]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_input.c
changed default cl_movement_minping from 1 to 0
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 struct
201 {
202         const char *name;
203         int impulse;
204         int weaponbit;
205         int ammostat;
206         int ammomin;
207 }
208 in_bestweapon_info[] =
209 {
210         {"1", 1, IT_AXE, STAT_SHELLS, 0},
211         {"2", 2, IT_SHOTGUN, STAT_SHELLS, 1},
212         {"3", 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
213         {"4", 4, IT_NAILGUN, STAT_NAILS, 1},
214         {"5", 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
215         {"6", 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
216         {"7", 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
217         {"8", 8, IT_LIGHTNING, STAT_CELLS, 1},
218         {"9", 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
219         {"p", 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
220         {"w", 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
221         {"l", 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
222         {"h", 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
223         {NULL, 0, 0, 0, 0}
224 };
225 void IN_BestWeapon (void)
226 {
227         int i, n;
228         const char *t;
229         if (Cmd_Argc() < 2)
230         {
231                 Con_Printf("bestweapon requires 1 or more parameters\n");
232                 return;
233         }
234         for (i = 1;i < Cmd_Argc();i++)
235         {
236                 t = Cmd_Argv(i);
237                 // figure out which weapon this character refers to
238                 for (n = 0;in_bestweapon_info[n].name;n++)
239                 {
240                         if (!strcmp(in_bestweapon_info[n].name, t))
241                         {
242                                 // we found out what weapon this character refers to
243                                 // check if the inventory contains the weapon and enough ammo
244                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
245                                 {
246                                         // we found one of the weapons the player wanted
247                                         // send an impulse to switch to it
248                                         in_impulse = in_bestweapon_info[n].impulse;
249                                         return;
250                                 }
251                                 break;
252                         }
253                 }
254                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
255         }
256         // if we couldn't find any of the weapons, there's nothing more we can do...
257 }
258
259 /*
260 ===============
261 CL_KeyState
262
263 Returns 0.25 if a key was pressed and released during the frame,
264 0.5 if it was pressed and held
265 0 if held then released, and
266 1.0 if held for the entire time
267 ===============
268 */
269 float CL_KeyState (kbutton_t *key)
270 {
271         float           val;
272         qboolean        impulsedown, impulseup, down;
273
274         impulsedown = key->state & 2;
275         impulseup = key->state & 4;
276         down = key->state & 1;
277         val = 0;
278
279         if (impulsedown && !impulseup)
280         {
281                 if (down)
282                         val = 0.5;      // pressed and held this frame
283                 else
284                         val = 0;        //      I_Error ();
285         }
286         if (impulseup && !impulsedown)
287         {
288                 if (down)
289                         val = 0;        //      I_Error ();
290                 else
291                         val = 0;        // released this frame
292         }
293         if (!impulsedown && !impulseup)
294         {
295                 if (down)
296                         val = 1.0;      // held the entire frame
297                 else
298                         val = 0;        // up the entire frame
299         }
300         if (impulsedown && impulseup)
301         {
302                 if (down)
303                         val = 0.75;     // released and re-pressed this frame
304                 else
305                         val = 0.25;     // pressed and released this frame
306         }
307
308         key->state &= 1;                // clear impulses
309
310         return val;
311 }
312
313
314
315
316 //==========================================================================
317
318 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
319 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
320 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
321 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
322
323 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
324
325 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
326 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
327
328 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
329
330 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
331 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
332 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
333 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
334 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
335 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
336 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
337 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
338 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
339 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
340 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"};
341 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
342 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)"};
343 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)"};
344 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
345 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
346 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
347
348 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
349 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
350
351 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
352
353 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
354 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
355
356 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
357
358
359 /*
360 ================
361 CL_AdjustAngles
362
363 Moves the local angle positions
364 ================
365 */
366 void CL_AdjustAngles (void)
367 {
368         float   speed;
369         float   up, down;
370
371         if (in_speed.state & 1)
372                 speed = cl.realframetime * cl_anglespeedkey.value;
373         else
374                 speed = cl.realframetime;
375
376         if (!(in_strafe.state & 1))
377         {
378                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
379                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
380         }
381         if (in_klook.state & 1)
382         {
383                 V_StopPitchDrift ();
384                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
385                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
386         }
387
388         up = CL_KeyState (&in_lookup);
389         down = CL_KeyState(&in_lookdown);
390
391         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
392         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
393
394         if (up || down)
395                 V_StopPitchDrift ();
396
397         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
398         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
399         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
400         if (cl.viewangles[YAW] >= 180)
401                 cl.viewangles[YAW] -= 360;
402         if (cl.viewangles[PITCH] >= 180)
403                 cl.viewangles[PITCH] -= 360;
404         if (cl.viewangles[ROLL] >= 180)
405                 cl.viewangles[ROLL] -= 360;
406
407         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
408         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
409 }
410
411 qboolean cl_ignoremousemove = false;
412
413 /*
414 ================
415 CL_Input
416
417 Send the intended movement message to the server
418 ================
419 */
