m_accelerate_* cvars
[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 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
445 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
446 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
447 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
448
449 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
450 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)"};
451 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)"};
452
453 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
454
455 extern cvar_t v_flipped;
456
457 /*
458 ================
459 CL_AdjustAngles
460
461 Moves the local angle positions
462 ================
463 */
464 void CL_AdjustAngles (void)
465 {
466         float   speed;
467         float   up, down;
468
469         if (in_speed.state & 1)
470                 speed = cl.realframetime * cl_anglespeedkey.value;
471         else
472                 speed = cl.realframetime;
473
474         if (!(in_strafe.state & 1))
475         {
476                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
477                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
478         }
479         if (in_klook.state & 1)
480         {
481                 V_StopPitchDrift ();
482                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
483                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
484         }
485
486         up = CL_KeyState (&in_lookup);
487         down = CL_KeyState(&in_lookdown);
488
489         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
490         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
491
492         if (up || down)
493                 V_StopPitchDrift ();
494
495         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
496         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
497         if (cl.viewangles[YAW] >= 180)
498                 cl.viewangles[YAW] -= 360;
499         if (cl.viewangles[PITCH] >= 180)
500                 cl.viewangles[PITCH] -= 360;
501         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
502         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
503 }
504
505 int cl_ignoremousemoves = 2;
506
507 /*
508 ================
509 CL_Input
510
511 Send the intended movement message to the server
512 ================
513 */
514 void CL_Input (void)
515 {
516         float mx, my;
517         static float old_mouse_x = 0, old_mouse_y = 0;
518
519         // clamp before the move to prevent starting with bad angles
520         CL_AdjustAngles ();
521
522         if(v_flipped.integer)
523                 cl.viewangles[YAW] = -cl.viewangles[YAW];
524
525         // reset some of the command fields
526         cl.cmd.forwardmove = 0;
527         cl.cmd.sidemove = 0;
528         cl.cmd.upmove = 0;
529
530         // get basic movement from keyboard
531         if (in_strafe.state & 1)
532         {
533                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
534                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
535         }
536
537         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
538         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
539
540         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
541         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
542
543         if (! (in_klook.state & 1) )
544         {
545                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
546                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
547         }
548
549         // adjust for speed key
550         if (in_speed.state & 1)
551         {
552                 cl.cmd.forwardmove *= cl_movespeedkey.value;
553                 cl.cmd.sidemove *= cl_movespeedkey.value;
554                 cl.cmd.upmove *= cl_movespeedkey.value;
555         }
556
557         // allow mice or other external controllers to add to the move
558         IN_Move ();
559
560         // apply m_accelerate if it is on
561         if(m_accelerate.value > 1)
562         {
563                 static float averagespeed = 0;
564                 float speed, f, mi, ma;
565
566                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
567                 if(m_accelerate_filter.value > 0)
568                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
569                 else
570                         f = 1;
571                 averagespeed = speed * f + averagespeed * (1 - f);
572
573                 mi = max(1, m_accelerate_minspeed.value);
574                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
575
576                 if(averagespeed <= mi)
577                 {
578                         f = 1;
579                 }
580                 else if(averagespeed >= ma)
581                 {
582                         f = m_accelerate.value;
583                 }
584                 else
585                 {
586                         /*
587                         f = log(averagespeed);
588                         mi = log(mi);
589                         ma = log(ma);
590                         */
591                         f = averagespeed;
592                         mi = mi;
593                         ma = ma;
594                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
595                 }
596
597                 in_mouse_x *= f;
598                 in_mouse_y *= f;
599         }
600
601         // apply m_filter if it is on
602         mx = in_mouse_x;
603         my = in_mouse_y;
604         if (m_filter.integer)
605         {
606                 in_mouse_x = (mx + old_mouse_x) * 0.5;
607                 in_mouse_y = (my + old_mouse_y) * 0.5;
608         }
609         old_mouse_x = mx;
610         old_mouse_y = my;
611
612         // ignore a mouse move if mouse was activated/deactivated this frame
613         if (cl_ignoremousemoves)
614         {
615                 cl_ignoremousemoves--;
616                 in_mouse_x = old_mouse_x = 0;
617                 in_mouse_y = old_mouse_y = 0;
618         }
619
620         // if not in menu, apply mouse move to viewangles/movement
621         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
622         {
623                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
624                 if (cl_prydoncursor.integer)
625                 {
626                         // mouse interacting with the scene, mostly stationary view
627                         V_StopPitchDrift();
628                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
