec_t f;
1182         vec3_t forward;
1183         vec3_t right;
1184         vec3_t up;
1185         vec3_t wishvel;
1186         vec3_t wishdir;
1187         vec3_t yawangles;
1188         trace_t trace;
1189
1190         // jump if on ground with jump button pressed but only if it has been
1191         // released at least once since the last jump
1192         if (s->cmd.jump)
1193         {
1194                 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"
1195                 {
1196                         s->velocity[2] += cl.movevars_jumpvelocity;
1197                         s->onground = false;
1198                         s->cmd.canjump = false;
1199                 }
1200         }
1201         else
1202                 s->cmd.canjump = true;
1203
1204         // calculate movement vector
1205         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1206         AngleVectors(yawangles, forward, right, up);
1207         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1208
1209         // split wishvel into wishspeed and wishdir
1210         wishspeed = VectorLength(wishvel);
1211         if (wishspeed)
1212                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1213         else
1214                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1215         // check if onground
1216         if (s->onground)
1217         {
1218                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1219                 if (s->crouched)
1220                         wishspeed *= 0.5;
1221
1222                 // apply edge friction
1223                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1224                 if (f > 0)
1225                 {
1226                         friction = cl.movevars_friction;
1227                         if (cl.movevars_edgefriction != 1)
1228                         {
1229                                 vec3_t neworigin2;
1230                                 vec3_t neworigin3;
1231                                 // note: QW uses the full player box for the trace, and yet still
1232                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1233                                 // this mimics it for compatibility
1234                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1235                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1236                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1237                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1238                                 else
1239                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1240                                 if (trace.fraction == 1 && !trace.startsolid)
1241                                         friction *= cl.movevars_edgefriction;
1242                         }
1243                         // apply ground friction
1244                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1245                         f = max(f, 0);
1246                         VectorScale(s->velocity, f, s->velocity);
1247                 }
1248                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1249                 if (addspeed > 0)
1250                 {
1251                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1252                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1253                 }
1254                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1255                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1256                         s->velocity[2] = 0;
1257                 if (VectorLength2(s->velocity))
1258                         CL_ClientMovement_Move(s);
1259         }
1260         else
1261         {
1262                 if (s->waterjumptime <= 0)
1263                 {
1264                         // apply air speed limit
1265                         vec_t accel, wishspeed2, accelqw;
1266                         qboolean accelerating;
1267
1268                         accelqw = cl.movevars_airaccel_qw;
1269                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1270                         if (s->crouched)
1271                                 wishspeed *= 0.5;
1272                         accel = cl.movevars_airaccelerate;
1273
1274                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1275                         wishspeed2 = wishspeed;
1276
1277                         // CPM: air control
1278                         if(cl.movevars_airstopaccelerate != 0)
1279                                 if(DotProduct(s->velocity, wishdir) < 0)
1280                                         accel = cl.movevars_airstopaccelerate;
1281                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1282                         {
1283                                 if(cl.movevars_maxairstrafespeed)
1284                                 {
1285                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1286                                                 wishspeed = cl.movevars_maxairstrafespeed;
1287                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1288                                                 accelqw = 1;
1289                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1290                                                 // if partially non-QW acceleration is used (as in, strafing
1291                                                 // would get faster than moving forward straight)
1292                                 }
1293                                 if(cl.movevars_airstrafeaccelerate)
1294                                 {