420 void CL_Input (void)
421 {
422         float mx, my;
423         static float old_mouse_x = 0, old_mouse_y = 0;
424
425         // clamp before the move to prevent starting with bad angles
426         CL_AdjustAngles ();
427
428         // reset some of the command fields
429         cl.cmd.forwardmove = 0;
430         cl.cmd.sidemove = 0;
431         cl.cmd.upmove = 0;
432
433         // get basic movement from keyboard
434         if (in_strafe.state & 1)
435         {
436                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
437                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
438         }
439
440         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
441         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
442
443         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
444         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
445
446         if (! (in_klook.state & 1) )
447         {
448                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
449                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
450         }
451
452         // adjust for speed key
453         if (in_speed.state & 1)
454         {
455                 cl.cmd.forwardmove *= cl_movespeedkey.value;
456                 cl.cmd.sidemove *= cl_movespeedkey.value;
457                 cl.cmd.upmove *= cl_movespeedkey.value;
458         }
459
460         in_mouse_x = 0;
461         in_mouse_y = 0;
462
463         // allow mice or other external controllers to add to the move
464         IN_Move ();
465
466         // ignore a mouse move if mouse was activated/deactivated this frame
467         if (cl_ignoremousemove)
468         {
469                 cl_ignoremousemove = false;
470                 in_mouse_x = 0;
471                 in_mouse_y = 0;
472         }
473
474         // apply m_filter if it is on
475         mx = in_mouse_x;
476         my = in_mouse_y;
477         if (m_filter.integer)
478         {
479                 in_mouse_x = (mx + old_mouse_x) * 0.5;
480                 in_mouse_y = (my + old_mouse_y) * 0.5;
481         }
482         old_mouse_x = mx;
483         old_mouse_y = my;
484
485         // if not in menu, apply mouse move to viewangles/movement
486         if (!cl.csqc_wantsmousemove && in_client_mouse)
487         {
488                 if (cl_prydoncursor.integer)
489                 {
490                         // mouse interacting with the scene, mostly stationary view
491                         V_StopPitchDrift();
492                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
493                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
494                 }
495                 else if (in_strafe.state & 1)
496                 {
497                         // strafing mode, all looking is movement
498                         V_StopPitchDrift();
499                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
500                         if (noclip_anglehack)
501                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
502                         else
503                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
504                 }
505                 else if ((in_mlook.state & 1) || freelook.integer)
506                 {
507                         // mouselook, lookstrafe causes turning to become strafing
508                         V_StopPitchDrift();
509                         if (lookstrafe.integer)
510                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
511                         else
512                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
513                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
514                 }
515                 else
516                 {
517                         // non-mouselook, yaw turning and forward/back movement
518                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
519                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
520                 }
521         }
522
523         // clamp after the move to prevent rendering with bad angles
524         CL_AdjustAngles ();
525 }
526
527 #include "cl_collision.h"
528
529 void CL_UpdatePrydonCursor(void)
530 {
531         vec3_t temp;
532
533         if (!cl_prydoncursor.integer)
534                 VectorClear(cl.cmd.cursor_screen);
535
536         /*
537         if (cl.cmd.cursor_screen[0] < -1)
538         {
539                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
540                 cl.cmd.cursor_screen[0] = -1;
541         }
542         if (cl.cmd.cursor_screen[0] > 1)
543         {
544                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
545                 cl.cmd.cursor_screen[0] = 1;
546         }
547         if (cl.cmd.cursor_screen[1] < -1)
548         {
549                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
550                 cl.cmd.cursor_screen[1] = -1;
551         }
552         if (cl.cmd.cursor_screen[1] > 1)
553         {
554                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
555                 cl.cmd.cursor_screen[1] = 1;
556         }
557         */
558         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
559         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
560         cl.cmd.cursor_screen[2] = 1;
561
562         // calculate current view matrix
563         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
564         // calculate direction vector of cursor in viewspace by using frustum slopes
565         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
566         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
567         // trace from view origin to the cursor
568         cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
569 }
570
571 void CL_ClientMovement_InputQW(void)
572 {
573         int i;
574         int n;
575         // if time has not advanced, do nothing
576         if (cl.movecmd[0].time <= cl.movecmd[1].time)
577                 return;
578         // remove stale queue items
579         n = cl.movement_numqueue;
580         cl.movement_numqueue = 0;
581         for (i = 0;i < n;i++)
582         {
583                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
584                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
585                 else if (i == 0)
586                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
587         }
588         // add to input queue if there is room
589         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
590         {
591                 // add to input queue
592                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
593                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
594                 cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
595                 VectorCopy(cl.cmd.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
596                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
597                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
598                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
599                 cl.movement_queue[cl.movement_numqueue].jump = (cl.cmd.buttons & 2) != 0;
600                 cl.movement_queue[cl.movement_numqueue].crouch = false;
601                 cl.movement_numqueue++;
602         }
603
604         cl.movement_replay = true;
605 }
606
607 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
608 {
609         int i;
610         int n;
611         // if time has not advanced, do nothing
612         if (cl.movecmd[0].time <= cl.movecmd[1].time)
613                 return;
614         // remove stale queue items
615         n = cl.movement_numqueue;
616         cl.movement_numqueue = 0;
617         if (cls.servermovesequence)
618         {
619                 for (i = 0;i < n;i++)
620                 {
621                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
622                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
623                         else if (i == 0)
624                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
625                 }
626         }
627         // add to input queue if there is room