629                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
630                 }
631                 else if (in_strafe.state & 1)
632                 {
633                         // strafing mode, all looking is movement
634                         V_StopPitchDrift();
635                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
636                         if (noclip_anglehack)
637                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
638                         else
639                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
640                 }
641                 else if ((in_mlook.state & 1) || freelook.integer)
642                 {
643                         // mouselook, lookstrafe causes turning to become strafing
644                         V_StopPitchDrift();
645                         if (lookstrafe.integer)
646                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
647                         else
648                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
649                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
650                 }
651                 else
652                 {
653                         // non-mouselook, yaw turning and forward/back movement
654                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
655                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
656                 }
657         }
658         else // don't pitch drift when csqc is controlling the mouse
659                 V_StopPitchDrift();
660
661         if(v_flipped.integer)
662         {
663                 cl.viewangles[YAW] = -cl.viewangles[YAW];
664                 cl.cmd.sidemove = -cl.cmd.sidemove;
665         }
666
667         // clamp after the move to prevent rendering with bad angles
668         CL_AdjustAngles ();
669 }
670
671 #include "cl_collision.h"
672
673 void CL_UpdatePrydonCursor(void)
674 {
675         vec3_t temp;
676
677         if (!cl_prydoncursor.integer)
678                 VectorClear(cl.cmd.cursor_screen);
679
680         /*
681         if (cl.cmd.cursor_screen[0] < -1)
682         {
683                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
684                 cl.cmd.cursor_screen[0] = -1;
685         }
686         if (cl.cmd.cursor_screen[0] > 1)
687         {
688                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
689                 cl.cmd.cursor_screen[0] = 1;
690         }
691         if (cl.cmd.cursor_screen[1] < -1)
692         {
693                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
694                 cl.cmd.cursor_screen[1] = -1;
695         }
696         if (cl.cmd.cursor_screen[1] > 1)
697         {
698                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
699                 cl.cmd.cursor_screen[1] = 1;
700         }
701         */
702         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
703         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
704         cl.cmd.cursor_screen[2] = 1;
705
706         // calculate current view matrix
707         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
708         // calculate direction vector of cursor in viewspace by using frustum slopes
709         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);
710         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
711         // trace from view origin to the cursor
712         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);
713 }
714
715 typedef enum waterlevel_e
716 {
717         WATERLEVEL_NONE,
718         WATERLEVEL_WETFEET,
719         WATERLEVEL_SWIMMING,
720         WATERLEVEL_SUBMERGED
721 }
722 waterlevel_t;
723
724 typedef struct cl_clientmovement_state_s
725 {
726         // position
727         vec3_t origin;
728         vec3_t velocity;
729         // current bounding box (different if crouched vs standing)
730         vec3_t mins;
731         vec3_t maxs;
732         // currently on the ground
733         qboolean onground;
734         // currently crouching
735         qboolean crouched;
736         // what kind of water (SUPERCONTENTS_LAVA for instance)
737         int watertype;
738         // how deep
739         waterlevel_t waterlevel;
740         // weird hacks when jumping out of water
741         // (this is in seconds and counts down to 0)
742         float waterjumptime;
743
744         // user command
745         usercmd_t cmd;
746 }
747 cl_clientmovement_state_t;
748
749 #define NUMOFFSETS 27
750 static vec3_t offsets[NUMOFFSETS] =
751 {
752 // 1 no nudge (just return the original if this test passes)
753         { 0.000,  0.000,  0.000},
754 // 6 simple nudges
755         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
756         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
757         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
758 // 4 diagonal flat nudges
759         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
760         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
761 // 8 diagonal upward nudges
762         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
763         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
764         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
765         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
766 // 8 diagonal downward nudges
767         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
768         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
769         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
770         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
771 };
772
773 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
774 {
775         int i;
776         vec3_t neworigin;
777         for (i = 0;i < NUMOFFSETS;i++)
778         {
779                 VectorAdd(offsets[i], s->origin, neworigin);
780                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
781                 {
782                         VectorCopy(neworigin, s->origin);
783                         return true;
784                 }
785         }
786         // if all offsets failed, give up
787         return false;
788 }
789
790 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
791 {
792         vec3_t origin1, origin2;
793         trace_t trace;
794
795         // make sure player is not stuck
796         CL_ClientMovement_Unstick(s);
797
798         // set crouched
799         if (s->cmd.crouch)
800         {
801                 // wants to crouch, this always works..
