analyzing the movement algorithm from warsow yielded that CPM_PM_Aircontrol is called...
[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
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 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)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 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)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 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)"};
447 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)"};
448
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
450
451 extern cvar_t v_flipped;
452
453 /*
454 ================
455 CL_AdjustAngles
456
457 Moves the local angle positions
458 ================
459 */
460 void CL_AdjustAngles (void)
461 {
462         float   speed;
463         float   up, down;
464
465         if (in_speed.state & 1)
466                 speed = cl.realframetime * cl_anglespeedkey.value;
467         else
468                 speed = cl.realframetime;
469
470         if (!(in_strafe.state & 1))
471         {
472                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
474         }
475         if (in_klook.state & 1)
476         {
477                 V_StopPitchDrift ();
478                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
480         }
481
482         up = CL_KeyState (&in_lookup);
483         down = CL_KeyState(&in_lookdown);
484
485         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
487
488         if (up || down)
489                 V_StopPitchDrift ();
490
491         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
493         if (cl.viewangles[YAW] >= 180)
494                 cl.viewangles[YAW] -= 360;
495         if (cl.viewangles[PITCH] >= 180)
496                 cl.viewangles[PITCH] -= 360;
497         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
498         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
499 }
500
501 int cl_ignoremousemoves = 2;
502
503 /*
504 ================
505 CL_Input
506
507 Send the intended movement message to the server
508 ================
509 */
510 void CL_Input (void)
511 {
512         float mx, my;
513         static float old_mouse_x = 0, old_mouse_y = 0;
514
515         // clamp before the move to prevent starting with bad angles
516         CL_AdjustAngles ();
517
518         if(v_flipped.integer)
519                 cl.viewangles[YAW] = -cl.viewangles[YAW];
520
521         // reset some of the command fields
522         cl.cmd.forwardmove = 0;
523         cl.cmd.sidemove = 0;
524         cl.cmd.upmove = 0;
525
526         // get basic movement from keyboard
527         if (in_strafe.state & 1)
528         {
529                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
530                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
531         }
532
533         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
534         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
535
536         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
537         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
538
539         if (! (in_klook.state & 1) )
540         {
541                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
542                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
543         }
544
545         // adjust for speed key
546         if (in_speed.state & 1)
547         {
548                 cl.cmd.forwardmove *= cl_movespeedkey.value;
549                 cl.cmd.sidemove *= cl_movespeedkey.value;
550                 cl.cmd.upmove *= cl_movespeedkey.value;
551         }
552
553         // allow mice or other external controllers to add to the move
554         IN_Move ();
555
556         // apply m_filter if it is on
557         mx = in_mouse_x;
558         my = in_mouse_y;
559         if (m_filter.integer)
560         {
561                 in_mouse_x = (mx + old_mouse_x) * 0.5;
562                 in_mouse_y = (my + old_mouse_y) * 0.5;
563         }
564         old_mouse_x = mx;
565         old_mouse_y = my;
566
567         // ignore a mouse move if mouse was activated/deactivated this frame
568         if (cl_ignoremousemoves)
569         {
570                 cl_ignoremousemoves--;
571                 in_mouse_x = old_mouse_x = 0;
572                 in_mouse_y = old_mouse_y = 0;
573         }
574
575         // if not in menu, apply mouse move to viewangles/movement
576         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
577         {
578                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579                 if (cl_prydoncursor.integer)
580                 {
581                         // mouse interacting with the scene, mostly stationary view
582                         V_StopPitchDrift();
583                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
585                 }
586                 else if (in_strafe.state & 1)
587                 {
588                         // strafing mode, all looking is movement
589                         V_StopPitchDrift();
590                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591                         if (noclip_anglehack)
592                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
593                         else
594                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
595                 }
596                 else if ((in_mlook.state & 1) || freelook.integer)
597                 {
598                         // mouselook, lookstrafe causes turning to become strafing
599                         V_StopPitchDrift();
600                         if (lookstrafe.integer)
601                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
602                         else
603                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
605                 }
606                 else
607                 {
608                         // non-mouselook, yaw turning and forward/back movement
609                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
611                 }
612         }
613         else // don't pitch drift when csqc is controlling the mouse
614                 V_StopPitchDrift();
615
616         if(v_flipped.integer)
617         {
618                 cl.viewangles[YAW] = -cl.viewangles[YAW];
619                 cl.cmd.sidemove = -cl.cmd.sidemove;
620         }
621
622         // clamp after the move to prevent rendering with bad angles
623         CL_AdjustAngles ();
624 }
625
626 #include "cl_collision.h"
627
628 void CL_UpdatePrydonCursor(void)
629 {
630         vec3_t temp;
631
632         if (!cl_prydoncursor.integer)
633                 VectorClear(cl.cmd.cursor_screen);
634
635         /*
636         if (cl.cmd.cursor_screen[0] < -1)
637         {
638                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
639                 cl.cmd.cursor_screen[0] = -1;
640         }
641         if (cl.cmd.cursor_screen[0] > 1)
642         {
643                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
644                 cl.cmd.cursor_screen[0] = 1;
645         }
646         if (cl.cmd.cursor_screen[1] < -1)
647         {
648                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
649                 cl.cmd.cursor_screen[1] = -1;
650         }
651         if (cl.cmd.cursor_screen[1] > 1)
652         {
653                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
654                 cl.cmd.cursor_screen[1] = 1;
655         }
656         */
657         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
658         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
659         cl.cmd.cursor_screen[2] = 1;
660
661         // calculate current view matrix
662         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
663         // calculate direction vector of cursor in viewspace by using frustum slopes
