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