1295                                         accel = cl.movevars_airstrafeaccelerate;
1296                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1297                                                 accelqw = 1;
1298                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1299                                                 // if partially non-QW acceleration is used (as in, strafing
1300                                                 // would get faster than moving forward straight)
1301                                 }
1302                         }
1303                         // !CPM
1304
1305                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1306                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1307                         else
1308                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1309
1310                         if(cl.movevars_aircontrol)
1311                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1312                 }
1313                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1314                 CL_ClientMovement_Move(s);
1315         }
1316 }
1317
1318 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1319 {
1320         //Con_Printf(" %f", frametime);
1321         if (!s->cmd.jump)
1322                 s->cmd.canjump = true;
1323         s->waterjumptime -= s->cmd.frametime;
1324         CL_ClientMovement_UpdateStatus(s);
1325         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1326                 CL_ClientMovement_Physics_Swim(s);
1327         else
1328                 CL_ClientMovement_Physics_Walk(s);
1329 }
1330
1331 extern cvar_t slowmo;
1332 void CL_UpdateMoveVars(void)
1333 {
1334         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1335         {
1336         }
1337         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1338         {
1339                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1340                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1341                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1342                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1343                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1344                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1345                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1346                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1347                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1348                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1349                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1350                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1351                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1352                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1353                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1354                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1355                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1356                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1357                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1358                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1359                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1360                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1361                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1362                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1363                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1364                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1365                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1366         }
1367         else
1368         {
1369                 cl.movevars_timescale = slowmo.value;
1370                 cl.movevars_gravity = sv_gravity.value;
1371                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1372                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1373                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1374                 cl.movevars_accelerate = cl_movement_accelerate.value;
1375                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1376                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1377                 cl.movevars_friction = cl_movement_friction.value;
1378                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1379                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1380                 cl.movevars_entgravity = 1;
1381                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1382                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1383                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1384                 cl.movevars_stepheight = cl_movement_stepheight.value;
1385                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1386                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1387                 cl.movevars_airstopaccelerate = 0;
1388                 cl.movevars_airstrafeaccelerate = 0;
1389                 cl.movevars_maxairstrafespeed = 0;
1390                 cl.movevars_aircontrol = 0;
1391                 cl.movevars_warsowbunny_airforwardaccel = 0;
1392                 cl.movevars_warsowbunny_accel = 0;
1393                 cl.movevars_warsowbunny_topspeed = 0;
1394                 cl.movevars_warsowbunny_turnaccel = 0;
1395                 cl.movevars_warsowbunny_backtosideratio = 0;
1396         }
1397 }