664         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);
665         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
666         // trace from view origin to the cursor
667         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);
668 }
669
670 typedef enum waterlevel_e
671 {
672         WATERLEVEL_NONE,
673         WATERLEVEL_WETFEET,
674         WATERLEVEL_SWIMMING,
675         WATERLEVEL_SUBMERGED
676 }
677 waterlevel_t;
678
679 typedef struct cl_clientmovement_state_s
680 {
681         // position
682         vec3_t origin;
683         vec3_t velocity;
684         // current bounding box (different if crouched vs standing)
685         vec3_t mins;
686         vec3_t maxs;
687         // currently on the ground
688         qboolean onground;
689         // currently crouching
690         qboolean crouched;
691         // what kind of water (SUPERCONTENTS_LAVA for instance)
692         int watertype;
693         // how deep
694         waterlevel_t waterlevel;
695         // weird hacks when jumping out of water
696         // (this is in seconds and counts down to 0)
697         float waterjumptime;
698
699         // user command
700         usercmd_t cmd;
701 }
702 cl_clientmovement_state_t;
703
704 #define NUMOFFSETS 27
705 static vec3_t offsets[NUMOFFSETS] =
706 {
707 // 1 no nudge (just return the original if this test passes)
708         { 0.000,  0.000,  0.000},
709 // 6 simple nudges
710         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
711         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
712         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
713 // 4 diagonal flat nudges
714         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
715         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
716 // 8 diagonal upward nudges
717         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
718         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
719         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
720         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
721 // 8 diagonal downward nudges
722         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
723         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
724         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
725         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
726 };
727
728 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
729 {
730         int i;
731         vec3_t neworigin;
732         for (i = 0;i < NUMOFFSETS;i++)
733         {
734                 VectorAdd(offsets[i], s->origin, neworigin);
735                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
736                 {
737                         VectorCopy(neworigin, s->origin);
738                         return true;
739                 }
740         }
741         // if all offsets failed, give up
742         return false;
743 }
744
745 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
746 {
747         vec3_t origin1, origin2;
748         trace_t trace;
749
750         // make sure player is not stuck
751         CL_ClientMovement_Unstick(s);
752
753         // set crouched
754         if (s->cmd.crouch)
755         {
756                 // wants to crouch, this always works..
757                 if (!s->crouched)
758                         s->crouched = true;
759         }
760         else
761         {
762                 // wants to stand, if currently crouching we need to check for a
763                 // low ceiling first
764                 if (s->crouched)
765                 {
766                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
767                         if (!trace.startsolid)
768                                 s->crouched = false;
769                 }
770         }
771         if (s->crouched)
772         {
773                 VectorCopy(cl.playercrouchmins, s->mins);
774                 VectorCopy(cl.playercrouchmaxs, s->maxs);
775         }
776         else
777         {
778                 VectorCopy(cl.playerstandmins, s->mins);
779                 VectorCopy(cl.playerstandmaxs, s->maxs);
780         }
781
782         // set onground
783         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
784         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
785         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
786         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
787
788         // set watertype/waterlevel
789         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
790         s->waterlevel = WATERLEVEL_NONE;
791         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
792         if (s->watertype)
793         {
794                 s->waterlevel = WATERLEVEL_WETFEET;
795                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
796                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
797                 {
798                         s->waterlevel = WATERLEVEL_SWIMMING;
799                         origin1[2] = s->origin[2] + 22;
800                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
801                                 s->waterlevel = WATERLEVEL_SUBMERGED;
802                 }
803         }
804
805         // water jump prediction
806         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
807                 s->waterjumptime = 0;
808 }
809
810 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
811 {
812         int bump;
813         double t;
814         vec_t f;
815         vec3_t neworigin;
816         vec3_t currentorigin2;
817         vec3_t neworigin2;
818         vec3_t primalvelocity;
819         trace_t trace;
820         trace_t trace2;
821         trace_t trace3;
822         CL_ClientMovement_UpdateStatus(s);
823         VectorCopy(s->velocity, primalvelocity);
824         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
825         {
826                 VectorMA(s->origin, t, s->velocity, neworigin);
827                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
828                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
829                 {
830                         // may be a step or wall, try stepping up
831                         // first move forward at a higher level
832                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
833                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
834                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
835                         if (!trace2.startsolid)
836                         {
837                                 // then move down from there
838                                 VectorCopy(trace2.endpos, currentorigin2);
839                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
840                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
841                                 //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]);
842                                 // accept the new trace if it made some progress
843                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
844                                 {
845                                         trace = trace2;
846                                         VectorCopy(trace3.endpos, trace.endpos);
847                                 }
848                         }
849                 }
850
851                 // check if it moved at all
852                 if (trace.fraction >= 0.001)
853                         VectorCopy(trace.endpos, s->origin);
854
855                 // check if it moved all the way
856                 if (trace.fraction == 1)
857                         break;
858
859                 //if (trace.plane.normal[2] > 0.7)
860                 //      s->onground = true;
861
862                 t -= t * trace.fraction;
863
864                 f = DotProduct(s->velocity, trace.plane.normal);
865                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