628         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
629         {
630                 // add to input queue
631                 cl.movement_queue[cl.movement_numqueue].sequence = cls.movesequence;
632                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
633                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
634                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
635                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
636                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
637                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
638                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
639                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
640                 cl.movement_numqueue++;
641         }
642
643         cl.movement_replay = true;
644 }
645
646 typedef enum waterlevel_e
647 {
648         WATERLEVEL_NONE,
649         WATERLEVEL_WETFEET,
650         WATERLEVEL_SWIMMING,
651         WATERLEVEL_SUBMERGED
652 }
653 waterlevel_t;
654
655 typedef struct cl_clientmovement_state_s
656 {
657         // position
658         vec3_t origin;
659         vec3_t velocity;
660         // current bounding box (different if crouched vs standing)
661         vec3_t mins;
662         vec3_t maxs;
663         // currently on the ground
664         qboolean onground;
665         // currently crouching
666         qboolean crouched;
667         // whether jump button has been released since last jump
668         qboolean canjump;
669         // what kind of water (SUPERCONTENTS_LAVA for instance)
670         int watertype;
671         // how deep
672         waterlevel_t waterlevel;
673         // weird hacks when jumping out of water
674         // (this is in seconds and counts down to 0)
675         float waterjumptime;
676
677         // movement parameters for physics code
678         float movevars_gravity;
679         float movevars_stopspeed;
680         float movevars_maxspeed;
681         float movevars_spectatormaxspeed;
682         float movevars_accelerate;
683         float movevars_airaccelerate;
684         float movevars_wateraccelerate;
685         float movevars_friction;
686         float movevars_waterfriction;
687         float movevars_entgravity;
688         float movevars_jumpvelocity;
689         float movevars_edgefriction;
690         float movevars_maxairspeed;
691         float movevars_stepheight;
692         float movevars_airaccel_qw;
693         float movevars_airaccel_sideways_friction;
694
695         // user command
696         client_movementqueue_t q;
697 }
698 cl_clientmovement_state_t;
699
700 #define NUMOFFSETS 27
701 static vec3_t offsets[NUMOFFSETS] =
702 {
703 // 1 no nudge (just return the original if this test passes)
704         { 0.000,  0.000,  0.000},
705 // 6 simple nudges
706         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
707         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
708         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
709 // 4 diagonal flat nudges
710         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
711         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
712 // 8 diagonal upward nudges
713         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
714         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
715         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
716         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
717 // 8 diagonal downward nudges
718         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
719         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
720         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
721         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
722 };
723
724 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
725 {
726         int i;
727         vec3_t neworigin;
728         for (i = 0;i < NUMOFFSETS;i++)
729         {
730                 VectorAdd(offsets[i], s->origin, neworigin);
731                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
732                 {
733                         VectorCopy(neworigin, s->origin);
734                         return true;
735                 }
736         }
737         // if all offsets failed, give up
738         return false;
739 }
740
741 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
742 {
743         vec3_t origin1, origin2;
744         trace_t trace;
745
746         // make sure player is not stuck
747         CL_ClientMovement_Unstick(s);
748
749         // set crouched
750         if (s->q.crouch)
751         {
752                 // wants to crouch, this always works..
753                 if (!s->crouched)
754                         s->crouched = true;
755         }
756         else
757         {
758                 // wants to stand, if currently crouching we need to check for a
759                 // low ceiling first
760                 if (s->crouched)
761                 {
762                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
763                         if (!trace.startsolid)
764                                 s->crouched = false;
765                 }
766         }
767         if (s->crouched)
768         {
769                 VectorCopy(cl.playercrouchmins, s->mins);
770                 VectorCopy(cl.playercrouchmaxs, s->maxs);
771         }
772         else
773         {
774                 VectorCopy(cl.playerstandmins, s->mins);
775                 VectorCopy(cl.playerstandmaxs, s->maxs);
776         }
777
778         // set onground
779         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
780         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
781         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
782         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
783
784         // set watertype/waterlevel
785         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
786         s->waterlevel = WATERLEVEL_NONE;
787         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
788         if (s->watertype)
789         {
790                 s->waterlevel = WATERLEVEL_WETFEET;
791                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
792                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
793                 {
794                         s->waterlevel = WATERLEVEL_SWIMMING;
795                         origin1[2] = s->origin[2] + 22;
796                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
797                                 s->waterlevel = WATERLEVEL_SUBMERGED;
798                 }
799         }
800
801         // water jump prediction
802         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
803                 s->waterjumptime = 0;
804 }
805
806 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
807 {
808         int bump;
809         double t;
810         vec_t f;
811         vec3_t neworigin;
812         vec3_t currentorigin2;
813         vec3_t neworigin2;
814         vec3_t primalvelocity;
815         trace_t trace;
816         trace_t trace2;
817         trace_t trace3;
818         CL_ClientMovement_UpdateStatus(s);
819         VectorCopy(s->velocity, primalvelocity);
820         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
821         {
822                 VectorMA(s->origin, t, s->velocity, neworigin);
823                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
824                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
825                 {
826                         // may be a step or wall, try stepping up
827                         // first move forward at a higher level
828                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
829                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
830                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
831                         if (!trace2.startsolid)
832                         {
833                                 // then move down from there
834                                 VectorCopy(trace2.endpos, currentorigin2);
835                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
836                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