1398
1399 void CL_ClientMovement_Replay(void)
1400 {
1401         int i;
1402         double totalmovemsec;
1403         cl_clientmovement_state_t s;
1404
1405         if (cl.movement_predicted && !cl.movement_replay)
1406                 return;
1407
1408         // set up starting state for the series of moves
1409         memset(&s, 0, sizeof(s));
1410         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1411         VectorCopy(cl.mvelocity[0], s.velocity);
1412         s.crouched = true; // will be updated on first move
1413         //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]);
1414
1415         totalmovemsec = 0;
1416         for (i = 0;i < CL_MAX_USERCMDS;i++)
1417                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1418                         totalmovemsec += cl.movecmd[i].msec;
1419         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);
1420         //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);
1421         if (cl.movement_predicted)
1422         {
1423                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1424
1425                 // replay the input queue to predict current location
1426                 // note: this relies on the fact there's always one queue item at the end
1427
1428                 // find how many are still valid
1429                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1430                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1431                                 break;
1432                 // now walk them in oldest to newest order
1433                 for (i--;i >= 0;i--)
1434                 {
1435                         s.cmd = cl.movecmd[i];
1436                         if (i < CL_MAX_USERCMDS - 1)
1437                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1438                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1439                         //Con_Printf("%i ", s.cmd.msec);
1440                         if (s.cmd.frametime > 0.05)
1441                         {
1442                                 s.cmd.frametime /= 2;
1443                                 CL_ClientMovement_PlayerMove(&s);
1444                         }
1445                         CL_ClientMovement_PlayerMove(&s);
1446                         cl.movecmd[i].canjump = s.cmd.canjump;
1447                 }
1448                 //Con_Printf("\n");
1449         }
1450         else
1451         {
1452                 // get the first movement queue entry to know whether to crouch and such
1453                 s.cmd = cl.movecmd[0];
1454         }
1455         CL_ClientMovement_UpdateStatus(&s);
1456
1457         if (cls.demoplayback) // for bob, speedometer
1458                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1459         else
1460         {
1461                 cl.movement_replay = false;
1462                 // update the interpolation target position and velocity
1463                 VectorCopy(s.origin, cl.movement_origin);
1464                 VectorCopy(s.velocity, cl.movement_velocity);
1465         }
1466
1467         // update the onground flag if appropriate
1468         if (cl.movement_predicted)
1469         {
1470                 // when predicted we simply set the flag according to the UpdateStatus
1471                 cl.onground = s.onground;
1472         }
1473         else
1474         {
1475                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1476                 // an update packet is received, but can be forced on here to hide
1477                 // server inconsistencies in the onground flag
1478                 // (which mostly occur when stepping up stairs at very high framerates
1479                 //  where after the step up the move continues forward and not
1480                 //  downward so the ground is not detected)
1481                 //
1482                 // such onground inconsistencies can cause jittery gun bobbing and
1483                 // stair smoothing, so we set onground if UpdateStatus says so
1484                 if (s.onground)
1485                         cl.onground = true;
1486         }
1487
1488         // react to onground state changes (for gun bob)
1489         if (cl.onground)
1490         {
1491                 if (!cl.oldonground)
1492                         cl.hitgroundtime = cl.movecmd[0].time;
1493                 cl.lastongroundtime = cl.movecmd[0].time;
1494         }
1495         cl.oldonground = cl.onground;
1496 }
1497
1498 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1499 {
1500         int bits;
1501
1502         bits = 0;
1503         if (to->viewangles[0] != from->viewangles[0])
1504                 bits |= QW_CM_ANGLE1;
1505         if (to->viewangles[1] != from->viewangles[1])
1506                 bits |= QW_CM_ANGLE2;
1507         if (to->viewangles[2] != from->viewangles[2])
1508                 bits |= QW_CM_ANGLE3;
1509         if (to->forwardmove != from->forwardmove)
1510                 bits |= QW_CM_FORWARD;
1511         if (to->sidemove != from->sidemove)
1512                 bits |= QW_CM_SIDE;
1513         if (to->upmove != from->upmove)
1514                 bits |= QW_CM_UP;
1515         if (to->buttons != from->buttons)
1516                 bits |= QW_CM_BUTTONS;
1517         if (to->impulse != from->impulse)
1518                 bits |= QW_CM_IMPULSE;
1519
1520         MSG_WriteByte(buf, bits);
1521         if (bits & QW_CM_ANGLE1)
1522                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1523         if (bits & QW_CM_ANGLE2)
1524                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1525         if (bits & QW_CM_ANGLE3)