866         }
867         if (s->waterjumptime > 0)
868                 VectorCopy(primalvelocity, s->velocity);
869 }
870
871
872 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
873 {
874         vec_t wishspeed;
875         vec_t f;
876         vec3_t wishvel;
877         vec3_t wishdir;
878
879         // water jump only in certain situations
880         // this mimics quakeworld code
881         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
882         {
883                 vec3_t forward;
884                 vec3_t yawangles;
885                 vec3_t spot;
886                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
887                 AngleVectors(yawangles, forward, NULL, NULL);
888                 VectorMA(s->origin, 24, forward, spot);
889                 spot[2] += 8;
890                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
891                 {
892                         spot[2] += 24;
893                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
894                         {
895                                 VectorScale(forward, 50, s->velocity);
896                                 s->velocity[2] = 310;
897                                 s->waterjumptime = 2;
898                                 s->onground = false;
899                                 s->cmd.canjump = false;
900                         }
901                 }
902         }
903
904         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
905         {
906                 // drift towards bottom
907                 VectorSet(wishvel, 0, 0, -60);
908         }
909         else
910         {
911                 // swim
912                 vec3_t forward;
913                 vec3_t right;
914                 vec3_t up;
915                 // calculate movement vector
916                 AngleVectors(s->cmd.viewangles, forward, right, up);
917                 VectorSet(up, 0, 0, 1);
918                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
919         }
920
921         // split wishvel into wishspeed and wishdir
922         wishspeed = VectorLength(wishvel);
923         if (wishspeed)
924                 VectorScale(wishvel, 1 / wishspeed, wishdir);
925         else
926                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
927         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
928
929         if (s->crouched)
930                 wishspeed *= 0.5;
931
932         if (s->waterjumptime <= 0)
933         {
934                 // water friction
935                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
936                 f = bound(0, f, 1);
937                 VectorScale(s->velocity, f, s->velocity);
938
939                 // water acceleration
940                 f = wishspeed - DotProduct(s->velocity, wishdir);
941                 if (f > 0)
942                 {
943                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
944                         VectorMA(s->velocity, f, wishdir, s->velocity);
945                 }
946
947                 // holding jump button swims upward slowly
948                 if (s->cmd.jump)
949                 {
950                         if (s->watertype & SUPERCONTENTS_LAVA)
951                                 s->velocity[2] =  50;
952                         else if (s->watertype & SUPERCONTENTS_SLIME)
953                                 s->velocity[2] =  80;
954                         else
955                         {
956                                 if (gamemode == GAME_NEXUIZ)
957                                         s->velocity[2] = 200;
958                                 else
959                                         s->velocity[2] = 100;
960                         }
961                 }
962         }
963
964         CL_ClientMovement_Move(s);
965 }
966
967 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
968 {
969         vec_t zspeed, speed, dot, k;
970
971         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
972                 return;
973         
974         zspeed = s->velocity[2];
975         s->velocity[2] = 0;
976         speed = VectorNormalizeLength(s->velocity);
977
978         dot = DotProduct(s->velocity, wishdir);
979         k = 32;
980         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
981
982         if(dot > 0) { // we can't change direction while slowing down
983                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
984                 VectorNormalize(s->velocity);
985         }
986
987         VectorScale(s->velocity, speed, s->velocity);
988         s->velocity[2] = zspeed;
989 }
990
991 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)
992 {
993         vec_t vel_straight, vel_z;
994         vec3_t vel_perpend;
995         vec_t addspeed;
996
997         vel_straight = DotProduct(s->velocity, wishdir);
998         vel_z = s->velocity[2];
999         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1000
1001         addspeed = wishspeed - vel_straight;
1002         if(addspeed > 0)
1003                 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1004         if(wishspeed > 0)
1005                 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1006         
1007         VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1008
1009         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1010         s->velocity[2] += vel_z;
1011 }
1012
1013 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1014 {
1015     vec3_t curvel, wishvel, acceldir, curdir;
1016     float addspeed, accelspeed, curspeed;
1017     float dot;
1018
1019     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1020     float bunnyaccel = cl.movevars_warsowbunny_accel;
1021     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1022     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1023     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1024
1025     if( !wishspeed )
1026         return;
1027
1028     VectorCopy( s->velocity, curvel );
1029     curvel[2] = 0;
1030     curspeed = VectorLength( curvel );
1031
1032     if( wishspeed > curspeed * 1.01f )
1033     {
1034         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1035         if( accelspeed < wishspeed )
1036             wishspeed = accelspeed;
1037     }
1038     else
1039     {
1040         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1041         if( f < 0 )
1042             f = 0;
1043         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1044     }
1045     VectorScale( wishdir, wishspeed, wishvel );
1046     VectorSubtract( wishvel, curvel, acceldir );
1047     addspeed = VectorNormalizeLength( acceldir );
1048
1049     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1050     if( accelspeed > addspeed )
1051         accelspeed = addspeed;
1052
1053     if( backtosideratio < 1.0f )
1054     {
1055         VectorNormalize2( curvel, curdir );
1056         dot = DotProduct( acceldir, curdir );
1057         if( dot < 0 )
1058             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1059     }
1060
1061     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1062 }
1063
1064 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1065 {
1066         vec_t friction;
1067         vec_t wishspeed;
1068         vec_t addspeed;
1069         vec_t accelspeed;
1070         vec_t f;
1071         vec3_t forward;
1072         vec3_t right;
1073         vec3_t up;
1074         vec3_t wishvel;
1075         vec3_t wishdir;
1076         vec3_t yawangles;
1077         trace_t trace;
1078
1079         // jump if on ground with jump button pressed but only if it has been
1080         // released at least once since the last jump
1081         if (s->cmd.jump)
1082         {
1083                 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"
1084                 {
1085                         s->velocity[2] += cl.movevars_jumpvelocity;