837                                 //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]);
838                                 // accept the new trace if it made some progress
839                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
840                                 {
841                                         trace = trace2;
842                                         VectorCopy(trace3.endpos, trace.endpos);
843                                 }
844                         }
845                 }
846
847                 // check if it moved at all
848                 if (trace.fraction >= 0.001)
849                         VectorCopy(trace.endpos, s->origin);
850
851                 // check if it moved all the way
852                 if (trace.fraction == 1)
853                         break;
854
855                 //if (trace.plane.normal[2] > 0.7)
856                 //      s->onground = true;
857
858                 t -= t * trace.fraction;
859
860                 f = DotProduct(s->velocity, trace.plane.normal);
861                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
862         }
863         if (s->waterjumptime > 0)
864                 VectorCopy(primalvelocity, s->velocity);
865 }
866
867
868 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
869 {
870         vec_t wishspeed;
871         vec_t f;
872         vec3_t wishvel;
873         vec3_t wishdir;
874
875         // water jump only in certain situations
876         // this mimics quakeworld code
877         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
878         {
879                 vec3_t forward;
880                 vec3_t yawangles;
881                 vec3_t spot;
882                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
883                 AngleVectors(yawangles, forward, NULL, NULL);
884                 VectorMA(s->origin, 24, forward, spot);
885                 spot[2] += 8;
886                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
887                 {
888                         spot[2] += 24;
889                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
890                         {
891                                 VectorScale(forward, 50, s->velocity);
892                                 s->velocity[2] = 310;
893                                 s->waterjumptime = 2;
894                                 s->onground = false;
895                                 s->canjump = false;
896                         }
897                 }
898         }
899
900         if (!VectorLength2(s->q.move))
901         {
902                 // drift towards bottom
903                 VectorSet(wishvel, 0, 0, -60);
904         }
905         else
906         {
907                 // swim
908                 vec3_t forward;
909                 vec3_t right;
910                 vec3_t up;
911                 // calculate movement vector
912                 AngleVectors(s->q.viewangles, forward, right, up);
913                 VectorSet(up, 0, 0, 1);
914                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
915         }
916
917         // split wishvel into wishspeed and wishdir
918         wishspeed = VectorLength(wishvel);
919         if (wishspeed)
920                 VectorScale(wishvel, 1 / wishspeed, wishdir);
921         else
922                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
923         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
924
925         if (s->crouched)
926                 wishspeed *= 0.5;
927
928         if (s->waterjumptime <= 0)
929         {
930                 // water friction
931                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
932                 f = bound(0, f, 1);
933                 VectorScale(s->velocity, f, s->velocity);
934
935                 // water acceleration
936                 f = wishspeed - DotProduct(s->velocity, wishdir);
937                 if (f > 0)
938                 {
939                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
940                         VectorMA(s->velocity, f, wishdir, s->velocity);
941                 }
942
943                 // holding jump button swims upward slowly
944                 if (s->q.jump)
945                 {
946                         if (s->watertype & SUPERCONTENTS_LAVA)
947                                 s->velocity[2] =  50;
948                         else if (s->watertype & SUPERCONTENTS_SLIME)
949                                 s->velocity[2] =  80;
950                         else
951                         {
952                                 if (gamemode == GAME_NEXUIZ)
953                                         s->velocity[2] = 200;
954                                 else
955                                         s->velocity[2] = 100;
956                         }
957                 }
958         }
959
960         CL_ClientMovement_Move(s);
961 }
962
963 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
964 {
965         vec_t friction;
966         vec_t wishspeed;
967         vec_t addspeed;
968         vec_t accelspeed;
969         vec_t f;
970         vec3_t forward;
971         vec3_t right;
972         vec3_t up;
973         vec3_t wishvel;
974         vec3_t wishdir;
975         vec3_t yawangles;
976         trace_t trace;
977
978         // jump if on ground with jump button pressed but only if it has been
979         // released at least once since the last jump
980         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
981         {
982                 s->velocity[2] += s->movevars_jumpvelocity;
983                 s->onground = false;
984                 s->canjump = false;
985         }
986
987         // calculate movement vector
988         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
989         AngleVectors(yawangles, forward, right, up);
990         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
991
992         // split wishvel into wishspeed and wishdir
993         wishspeed = VectorLength(wishvel);
994         if (wishspeed)
995                 VectorScale(wishvel, 1 / wishspeed, wishdir);
996         else
997                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
998         wishspeed = min(wishspeed, s->movevars_maxspeed);
999         if (s->crouched)
1000                 wishspeed *= 0.5;
1001
1002         // check if onground
1003         if (s->onground)
1004         {
1005                 // apply edge friction
1006                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1007                 friction = s->movevars_friction;
1008                 if (f > 0 && s->movevars_edgefriction != 1)
1009                 {
1010                         vec3_t neworigin2;
1011                         vec3_t neworigin3;
1012                         // note: QW uses the full player box for the trace, and yet still
1013                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1014                         // this mimics it for compatibility
1015                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1016                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1017                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1018                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1019                         else
1020                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1021                         if (trace.fraction == 1 && !trace.startsolid)
1022                                 friction *= s->movevars_edgefriction;
1023                 }
1024                 // apply ground friction
1025                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1026                 f = max(f, 0);
1027                 VectorScale(s->velocity, f, s->velocity);
1028                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1029                 if (addspeed > 0)
1030                 {
1031                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1032                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1033                 }
1034                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1035                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1036                         s->velocity[2] = 0;