1526                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1527         if (bits & QW_CM_FORWARD)
1528                 MSG_WriteShort(buf, (short) to->forwardmove);
1529         if (bits & QW_CM_SIDE)
1530                 MSG_WriteShort(buf, (short) to->sidemove);
1531         if (bits & QW_CM_UP)
1532                 MSG_WriteShort(buf, (short) to->upmove);
1533         if (bits & QW_CM_BUTTONS)
1534                 MSG_WriteByte(buf, to->buttons);
1535         if (bits & QW_CM_IMPULSE)
1536                 MSG_WriteByte(buf, to->impulse);
1537         MSG_WriteByte(buf, to->msec);
1538 }
1539
1540 /*
1541 ==============
1542 CL_SendMove
1543 ==============
1544 */
1545 usercmd_t nullcmd; // for delta compression of qw moves
1546 void CL_SendMove(void)
1547 {
1548         int i, j, packetloss;
1549         int checksumindex;
1550         int bits;
1551         int maxusercmds;
1552         usercmd_t *cmd;
1553         sizebuf_t buf;
1554         unsigned char data[1024];
1555         double packettime;
1556         int msecdelta;
1557
1558         // if playing a demo, do nothing
1559         if (!cls.netcon)
1560                 return;
1561
1562         // we build up cl.movecmd[0] and then decide whether to send or not
1563         // the prediction code will use this command even though it has not been
1564         // sent yet
1565         cl.cmd.time = cl.time;
1566         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1567
1568         // set button bits
1569         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1570         bits = 0;
1571         if (in_attack.state   & 3) bits |=   1;
1572         if (in_jump.state     & 3) bits |=   2;
1573         if (in_button3.state  & 3) bits |=   4;
1574         if (in_button4.state  & 3) bits |=   8;
1575         if (in_button5.state  & 3) bits |=  16;
1576         if (in_button6.state  & 3) bits |=  32;
1577         if (in_button7.state  & 3) bits |=  64;
1578         if (in_button8.state  & 3) bits |= 128;
1579         if (in_use.state      & 3) bits |= 256;
1580         if (key_dest != key_game || key_consoleactive) bits |= 512;
1581         if (cl_prydoncursor.integer) bits |= 1024;
1582         if (in_button9.state  & 3)  bits |=   2048;
1583         if (in_button10.state  & 3) bits |=   4096;
1584         if (in_button11.state  & 3) bits |=   8192;
1585         if (in_button12.state  & 3) bits |=  16384;
1586         if (in_button13.state  & 3) bits |=  32768;
1587         if (in_button14.state  & 3) bits |=  65536;
1588         if (in_button15.state  & 3) bits |= 131072;
1589         if (in_button16.state  & 3) bits |= 262144;
1590         // button bits 19-31 unused currently
1591         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1592         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1593         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1594         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1595         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1596
1597         // set buttons and impulse
1598         cl.cmd.buttons = bits;
1599         cl.cmd.impulse = in_impulse;
1600
1601         // set viewangles
1602         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1603
1604         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1605         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1606         // ridiculous value rejection (matches qw)
1607         if (cl.cmd.msec > 250)
1608                 cl.cmd.msec = 100;
1609         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1610
1611         cl.cmd.predicted = cl_movement.integer;
1612
1613         // movement is set by input code (forwardmove/sidemove/upmove)
1614         // always dump the first two moves, because they may contain leftover inputs from the last level
1615         if (cl.cmd.sequence <= 2)
1616                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1617
1618         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1619         cl.cmd.crouch = 0;
1620         switch (cls.protocol)
1621         {
1622         case PROTOCOL_QUAKEWORLD:
1623         case PROTOCOL_QUAKE:
1624         case PROTOCOL_QUAKEDP:
1625         case PROTOCOL_NEHAHRAMOVIE:
1626         case PROTOCOL_NEHAHRABJP:
1627         case PROTOCOL_NEHAHRABJP2:
1628         case PROTOCOL_NEHAHRABJP3:
1629         case PROTOCOL_DARKPLACES1:
1630         case PROTOCOL_DARKPLACES2:
1631         case PROTOCOL_DARKPLACES3:
1632         case PROTOCOL_DARKPLACES4:
1633         case PROTOCOL_DARKPLACES5:
1634                 break;
1635         case PROTOCOL_DARKPLACES6:
1636         case PROTOCOL_DARKPLACES7:
1637                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1638                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1639                 break;
1640         case PROTOCOL_UNKNOWN:
1641                 break;
1642         }
1643
1644         cl.movecmd[0] = cl.cmd;
1645
1646         // don't predict more than 200fps
1647         if (realtime >= cl.lastpackettime + 0.005)
1648                 cl.movement_replay = true; // redo the prediction
1649
1650         // now decide whether to actually send this move
1651         // (otherwise it is only for prediction)
1652
1653         // don't send too often or else network connections can get clogged by a
1654         // high renderer framerate
1655         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1656         // send input every frame in singleplayer
1657         if (cl.islocalgame)
1658                 packettime = 0;
1659         // always send if buttons changed or an impulse is pending
1660         // even if it violates the rate limit!