1086                         s->onground = false;
1087                         s->cmd.canjump = false;
1088                 }
1089         }
1090         else
1091                 s->cmd.canjump = true;
1092
1093         // calculate movement vector
1094         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1095         AngleVectors(yawangles, forward, right, up);
1096         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1097
1098         // split wishvel into wishspeed and wishdir
1099         wishspeed = VectorLength(wishvel);
1100         if (wishspeed)
1101                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1102         else
1103                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1104         // check if onground
1105         if (s->onground)
1106         {
1107                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1108                 if (s->crouched)
1109                         wishspeed *= 0.5;
1110
1111                 // apply edge friction
1112                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1113                 if (f > 0)
1114                 {
1115                         friction = cl.movevars_friction;
1116                         if (cl.movevars_edgefriction != 1)
1117                         {
1118                                 vec3_t neworigin2;
1119                                 vec3_t neworigin3;
1120                                 // note: QW uses the full player box for the trace, and yet still
1121                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1122                                 // this mimics it for compatibility
1123                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1124                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1125                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1126                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1127                                 else
1128                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1129                                 if (trace.fraction == 1 && !trace.startsolid)
1130                                         friction *= cl.movevars_edgefriction;
1131                         }
1132                         // apply ground friction
1133                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1134                         f = max(f, 0);
1135                         VectorScale(s->velocity, f, s->velocity);
1136                 }
1137                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1138                 if (addspeed > 0)
1139                 {
1140                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1141                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1142                 }
1143                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1144                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1145                         s->velocity[2] = 0;
1146                 if (VectorLength2(s->velocity))
1147                         CL_ClientMovement_Move(s);
1148         }
1149         else
1150         {
1151                 if (s->waterjumptime <= 0)
1152                 {
1153                         // apply air speed limit
1154                         vec_t accel, wishspeed2;
1155                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1156                         if (s->crouched)
1157                                 wishspeed *= 0.5;
1158                         accel = cl.movevars_airaccelerate;
1159                         wishspeed2 = wishspeed;
1160
1161                         if(cl.movevars_warsowbunny_turnaccel)
1162                         {
1163                                 qboolean accelerating, decelerating;
1164                                 //qboolean aircontrol;
1165                                 accelerating = (DotProduct(s->velocity, wishdir) > 0);
1166                                 decelerating = (DotProduct(s->velocity, wishdir) < 0);
1167                                 //aircontrol = false;
1168
1169                                 if(accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1170                                 {
1171                                         CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1172                                 }
1173                                 else
1174                                 {
1175                                         // CPM: air control
1176                                         if(cl.movevars_airstopaccelerate != 0)
1177                                                 if(DotProduct(s->velocity, wishdir) < 0)
1178                                                         accel = cl.movevars_airstopaccelerate;
1179                                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1180                                         {
1181                                                 if(cl.movevars_maxairstrafespeed)
1182                                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1183                                                                 wishspeed = cl.movevars_maxairstrafespeed;
1184                                                 if(cl.movevars_airstrafeaccelerate)
1185                                                         accel = cl.movevars_airstrafeaccelerate;
1186                                                 //if(cl.movevars_aircontrol)
1187                                                         //aircontrol = true;
1188                                         }
1189                                         // !CPM
1190                                         
1191                                         CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, cl.movevars_airaccel_qw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1192                                         //if(aircontrol)
1193                                                 //CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1194                                                 // div0: this never kicks in, as aircontrol is only set to TRUE if self.movement_x == 0 && self.movement_y != 0, but then the function does nothing
1195                                 }
1196                         }
1197                         else
1198                         {
1199                                 // CPM: air control
1200                                 if(cl.movevars_airstopaccelerate != 0)
1201                                         if(DotProduct(s->velocity, wishdir) < 0)
1202                                                 accel = cl.movevars_airstopaccelerate;
1203                                 if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1204                                 {
1205                                         if(cl.movevars_maxairstrafespeed)
1206                                                 if(wishspeed > cl.movevars_maxairstrafespeed)
1207                                                         wishspeed = cl.movevars_maxairstrafespeed;
1208                                         if(cl.movevars_airstrafeaccelerate)
1209                                                 accel = cl.movevars_airstrafeaccelerate;
1210                                 }
1211                                 // !CPM
1212
1213                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, cl.movevars_airaccel_qw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1214                                 if(cl.movevars_aircontrol)
1215                                         CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1216                         }
1217                 }
1218                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1219                 CL_ClientMovement_Move(s);
1220         }
1221 }
1222