1037                 if (VectorLength2(s->velocity))
1038                         CL_ClientMovement_Move(s);
1039         }
1040         else
1041         {
1042                 if (s->waterjumptime <= 0)
1043                 {
1044                         vec_t f;
1045                         vec_t vel_straight;
1046                         vec_t vel_z;
1047                         vec3_t vel_perpend;
1048
1049                         // apply air speed limit
1050                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1051
1052                         /*
1053                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1054                         if (addspeed > 0)
1055                         {
1056                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1057                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1058                         }
1059                         */
1060
1061                         vel_straight = DotProduct(s->velocity, wishdir);
1062                         vel_z = s->velocity[2];
1063                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1064                         vel_perpend[2] -= vel_z;
1065
1066                         f = wishspeed - vel_straight;
1067                         if(f > 0)
1068                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1069                         if(wishspeed > 0)
1070                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1071
1072                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1073
1074                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1075                         s->velocity[2] += vel_z;
1076                 }
1077                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1078                 CL_ClientMovement_Move(s);
1079         }
1080 }
1081
1082 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1083 {
1084         //Con_Printf(" %f", frametime);
1085         if (!s->q.jump)
1086                 s->canjump = true;
1087         s->waterjumptime -= s->q.frametime;
1088         CL_ClientMovement_UpdateStatus(s);
1089         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1090                 CL_ClientMovement_Physics_Swim(s);
1091         else
1092                 CL_ClientMovement_Physics_Walk(s);
1093 }
1094
1095 void CL_ClientMovement_Replay(void)
1096 {
1097         int i;
1098         double totalmovetime;
1099         cl_clientmovement_state_t s;
1100
1101         // set up starting state for the series of moves
1102         memset(&s, 0, sizeof(s));
1103         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1104         VectorCopy(cl.mvelocity[0], s.velocity);
1105         s.crouched = true; // will be updated on first move
1106         s.canjump = cl.movement_replay_canjump;
1107         //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]);
1108
1109         // set up movement variables
1110         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1111         {
1112                 s.movevars_gravity = cl.qw_movevars_gravity;
1113                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1114                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1115                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1116                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1117                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1118                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1119                 s.movevars_friction = cl.qw_movevars_friction;
1120                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1121                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1122                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1123                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1124                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1125                 s.movevars_stepheight = cl_movement_stepheight.value;
1126                 s.movevars_airaccel_qw = 1.0;
1127                 s.movevars_airaccel_sideways_friction = 0.0;
1128         }
1129         else
1130         {
1131                 s.movevars_gravity = sv_gravity.value;
1132                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1133                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1134                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1135                 s.movevars_accelerate = cl_movement_accelerate.value;
1136                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1137                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1138                 s.movevars_friction = cl_movement_friction.value;
1139                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1140                 s.movevars_entgravity = 1;
1141                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1142                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1143                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1144                 s.movevars_stepheight = cl_movement_stepheight.value;
1145                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1146                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1147         }
1148
1149         totalmovetime = 0;
1150         for (i = 0;i < cl.movement_numqueue - 1;i++)
1151                 totalmovetime += cl.movement_queue[i].frametime;
1152         cl.movement_predicted = totalmovetime * 1000.0 >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1153         if (cl.movement_predicted)
1154         {
1155                 //Con_Printf("%f: ", cl.movecmd[0].time);
1156
1157                 // replay the input queue to predict current location
1158                 // note: this relies on the fact there's always one queue item at the end
1159
1160                 for (i = 0;i < cl.movement_numqueue;i++)
1161                 {
1162                         s.q = cl.movement_queue[i];
1163                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1164                         if (s.q.frametime > 0.05)
1165                         {
1166                                 s.q.frametime *= 0.5;
1167                                 CL_ClientMovement_PlayerMove(&s);
1168                         }
1169                         CL_ClientMovement_PlayerMove(&s);
1170                 }
1171         }
1172         else
1173         {
1174                 // get the first movement queue entry to know whether to crouch and such
1175                 s.q = cl.movement_queue[0];
1176         }
1177         CL_ClientMovement_UpdateStatus(&s);
1178
1179         if (cl.movement_replay)
1180         {
1181                 cl.movement_replay = false;
1182                 // update interpolation timestamps if time has passed
1183                 if (cl.movecmd[0].time != cl.movecmd[1].time)
1184                 {
1185                         cl.movement_time[1] = cl.movecmd[1].time;
1186                         cl.movement_time[0] = cl.movecmd[0].time;
1187                         cl.movement_time[2] = cl.time;
1188                         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1189                         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1190                         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1191                 }
1192
1193                 // update the interpolation target position and velocity
1194                 VectorCopy(s.origin, cl.movement_origin);
1195                 VectorCopy(s.velocity, cl.movement_velocity);
1196         }
1197
1198         // update the onground flag if appropriate
1199         if (cl.movement_predicted)
1200         {
1201                 // when predicted we simply set the flag according to the UpdateStatus
1202                 cl.onground = s.onground;
1203         }
1204         else
1205         {
1206                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1207                 // an update packet is received, but can be forced on here to hide
1208                 // server inconsistencies in the onground flag
1209                 // (which mostly occur when stepping up stairs at very high framerates
1210                 //  where after the step up the move continues forward and not