802                 if (!s->crouched)
803                         s->crouched = true;
804         }
805         else
806         {
807                 // wants to stand, if currently crouching we need to check for a
808                 // low ceiling first
809                 if (s->crouched)
810                 {
811                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
812                         if (!trace.startsolid)
813                                 s->crouched = false;
814                 }
815         }
816         if (s->crouched)
817         {
818                 VectorCopy(cl.playercrouchmins, s->mins);
819                 VectorCopy(cl.playercrouchmaxs, s->maxs);
820         }
821         else
822         {
823                 VectorCopy(cl.playerstandmins, s->mins);
824                 VectorCopy(cl.playerstandmaxs, s->maxs);
825         }
826
827         // set onground
828         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
829         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
830         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
831         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
832
833         // set watertype/waterlevel
834         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
835         s->waterlevel = WATERLEVEL_NONE;
836         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
837         if (s->watertype)
838         {
839                 s->waterlevel = WATERLEVEL_WETFEET;
840                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
841                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
842                 {
843                         s->waterlevel = WATERLEVEL_SWIMMING;
844                         origin1[2] = s->origin[2] + 22;
845                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
846                                 s->waterlevel = WATERLEVEL_SUBMERGED;
847                 }
848         }
849
850         // water jump prediction
851         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
852                 s->waterjumptime = 0;
853 }
854
855 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
856 {
857         int bump;
858         double t;
859         vec_t f;
860         vec3_t neworigin;
861         vec3_t currentorigin2;
862         vec3_t neworigin2;
863         vec3_t primalvelocity;
864         trace_t trace;
865         trace_t trace2;
866         trace_t trace3;
867         CL_ClientMovement_UpdateStatus(s);
868         VectorCopy(s->velocity, primalvelocity);
869         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
870         {
871                 VectorMA(s->origin, t, s->velocity, neworigin);
872                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
873                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
874                 {
875                         // may be a step or wall, try stepping up
876                         // first move forward at a higher level
877                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
878                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
879                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
880                         if (!trace2.startsolid)
881                         {
882                                 // then move down from there
883                                 VectorCopy(trace2.endpos, currentorigin2);
884                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
885                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
886                                 //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]);
887                                 // accept the new trace if it made some progress
888                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
889                                 {
890                                         trace = trace2;
891                                         VectorCopy(trace3.endpos, trace.endpos);
892                                 }
893                         }
894                 }
895
896                 // check if it moved at all
897                 if (trace.fraction >= 0.001)
898                         VectorCopy(trace.endpos, s->origin);
899
900                 // check if it moved all the way
901                 if (trace.fraction == 1)
902                         break;
903
904                 //if (trace.plane.normal[2] > 0.7)
905                 //      s->onground = true;
906
907                 t -= t * trace.fraction;
908
909                 f = DotProduct(s->velocity, trace.plane.normal);
910                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
911         }
912         if (s->waterjumptime > 0)
913                 VectorCopy(primalvelocity, s->velocity);
914 }
915
916
917 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
918 {
919         vec_t wishspeed;
920         vec_t f;
921         vec3_t wishvel;
922         vec3_t wishdir;
923
924         // water jump only in certain situations
925         // this mimics quakeworld code
926         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
927         {
928                 vec3_t forward;
929                 vec3_t yawangles;
930                 vec3_t spot;
931                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
932                 AngleVectors(yawangles, forward, NULL, NULL);
933                 VectorMA(s->origin, 24, forward, spot);
934                 spot[2] += 8;
935                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
936                 {
937                         spot[2] += 24;