1223 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1224 {
1225         //Con_Printf(" %f", frametime);
1226         if (!s->cmd.jump)
1227                 s->cmd.canjump = true;
1228         s->waterjumptime -= s->cmd.frametime;
1229         CL_ClientMovement_UpdateStatus(s);
1230         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1231                 CL_ClientMovement_Physics_Swim(s);
1232         else
1233                 CL_ClientMovement_Physics_Walk(s);
1234 }
1235
1236 extern cvar_t slowmo;
1237 void CL_UpdateMoveVars(void)
1238 {
1239         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1240         {
1241         }
1242         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1243         {
1244                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1245                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1246                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1247                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1248                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1249                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1250                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1251                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1252                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1253                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1254                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1255                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1256                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1257                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1258                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1259                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1260                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1261                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1262                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1263                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1264                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1265                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1266                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1267                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1268                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1269                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1270                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1271         }
1272         else
1273         {
1274                 cl.movevars_timescale = slowmo.value;
1275                 cl.movevars_gravity = sv_gravity.value;
1276                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1277                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1278                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1279                 cl.movevars_accelerate = cl_movement_accelerate.value;
1280                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1281                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1282                 cl.movevars_friction = cl_movement_friction.value;
1283                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1284                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1285                 cl.movevars_entgravity = 1;
1286                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1287                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1288                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1289                 cl.movevars_stepheight = cl_movement_stepheight.value;
1290                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1291                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1292                 cl.movevars_airstopaccelerate = 0;
1293                 cl.movevars_airstrafeaccelerate = 0;
1294                 cl.movevars_maxairstrafespeed = 0;
1295                 cl.movevars_aircontrol = 0;
1296                 cl.movevars_warsowbunny_airforwardaccel = 0;
1297                 cl.movevars_warsowbunny_accel = 0;
1298                 cl.movevars_warsowbunny_topspeed = 0;
1299                 cl.movevars_warsowbunny_turnaccel = 0;
1300                 cl.movevars_warsowbunny_backtosideratio = 0;
1301         }
1302 }
1303
1304 void CL_ClientMovement_Replay(void)
1305 {
1306         int i;
1307         double totalmovemsec;
1308         cl_clientmovement_state_t s;
1309
1310         if (cl.movement_predicted && !cl.movement_replay)
1311                 return;
1312
1313         // set up starting state for the series of moves
1314         memset(&s, 0, sizeof(s));
1315         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1316         VectorCopy(cl.mvelocity[0], s.velocity);
1317         s.crouched = true; // will be updated on first move
1318         //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]);
1319
1320         totalmovemsec = 0;
1321         for (i = 0;i < CL_MAX_USERCMDS;i++)
1322                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1323                         totalmovemsec += cl.movecmd[i].msec;
1324         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);
1325         //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);
1326         if (cl.movement_predicted)
1327         {
1328                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1329
1330                 // replay the input queue to predict current location
1331                 // note: this relies on the fact there's always one queue item at the end
1332
1333                 // find how many are still valid
1334                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1335                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1336                                 break;
1337                 // now walk them in oldest to newest order
1338                 for (i--;i >= 0;i--)
1339                 {
1340                         s.cmd = cl.movecmd[i];
1341                         if (i < CL_MAX_USERCMDS - 1)
1342                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1343                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1344                         //Con_Printf("%i ", s.cmd.msec);
1345                         if (s.cmd.frametime > 0.05)
1346                         {
1347                                 s.cmd.frametime /= 2;
1348                                 CL_ClientMovement_PlayerMove(&s);
1349                         }
1350                         CL_ClientMovement_PlayerMove(&s);
1351                         cl.movecmd[i].canjump = s.cmd.canjump;
1352                 }
1353                 //Con_Printf("\n");
1354         }
1355         else
1356         {
1357                 // get the first movement queue entry to know whether to crouch and such
1358                 s.cmd = cl.movecmd[0];
1359         }
1360         CL_ClientMovement_UpdateStatus(&s);
1361
1362         if (cls.demoplayback) // for bob, speedometer
1363                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1364         else
1365         {
1366                 cl.movement_replay = false;
1367                 // update the interpolation target position and velocity
1368                 VectorCopy(s.origin, cl.movement_origin);
1369                 VectorCopy(s.velocity, cl.movement_velocity);
1370         }
1371
1372         // update the onground flag if appropriate
1373         if (cl.movement_predicted)
1374         {
1375                 // when predicted we simply set the flag according to the UpdateStatus
1376                 cl.onground = s.onground;
1377         }
1378         else
1379         {