1661         if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1662         {
1663                 // don't choke the connection with packets (obey rate limit)
1664                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1665                         return;
1666                 // don't send too often (cl_netfps)
1667                 if (realtime < cl.lastpackettime + packettime)
1668                         return;
1669         }
1670         // try to round off the lastpackettime to a multiple of the packet interval
1671         // (this causes it to emit packets at a steady beat)
1672         if (packettime > 0)
1673                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1674         else
1675                 cl.lastpackettime = realtime;
1676
1677         buf.maxsize = sizeof(data);
1678         buf.cursize = 0;
1679         buf.data = data;
1680
1681         // send the movement message
1682         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1683         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1684         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1685         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1686         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1687         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1688         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1689         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1690         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1691         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1692         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1693
1694         // set prydon cursor info
1695         CL_UpdatePrydonCursor();
1696
1697         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1698         {
1699                 switch (cls.protocol)
1700                 {
1701                 case PROTOCOL_QUAKEWORLD:
1702                         MSG_WriteByte(&buf, qw_clc_move);
1703                         // save the position for a checksum byte
1704                         checksumindex = buf.cursize;
1705                         MSG_WriteByte(&buf, 0);
1706                         // packet loss percentage
1707                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1708                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1709                                         packetloss++;
1710                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1711                         MSG_WriteByte(&buf, packetloss);
1712                         // write most recent 3 moves
1713                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1714                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1715                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1716                         // calculate the checksum
1717                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1718                         // if delta compression history overflows, request no delta
1719                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1720                                 cl.qw_validsequence = 0;
1721                         // request delta compression if appropriate
1722                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1723                         {
1724                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1725                                 MSG_WriteByte(&buf, qw_clc_delta);
1726                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1727                         }
1728                         else
1729                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1730                         break;
1731                 case PROTOCOL_QUAKE:
1732                 case PROTOCOL_QUAKEDP:
1733                 case PROTOCOL_NEHAHRAMOVIE:
1734                 case PROTOCOL_NEHAHRABJP:
1735                 case PROTOCOL_NEHAHRABJP2:
1736                 case PROTOCOL_NEHAHRABJP3:
1737                         // 5 bytes
1738                         MSG_WriteByte (&buf, clc_move);
1739                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1740                         // 3 bytes
1741                         for (i = 0;i < 3;i++)
1742                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1743                         // 6 bytes
1744                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1745                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1746                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1747                         // 2 bytes
1748                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1749                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1750                         break;
1751                 case PROTOCOL_DARKPLACES2:
1752                 case PROTOCOL_DARKPLACES3:
1753                         // 5 bytes
1754                         MSG_WriteByte (&buf, clc_move);
1755                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1756                         // 12 bytes
1757                         for (i = 0;i < 3;i++)
1758                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1759                         // 6 bytes
1760                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1761                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1762                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1763                         // 2 bytes
1764                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1765                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1766                         break;
1767                 case PROTOCOL_DARKPLACES1:
1768                 case PROTOCOL_DARKPLACES4:
1769                 case PROTOCOL_DARKPLACES5:
1770                         // 5 bytes
1771                         MSG_WriteByte (&buf, clc_move);
1772                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1773                         // 6 bytes
1774                         for (i = 0;i < 3;i++)
1775                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1776                         // 6 bytes
1777                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1778                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1779                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1780                         // 2 bytes
1781                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1782                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1783                 case PROTOCOL_DARKPLACES6:
1784                 case PROTOCOL_DARKPLACES7:
1785                         // set the maxusercmds variable to limit how many should be sent
1786                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1787                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1788                         if (!cl.cmd.predicted)
1789                                 maxusercmds = 1;
1790
1791                         // send the latest moves in order, the old ones will be
1792                         // ignored by the server harmlessly, however if the previous
1793                         // packets were lost these moves will be used
1794                         //
1795                         // this reduces packet loss impact on gameplay.
1796                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1797                         {
1798                                 // don't repeat any stale moves
1799                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1800                                         continue;
1801                                 // 5/9 bytes
1802                                 MSG_WriteByte (&buf, clc_move);
1803                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1804                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1805                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1806                                 // 6 bytes
1807                                 for (i = 0;i < 3;i++)
1808                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1809                                 // 6 bytes
1810                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1811                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1812                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1813                                 // 5 bytes
1814                                 MSG_WriteLong (&buf, cmd->buttons);
1815                                 MSG_WriteByte (&buf, cmd->impulse);
1816                                 // PRYDON_CLIENTCURSOR
1817                                 // 30 bytes
1818                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1819                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1820                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1821                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1822                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1823                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1824                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1825                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1826                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1827                         }