1211                 //  downward so the ground is not detected)
1212                 //
1213                 // such onground inconsistencies can cause jittery gun bobbing and
1214                 // stair smoothing, so we set onground if UpdateStatus says so
1215                 if (s.onground)
1216                         cl.onground = true;
1217         }
1218
1219         // react to onground state changes (for gun bob)
1220         if (cl.onground)
1221         {
1222                 if (!cl.oldonground)
1223                         cl.hitgroundtime = cl.movecmd[0].time;
1224                 cl.lastongroundtime = cl.movecmd[0].time;
1225         }
1226         cl.oldonground = cl.onground;
1227 }
1228
1229 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1230 {
1231         int bits;
1232
1233         bits = 0;
1234         if (to->viewangles[0] != from->viewangles[0])
1235                 bits |= QW_CM_ANGLE1;
1236         if (to->viewangles[1] != from->viewangles[1])
1237                 bits |= QW_CM_ANGLE2;
1238         if (to->viewangles[2] != from->viewangles[2])
1239                 bits |= QW_CM_ANGLE3;
1240         if (to->forwardmove != from->forwardmove)
1241                 bits |= QW_CM_FORWARD;
1242         if (to->sidemove != from->sidemove)
1243                 bits |= QW_CM_SIDE;
1244         if (to->upmove != from->upmove)
1245                 bits |= QW_CM_UP;
1246         if (to->buttons != from->buttons)
1247                 bits |= QW_CM_BUTTONS;
1248         if (to->impulse != from->impulse)
1249                 bits |= QW_CM_IMPULSE;
1250
1251         MSG_WriteByte(buf, bits);
1252         if (bits & QW_CM_ANGLE1)
1253                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1254         if (bits & QW_CM_ANGLE2)
1255                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1256         if (bits & QW_CM_ANGLE3)
1257                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1258         if (bits & QW_CM_FORWARD)
1259                 MSG_WriteShort(buf, to->forwardmove);
1260         if (bits & QW_CM_SIDE)
1261                 MSG_WriteShort(buf, to->sidemove);
1262         if (bits & QW_CM_UP)
1263                 MSG_WriteShort(buf, to->upmove);
1264         if (bits & QW_CM_BUTTONS)
1265                 MSG_WriteByte(buf, to->buttons);
1266         if (bits & QW_CM_IMPULSE)
1267                 MSG_WriteByte(buf, to->impulse);
1268         MSG_WriteByte(buf, to->msec);
1269 }
1270
1271 /*
1272 ==============
1273 CL_SendMove
1274 ==============
1275 */
1276 usercmd_t nullcmd; // for delta compression of qw moves
1277 void CL_SendMove(void)
1278 {
1279         int i, j, packetloss, maxusercmds;
1280         int bits;
1281         sizebuf_t buf;
1282         unsigned char data[1024];
1283         static double lastsendtime = 0;
1284         double packettime;
1285         double msectime;
1286         static double oldmsectime;
1287
1288         // if playing a demo, do nothing
1289         if (!cls.netcon)
1290                 return;
1291
1292         // don't send too often or else network connections can get clogged by a high renderer framerate
1293         packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1294         // quakeworld servers take only frametimes
1295         // predicted dp7 servers take current interpolation time
1296         // unpredicted servers take an echo of the latest server timestamp
1297         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1298         {
1299                 if (realtime < lastsendtime + packettime)
1300                         return;
1301                 cl.cmd.time = realtime;
1302         }
1303         else if (cl.movement_predicted)
1304         {
1305                 if (realtime < lastsendtime + packettime)
1306                         return;
1307                 cl.cmd.time = cl.time;
1308         }
1309         else
1310         {
1311                 // unpredicted movement should be sent immediately whenever a server
1312                 // packet is received, to minimize ping times
1313                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1314                         return;
1315                 cl.cmd.time = cl.mtime[0];
1316         }
1317
1318         // don't let it fall behind if CL_SendMove hasn't been called recently
1319         // (such is the case when framerate is too low for instance)
1320         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1321         // set the flag indicating that we sent a packet recently
1322         cl.movement_needupdate = false;
1323
1324         buf.maxsize = sizeof(data);
1325         buf.cursize = 0;
1326         buf.data = data;
1327
1328         // conditions for sending a move:
1329         // if the move advances time or if the game is paused (in which case time
1330         // is not advancing)
1331         if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
1332         {
1333                 // don't send a new input packet if the connection is still saturated from
1334                 // the last one (or chat messages, etc)
1335                 // note: this behavior comes from QW
1336                 if (!NetConn_CanSend(cls.netcon))
1337                         return;
1338
1339                 // send the movement message
1340                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
1341                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1342                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1343                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1344                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1345                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1346                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1347                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1348                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1349                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1350                 // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1351
1352                 // set button bits
1353                 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1354                 bits = 0;
1355                 if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1356                 if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1357                 if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1358                 if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1359                 if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1360                 if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1361                 if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1362                 if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1363                 if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1364                 if (key_dest != key_game || key_consoleactive) bits |= 512;
1365                 if (cl_prydoncursor.integer) bits |= 1024;
1366                 if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1367                 if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1368                 if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1369                 if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1370                 if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1371                 if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1372                 if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1373                 if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1374                 // button bits 19-31 unused currently
1375                 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1376                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1377                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1378                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1379                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1380                 cl.cmd.buttons = bits;
1381
1382                 // set impulse
1383                 cl.cmd.impulse = in_impulse;
1384                 in_impulse = 0;
1385