1380                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1381                 // an update packet is received, but can be forced on here to hide
1382                 // server inconsistencies in the onground flag
1383                 // (which mostly occur when stepping up stairs at very high framerates
1384                 //  where after the step up the move continues forward and not
1385                 //  downward so the ground is not detected)
1386                 //
1387                 // such onground inconsistencies can cause jittery gun bobbing and
1388                 // stair smoothing, so we set onground if UpdateStatus says so
1389                 if (s.onground)
1390                         cl.onground = true;
1391         }
1392
1393         // react to onground state changes (for gun bob)
1394         if (cl.onground)
1395         {
1396                 if (!cl.oldonground)
1397                         cl.hitgroundtime = cl.movecmd[0].time;
1398                 cl.lastongroundtime = cl.movecmd[0].time;
1399         }
1400         cl.oldonground = cl.onground;
1401 }
1402
1403 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1404 {
1405         int bits;
1406
1407         bits = 0;
1408         if (to->viewangles[0] != from->viewangles[0])
1409                 bits |= QW_CM_ANGLE1;
1410         if (to->viewangles[1] != from->viewangles[1])
1411                 bits |= QW_CM_ANGLE2;
1412         if (to->viewangles[2] != from->viewangles[2])
1413                 bits |= QW_CM_ANGLE3;
1414         if (to->forwardmove != from->forwardmove)
1415                 bits |= QW_CM_FORWARD;
1416         if (to->sidemove != from->sidemove)
1417                 bits |= QW_CM_SIDE;
1418         if (to->upmove != from->upmove)
1419                 bits |= QW_CM_UP;
1420         if (to->buttons != from->buttons)
1421                 bits |= QW_CM_BUTTONS;
1422         if (to->impulse != from->impulse)
1423                 bits |= QW_CM_IMPULSE;
1424
1425         MSG_WriteByte(buf, bits);
1426         if (bits & QW_CM_ANGLE1)
1427                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1428         if (bits & QW_CM_ANGLE2)
1429                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1430         if (bits & QW_CM_ANGLE3)
1431                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1432         if (bits & QW_CM_FORWARD)
1433                 MSG_WriteShort(buf, (short) to->forwardmove);
1434         if (bits & QW_CM_SIDE)
1435                 MSG_WriteShort(buf, (short) to->sidemove);
1436         if (bits & QW_CM_UP)
1437                 MSG_WriteShort(buf, (short) to->upmove);
1438         if (bits & QW_CM_BUTTONS)
1439                 MSG_WriteByte(buf, to->buttons);
1440         if (bits & QW_CM_IMPULSE)
1441                 MSG_WriteByte(buf, to->impulse);
1442         MSG_WriteByte(buf, to->msec);
1443 }
1444
1445 /*
1446 ==============
1447 CL_SendMove
1448 ==============
1449 */
1450 usercmd_t nullcmd; // for delta compression of qw moves
1451 void CL_SendMove(void)
1452 {
1453         int i, j, packetloss;
1454         int checksumindex;
1455         int bits;
1456         int maxusercmds;
1457         usercmd_t *cmd;
1458         sizebuf_t buf;
1459         unsigned char data[1024];
1460         double packettime;
1461         int msecdelta;
1462
1463         // if playing a demo, do nothing
1464         if (!cls.netcon)
1465                 return;
1466
1467         // we build up cl.movecmd[0] and then decide whether to send or not
1468         // the prediction code will use this command even though it has not been
1469         // sent yet
1470         cl.cmd.time = cl.time;
1471         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1472
1473         // set button bits
1474         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1475         bits = 0;
1476         if (in_attack.state   & 3) bits |=   1;
1477         if (in_jump.state     & 3) bits |=   2;
1478         if (in_button3.state  & 3) bits |=   4;
1479         if (in_button4.state  & 3) bits |=   8;
1480         if (in_button5.state  & 3) bits |=  16;
1481         if (in_button6.state  & 3) bits |=  32;
1482         if (in_button7.state  & 3) bits |=  64;
1483         if (in_button8.state  & 3) bits |= 128;
1484         if (in_use.state      & 3) bits |= 256;
1485         if (key_dest != key_game || key_consoleactive) bits |= 512;
1486         if (cl_prydoncursor.integer) bits |= 1024;
1487         if (in_button9.state  & 3)  bits |=   2048;
1488         if (in_button10.state  & 3) bits |=   4096;
1489         if (in_button11.state  & 3) bits |=   8192;
1490         if (in_button12.state  & 3) bits |=  16384;
1491         if (in_button13.state  & 3) bits |=  32768;
1492         if (in_button14.state  & 3) bits |=  65536;
1493         if (in_button15.state  & 3) bits |= 131072;
1494         if (in_button16.state  & 3) bits |= 262144;
1495         // button bits 19-31 unused currently
1496         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1497         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1498         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1499         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1500         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1501
1502         // set buttons and impulse
1503         cl.cmd.buttons = bits;
1504         cl.cmd.impulse = in_impulse;
1505
1506         // set viewangles
1507         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1508
1509         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1510         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1511         // ridiculous value rejection (matches qw)
1512         if (cl.cmd.msec > 250)
1513                 cl.cmd.msec = 100;
1514         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1515
1516         cl.cmd.predicted = cl_movement.integer;
1517
1518         // movement is set by input code (forwardmove/sidemove/upmove)
1519         // always dump the first two moves, because they may contain leftover inputs from the last level
1520         if (cl.cmd.sequence <= 2)
1521                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1522
1523         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1524         cl.cmd.crouch = 0;
1525         switch (cls.protocol)
1526         {
1527         case PROTOCOL_QUAKEWORLD:
1528         case PROTOCOL_QUAKE:
1529         case PROTOCOL_QUAKEDP:
1530         case PROTOCOL_NEHAHRAMOVIE:
1531         case PROTOCOL_NEHAHRABJP:
1532         case PROTOCOL_NEHAHRABJP2:
1533         case PROTOCOL_NEHAHRABJP3:
1534         case PROTOCOL_DARKPLACES1:
1535         case PROTOCOL_DARKPLACES2:
1536         case PROTOCOL_DARKPLACES3:
1537         case PROTOCOL_DARKPLACES4:
1538         case PROTOCOL_DARKPLACES5:
1539                 break;
1540         case PROTOCOL_DARKPLACES6:
1541         case PROTOCOL_DARKPLACES7:
1542                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1543                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1544                 break;
1545         case PROTOCOL_UNKNOWN:
1546                 break;
1547         }
1548
1549         cl.movecmd[0] = cl.cmd;
1550
1551         // don't predict more than 200fps
1552         if (realtime >= cl.lastpackettime + 0.005)
1553                 cl.movement_replay = true; // redo the prediction
1554
1555         // now decide whether to actually send this move
1556         // (otherwise it is only for prediction)
1557
1558         // don't send too often or else network connections can get clogged by a
1559         // high renderer framerate
1560         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1561         // send input every frame in singleplayer
1562         if (cl.islocalgame)
1563                 packettime = 0;
1564         // always send if buttons changed or an impulse is pending
1565         // even if it violates the rate limit!