1828                         break;
1829                 case PROTOCOL_UNKNOWN:
1830                         break;
1831                 }
1832         }
1833
1834         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1835         {
1836                 // ack the last few frame numbers
1837                 // (redundent to improve handling of client->server packet loss)
1838                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1839                 for (i = 0;i < LATESTFRAMENUMS;i++)
1840                 {
1841                         if (cl.latestframenums[i] > 0)
1842                         {
1843                                 if (developer_networkentities.integer >= 10)
1844                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1845                                 MSG_WriteByte(&buf, clc_ackframe);
1846                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1847                         }
1848                 }
1849         }
1850
1851         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1852         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1853
1854         // acknowledge any recently received data blocks
1855         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1856         {
1857                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1858                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1859                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1860                 cls.dp_downloadack[i].start = 0;
1861                 cls.dp_downloadack[i].size = 0;
1862         }
1863
1864         // send the reliable message (forwarded commands) if there is one
1865         if (buf.cursize || cls.netcon->message.cursize)
1866                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1867
1868         // update the cl.movecmd array which holds the most recent moves,
1869         // because we now need a new slot for the next input
1870         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1871                 cl.movecmd[i] = cl.movecmd[i-1];
1872         cl.movecmd[0].msec = 0;
1873         cl.movecmd[0].frametime = 0;
1874
1875         // clear button 'click' states
1876         in_attack.state  &= ~2;
1877         in_jump.state    &= ~2;
1878         in_button3.state &= ~2;
1879         in_button4.state &= ~2;
1880         in_button5.state &= ~2;
1881         in_button6.state &= ~2;
1882         in_button7.state &= ~2;
1883         in_button8.state &= ~2;
1884         in_use.state     &= ~2;
1885         in_button9.state  &= ~2;
1886         in_button10.state &= ~2;
1887         in_button11.state &= ~2;
1888         in_button12.state &= ~2;
1889         in_button13.state &= ~2;
1890         in_button14.state &= ~2;
1891         in_button15.state &= ~2;
1892         in_button16.state &= ~2;
1893         // clear impulse
1894         in_impulse = 0;
1895
1896         if (cls.netcon->message.overflowed)
1897         {
1898                 Con_Print("CL_SendMove: lost server connection\n");
1899                 CL_Disconnect();
1900                 Host_ShutdownServer();
1901         }
1902 }
1903
1904 /*
1905 ============
1906 CL_InitInput
1907 ============
1908 */
1909 void CL_InitInput (void)
1910 {
1911         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1912         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1913         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1914         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1915         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1916         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1917         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1918         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1919         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1920         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1921         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1922         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1923         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1924         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1925         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1926         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1927         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1928         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1929         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1930         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1931         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1932         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1933         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1934         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1935         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1936         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1937         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1938         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1939         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1940         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1941         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1942         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1943         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1944
1945         // LordHavoc: added use button
1946         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1947         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1948
1949         // LordHavoc: added 6 new buttons
1950         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1951         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1952         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1953         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1954         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1955         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1956         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1957         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1958         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1959         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1960         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1961         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1962         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1963         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1964         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1965         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1966         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1967         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1968         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1969         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1970         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1971         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1972         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1973         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1974         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1975         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1976         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1977         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1978
1979         // LordHavoc: added bestweapon command
1980         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)");
1981         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");
1982         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1983
1984         Cvar_RegisterVariable(&cl_movecliptokeyboard);
1985         Cvar_RegisterVariable(&cl_movement);
1986         Cvar_RegisterVariable(&cl_movement_minping);
1987         Cvar_RegisterVariable(&cl_movement_track_canjump);
1988         Cvar_RegisterVariable(&cl_movement_maxspeed);
1989         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1990         Cvar_RegisterVariable(&cl_movement_stopspeed);
1991         Cvar_RegisterVariable(&cl_movement_friction);
1992         Cvar_RegisterVariable(&cl_movement_wallfriction);
1993         Cvar_RegisterVariable(&cl_movement_waterfriction);
1994         Cvar_RegisterVariable(&cl_movement_edgefriction);
1995         Cvar_RegisterVariable(&cl_movement_stepheight);
1996         Cvar_RegisterVariable(&cl_movement_accelerate);
1997         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1998         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1999         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2000         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2001         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2002
2003         Cvar_RegisterVariable(&in_pitch_min);
2004         Cvar_RegisterVariable(&in_pitch_max);
2005         Cvar_RegisterVariable(&m_filter);
2006         Cvar_RegisterVariable(&m_accelerate);
2007         Cvar_RegisterVariable(&m_accelerate_minspeed);
2008         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2009         Cvar_RegisterVariable(&m_accelerate_filter);
2010
2011         Cvar_RegisterVariable(&cl_netfps);
2012         Cvar_RegisterVariable(&cl_netrepeatinput);
2013         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2014
2015         Cvar_RegisterVariable(&cl_nodelta);
2016 }
2017