1386                 // movement is set by input code (forwardmove/sidemove/upmove)
1387
1388                 // set viewangles
1389                 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1390
1391                 msectime = floor(cl.cmd.time * 1000);
1392                 cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1393                 // ridiculous value rejection (matches qw)
1394                 if (cl.cmd.msec > 250)
1395                         cl.cmd.msec = 100;
1396                 oldmsectime = msectime;
1397
1398                 cls.movesequence++;
1399                 if (cl_movement.integer)
1400                         cl.cmd.sequence = cls.movesequence;
1401                 else
1402                         cl.cmd.sequence = 0;
1403
1404                 // set prydon cursor info
1405                 CL_UpdatePrydonCursor();
1406
1407                 // always dump the first two messages, because they may contain leftover inputs from the last level
1408                 if (cls.movesequence > 2)
1409                 {
1410                         // update the cl.movecmd array which holds the most recent moves
1411                         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1412                                 cl.movecmd[i] = cl.movecmd[i-1];
1413                         cl.movecmd[0] = cl.cmd;
1414
1415                         // set the maxusercmds variable to limit how many should be sent
1416                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1417                         {
1418                                 // qw uses exactly 3 moves
1419                                 maxusercmds = 3;
1420                         }
1421                         else
1422                         {
1423                                 // configurable number of unacknowledged moves
1424                                 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1425                                 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1426                                 if (!cl.cmd.sequence)
1427                                         maxusercmds = 1;
1428                         }
1429
1430                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1431                         {
1432                                 int checksumindex;
1433
1434                                 CL_ClientMovement_InputQW();
1435
1436                                 MSG_WriteByte(&buf, qw_clc_move);
1437                                 // save the position for a checksum byte
1438                                 checksumindex = buf.cursize;
1439                                 MSG_WriteByte(&buf, 0);
1440                                 // packet loss percentage
1441                                 for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1442                                         if (cls.netcon->incoming_unreliablesize[i] == NETGRAPH_LOSTPACKET)
1443                                                 packetloss++;
1444                                 packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1445                                 MSG_WriteByte(&buf, packetloss);
1446                                 // write most recent 3 moves
1447                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1448                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1449                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1450                                 // calculate the checksum
1451                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1452                                 // if delta compression history overflows, request no delta
1453                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1454                                         cl.qw_validsequence = 0;
1455                                 // request delta compression if appropriate
1456                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1457                                 {
1458                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1459                                         MSG_WriteByte(&buf, qw_clc_delta);
1460                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1461                                 }
1462                                 else
1463                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1464                         }
1465                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1466                         {
1467                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1468
1469                                 // 5 bytes
1470                                 MSG_WriteByte (&buf, clc_move);
1471                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1472                                 // 3 bytes
1473                                 for (i = 0;i < 3;i++)
1474                                         MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1475                                 // 6 bytes
1476                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1477                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1478                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1479                                 // 2 bytes
1480                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1481                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1482                         }
1483                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1484                         {
1485                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1486
1487                                 // 5 bytes
1488                                 MSG_WriteByte (&buf, clc_move);
1489                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1490                                 // 12 bytes
1491                                 for (i = 0;i < 3;i++)
1492                                         MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1493                                 // 6 bytes
1494                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1495                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1496                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1497                                 // 2 bytes
1498                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1499                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1500                         }
1501                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1502                         {
1503                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1504
1505                                 // 5 bytes
1506                                 MSG_WriteByte (&buf, clc_move);
1507                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1508                                 // 6 bytes
1509                                 for (i = 0;i < 3;i++)
1510                                         MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1511                                 // 6 bytes
1512                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1513                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1514                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1515                                 // 2 bytes
1516                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1517                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1518                         }
1519                         else
1520                         {
1521                                 usercmd_t *cmd;
1522                                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1523                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1524
1525                                 // send the latest moves in order, the old ones will be
1526                                 // ignored by the server harmlessly, however if the previous
1527                                 // packets were lost these moves will be used
1528                                 //
1529                                 // this reduces packet loss impact on gameplay.