1566         if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1567         {
1568                 // don't choke the connection with packets (obey rate limit)
1569                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1570                         return;
1571                 // don't send too often (cl_netfps)
1572                 if (realtime < cl.lastpackettime + packettime)
1573                         return;
1574         }
1575         // try to round off the lastpackettime to a multiple of the packet interval
1576         // (this causes it to emit packets at a steady beat)
1577         if (packettime > 0)
1578                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1579         else
1580                 cl.lastpackettime = realtime;
1581
1582         buf.maxsize = sizeof(data);
1583         buf.cursize = 0;
1584         buf.data = data;
1585
1586         // send the movement message
1587         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1588         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1589         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1590         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1591         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1592         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1593         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1594         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1595         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1596         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1597         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1598
1599         // set prydon cursor info
1600         CL_UpdatePrydonCursor();
1601
1602         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1603         {
1604                 switch (cls.protocol)
1605                 {
1606                 case PROTOCOL_QUAKEWORLD:
1607                         MSG_WriteByte(&buf, qw_clc_move);
1608                         // save the position for a checksum byte
1609                         checksumindex = buf.cursize;
1610                         MSG_WriteByte(&buf, 0);
1611                         // packet loss percentage
1612                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1613                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1614                                         packetloss++;
1615                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1616                         MSG_WriteByte(&buf, packetloss);
1617                         // write most recent 3 moves
1618                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1619                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1620                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1621                         // calculate the checksum
1622                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1623                         // if delta compression history overflows, request no delta
1624                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1625                                 cl.qw_validsequence = 0;
1626                         // request delta compression if appropriate
1627                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1628                         {
1629                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1630                                 MSG_WriteByte(&buf, qw_clc_delta);
1631                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1632                         }
1633                         else
1634                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1635                         break;
1636                 case PROTOCOL_QUAKE:
1637                 case PROTOCOL_QUAKEDP:
1638                 case PROTOCOL_NEHAHRAMOVIE:
1639                 case PROTOCOL_NEHAHRABJP:
1640                 case PROTOCOL_NEHAHRABJP2:
1641                 case PROTOCOL_NEHAHRABJP3:
1642                         // 5 bytes
1643                         MSG_WriteByte (&buf, clc_move);
1644                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1645                         // 3 bytes
1646                         for (i = 0;i < 3;i++)
1647                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1648                         // 6 bytes
1649                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1650                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1651                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1652                         // 2 bytes
1653                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1654                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1655                         break;
1656                 case PROTOCOL_DARKPLACES2:
1657                 case PROTOCOL_DARKPLACES3:
1658                         // 5 bytes
1659                         MSG_WriteByte (&buf, clc_move);
1660                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1661                         // 12 bytes
1662                         for (i = 0;i < 3;i++)
1663                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1664                         // 6 bytes
1665                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1666                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1667                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1668                         // 2 bytes
1669                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1670                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1671                         break;
1672                 case PROTOCOL_DARKPLACES1:
1673                 case PROTOCOL_DARKPLACES4:
1674                 case PROTOCOL_DARKPLACES5:
1675                         // 5 bytes
1676                         MSG_WriteByte (&buf, clc_move);
1677                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1678                         // 6 bytes
1679                         for (i = 0;i < 3;i++)
1680                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1681                         // 6 bytes
1682                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1683                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1684                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1685                         // 2 bytes
1686                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1687                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1688                 case PROTOCOL_DARKPLACES6:
1689                 case PROTOCOL_DARKPLACES7:
1690                         // set the maxusercmds variable to limit how many should be sent
1691                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1692                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1693                         if (!cl.cmd.predicted)
1694                                 maxusercmds = 1;
1695
1696                         // send the latest moves in order, the old ones will be
1697                         // ignored by the server harmlessly, however if the previous
1698                         // packets were lost these moves will be used
1699                         //
1700                         // this reduces packet loss impact on gameplay.