1530                                 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1531                                 {
1532                                         // don't repeat any stale moves
1533                                         if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1534                                                 continue;
1535                                         // 5/9 bytes
1536                                         MSG_WriteByte (&buf, clc_move);
1537                                         if (cls.protocol != PROTOCOL_DARKPLACES6)
1538                                                 MSG_WriteLong (&buf, cmd->sequence);
1539                                         MSG_WriteFloat (&buf, cmd->time); // last server packet time
1540                                         // 6 bytes
1541                                         for (i = 0;i < 3;i++)
1542                                                 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1543                                         // 6 bytes
1544                                         MSG_WriteCoord16i (&buf, cmd->forwardmove);
1545                                         MSG_WriteCoord16i (&buf, cmd->sidemove);
1546                                         MSG_WriteCoord16i (&buf, cmd->upmove);
1547                                         // 5 bytes
1548                                         MSG_WriteLong (&buf, cmd->buttons);
1549                                         MSG_WriteByte (&buf, cmd->impulse);
1550                                         // PRYDON_CLIENTCURSOR
1551                                         // 30 bytes
1552                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1553                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1554                                         MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1555                                         MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1556                                         MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1557                                         MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1558                                         MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1559                                         MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1560                                         MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1561                                 }
1562                         }
1563                 }
1564         }
1565
1566         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1567         {
1568                 // ack the last few frame numbers
1569                 // (redundent to improve handling of client->server packet loss)
1570                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1571                 for (i = 0;i < LATESTFRAMENUMS;i++)
1572                 {
1573                         if (cl.latestframenums[i] > 0)
1574                         {
1575                                 if (developer_networkentities.integer >= 10)
1576                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1577                                 MSG_WriteByte(&buf, clc_ackframe);
1578                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1579                         }
1580                 }
1581         }
1582
1583         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1584         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1585
1586         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1587         {
1588                 // acknowledge any recently received data blocks
1589                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1590                 {
1591                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1592                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1593                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1594                         cls.dp_downloadack[i].start = 0;
1595                         cls.dp_downloadack[i].size = 0;
1596                 }
1597         }
1598
1599         // send the reliable message (forwarded commands) if there is one
1600         if (buf.cursize || cls.netcon->message.cursize)
1601                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer));
1602
1603         if (cls.netcon->message.overflowed)
1604         {
1605                 Con_Print("CL_SendMove: lost server connection\n");
1606                 CL_Disconnect();
1607                 Host_ShutdownServer();
1608         }
1609 }
1610
1611 /*
1612 ============
1613 CL_InitInput
1614 ============
1615 */
1616 void CL_InitInput (void)
1617 {
1618         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1619         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1620         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1621         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1622         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1623         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1624         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1625         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1626         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1627         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1628         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1629         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1630         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1631         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1632         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1633         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1634         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1635         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1636         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1637         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1638         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1639         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1640         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1641         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1642         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1643         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1644         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1645         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1646         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1647         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1648         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1649         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1650         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1651
1652         // LordHavoc: added use button
1653         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1654         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1655
1656         // LordHavoc: added 6 new buttons
1657         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1658         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1659         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1660         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1661         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1662         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1663         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1664         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1665         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1666         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1667         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1668         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1669         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1670         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1671         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1672         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1673         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1674         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1675         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1676         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1677         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1678         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1679         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1680         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1681         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1682         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1683         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1684         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1685
1686         // LordHavoc: added bestweapon command
1687         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)");
1688
1689         Cvar_RegisterVariable(&cl_movement);
1690         Cvar_RegisterVariable(&cl_movement_minping);
1691         Cvar_RegisterVariable(&cl_movement_maxspeed);
1692         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1693         Cvar_RegisterVariable(&cl_movement_stopspeed);
1694         Cvar_RegisterVariable(&cl_movement_friction);
1695         Cvar_RegisterVariable(&cl_movement_edgefriction);
1696         Cvar_RegisterVariable(&cl_movement_stepheight);
1697         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1698         Cvar_RegisterVariable(&cl_movement_accelerate);
1699         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1700         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1701         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1702         Cvar_RegisterVariable(&cl_gravity);
1703         Cvar_RegisterVariable(&cl_slowmo);
1704
1705         Cvar_RegisterVariable(&in_pitch_min);
1706         Cvar_RegisterVariable(&in_pitch_max);
1707         Cvar_RegisterVariable(&m_filter);
1708
1709         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1710         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1711
1712         Cvar_RegisterVariable(&cl_nodelta);
1713 }
1714