1701                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1702                         {
1703                                 // don't repeat any stale moves
1704                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1705                                         continue;
1706                                 // 5/9 bytes
1707                                 MSG_WriteByte (&buf, clc_move);
1708                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1709                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1710                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1711                                 // 6 bytes
1712                                 for (i = 0;i < 3;i++)
1713                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1714                                 // 6 bytes
1715                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1716                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1717                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1718                                 // 5 bytes
1719                                 MSG_WriteLong (&buf, cmd->buttons);
1720                                 MSG_WriteByte (&buf, cmd->impulse);
1721                                 // PRYDON_CLIENTCURSOR
1722                                 // 30 bytes
1723                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1724                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1725                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1726                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1727                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1728                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1729                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1730                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1731                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1732                         }
1733                         break;
1734                 case PROTOCOL_UNKNOWN:
1735                         break;
1736                 }
1737         }
1738
1739         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1740         {
1741                 // ack the last few frame numbers
1742                 // (redundent to improve handling of client->server packet loss)
1743                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1744                 for (i = 0;i < LATESTFRAMENUMS;i++)
1745                 {
1746                         if (cl.latestframenums[i] > 0)
1747                         {
1748                                 if (developer_networkentities.integer >= 10)
1749                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1750                                 MSG_WriteByte(&buf, clc_ackframe);
1751                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1752                         }
1753                 }
1754         }
1755
1756         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1757         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1758
1759         // acknowledge any recently received data blocks
1760         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1761         {
1762                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1763                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1764                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1765                 cls.dp_downloadack[i].start = 0;
1766                 cls.dp_downloadack[i].size = 0;
1767         }
1768
1769         // send the reliable message (forwarded commands) if there is one
1770         if (buf.cursize || cls.netcon->message.cursize)
1771                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1772
1773         // update the cl.movecmd array which holds the most recent moves,
1774         // because we now need a new slot for the next input
1775         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1776                 cl.movecmd[i] = cl.movecmd[i-1];
1777         cl.movecmd[0].msec = 0;
1778         cl.movecmd[0].frametime = 0;
1779
1780         // clear button 'click' states
1781         in_attack.state  &= ~2;
1782         in_jump.state    &= ~2;
1783         in_button3.state &= ~2;
1784         in_button4.state &= ~2;
1785         in_button5.state &= ~2;
1786         in_button6.state &= ~2;
1787         in_button7.state &= ~2;
1788         in_button8.state &= ~2;
1789         in_use.state     &= ~2;
1790         in_button9.state  &= ~2;
1791         in_button10.state &= ~2;
1792         in_button11.state &= ~2;
1793         in_button12.state &= ~2;
1794         in_button13.state &= ~2;
1795         in_button14.state &= ~2;
1796         in_button15.state &= ~2;
1797         in_button16.state &= ~2;
1798         // clear impulse
1799         in_impulse = 0;
1800
1801         if (cls.netcon->message.overflowed)
1802         {
1803                 Con_Print("CL_SendMove: lost server connection\n");
1804                 CL_Disconnect();
1805                 Host_ShutdownServer();
1806         }
1807 }
1808
1809 /*
1810 ============
1811 CL_InitInput
1812 ============
1813 */
1814 void CL_InitInput (void)
1815 {
1816         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1817         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1818         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1819         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1820         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1821         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1822         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1823         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1824         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1825         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1826         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1827         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1828         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1829         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1830         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1831         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1832         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1833         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1834         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1835         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1836         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1837         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1838         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1839         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1840         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1841         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1842         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1843         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1844         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1845         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1846         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1847         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1848         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1849
1850         // LordHavoc: added use button
1851         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1852         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1853
1854         // LordHavoc: added 6 new buttons
1855         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1856         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1857         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1858         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1859         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1860         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1861         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1862         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1863         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1864         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1865         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1866         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1867         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1868         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1869         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1870         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1871         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1872         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1873         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1874         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1875         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1876         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1877         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1878         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1879         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1880         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1881         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1882         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1883
1884         // LordHavoc: added bestweapon command
1885         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)");
1886         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");
1887         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1888
1889         Cvar_RegisterVariable(&cl_movement);
1890         Cvar_RegisterVariable(&cl_movement_minping);
1891         Cvar_RegisterVariable(&cl_movement_track_canjump);
1892         Cvar_RegisterVariable(&cl_movement_maxspeed);
1893         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1894         Cvar_RegisterVariable(&cl_movement_stopspeed);
1895         Cvar_RegisterVariable(&cl_movement_friction);
1896         Cvar_RegisterVariable(&cl_movement_wallfriction);
1897         Cvar_RegisterVariable(&cl_movement_waterfriction);
1898         Cvar_RegisterVariable(&cl_movement_edgefriction);
1899         Cvar_RegisterVariable(&cl_movement_stepheight);
1900         Cvar_RegisterVariable(&cl_movement_accelerate);
1901         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1902         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1903         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1904         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1905         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1906
1907         Cvar_RegisterVariable(&in_pitch_min);
1908         Cvar_RegisterVariable(&in_pitch_max);
1909         Cvar_RegisterVariable(&m_filter);
1910
1911         Cvar_RegisterVariable(&cl_netfps);
1912         Cvar_RegisterVariable(&cl_netrepeatinput);
1913         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1914
1915         Cvar_RegisterVariable(&cl_nodelta);
1916 }
1917