938                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
939                         {
940                                 VectorScale(forward, 50, s->velocity);
941                                 s->velocity[2] = 310;
942                                 s->waterjumptime = 2;
943                                 s->onground = false;
944                                 s->cmd.canjump = false;
945                         }
946                 }
947         }
948
949         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
950         {
951                 // drift towards bottom
952                 VectorSet(wishvel, 0, 0, -60);
953         }
954         else
955         {
956                 // swim
957                 vec3_t forward;
958                 vec3_t right;
959                 vec3_t up;
960                 // calculate movement vector
961                 AngleVectors(s->cmd.viewangles, forward, right, up);
962                 VectorSet(up, 0, 0, 1);
963                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
964         }
965
966         // split wishvel into wishspeed and wishdir
967         wishspeed = VectorLength(wishvel);
968         if (wishspeed)
969                 VectorScale(wishvel, 1 / wishspeed, wishdir);
970         else
971                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
972         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
973
974         if (s->crouched)
975                 wishspeed *= 0.5;
976
977         if (s->waterjumptime <= 0)
978         {
979                 // water friction
980                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
981                 f = bound(0, f, 1);
982                 VectorScale(s->velocity, f, s->velocity);
983
984                 // water acceleration
985                 f = wishspeed - DotProduct(s->velocity, wishdir);
986                 if (f > 0)
987                 {
988                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
989                         VectorMA(s->velocity, f, wishdir, s->velocity);
990                 }
991
992                 // holding jump button swims upward slowly
993                 if (s->cmd.jump)
994                 {
995                         if (s->watertype & SUPERCONTENTS_LAVA)
996                                 s->velocity[2] =  50;
997                         else if (s->watertype & SUPERCONTENTS_SLIME)
998                                 s->velocity[2] =  80;
999                         else
1000                         {
1001                                 if (gamemode == GAME_NEXUIZ)
1002                                         s->velocity[2] = 200;
1003                                 else
1004                                         s->velocity[2] = 100;
1005                         }
1006                 }
1007         }
1008
1009         CL_ClientMovement_Move(s);
1010 }
1011
1012 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1013 {
1014         vec_t zspeed, speed, dot, k;
1015
1016         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1017                 return;
1018         
1019         zspeed = s->velocity[2];
1020         s->velocity[2] = 0;
1021         speed = VectorNormalizeLength(s->velocity);
1022
1023         dot = DotProduct(s->velocity, wishdir);
1024         k = 32;
1025         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1026
1027         if(dot > 0) { // we can't change direction while slowing down
1028                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1029                 VectorNormalize(s->velocity);
1030         }
1031
1032         VectorScale(s->velocity, speed, s->velocity);
1033         s->velocity[2] = zspeed;
1034 }
1035
1036 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)
1037 {
1038         vec_t vel_straight, vel_z;
1039         vec3_t vel_perpend;
1040         vec_t addspeed;
1041
1042         vel_straight = DotProduct(s->velocity, wishdir);
1043         vel_z = s->velocity[2];
1044         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1045
1046         addspeed = wishspeed - vel_straight;
1047         if(addspeed > 0)
1048                 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1049         if(wishspeed > 0)
1050                 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1051         
1052         VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1053
1054         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1055         s->velocity[2] += vel_z;
1056 }
1057
1058 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1059 {
1060     vec3_t curvel, wishvel, acceldir, curdir;
1061     float addspeed, accelspeed, curspeed;
1062     float dot;
1063
1064     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1065     float bunnyaccel = cl.movevars_warsowbunny_accel;
1066     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1067     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1068     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1069
1070     if( !wishspeed )
1071         return;
1072
1073     VectorCopy( s->velocity, curvel );
1074     curvel[2] = 0;
1075     curspeed = VectorLength( curvel );
1076
1077     if( wishspeed > curspeed * 1.01f )
1078     {
1079         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1080         if( accelspeed < wishspeed )
1081             wishspeed = accelspeed;
1082     }
1083     else
1084     {
1085         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1086         if( f < 0 )
1087             f = 0;
1088         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1089     }
1090     VectorScale( wishdir, wishspeed, wishvel );
1091     VectorSubtract( wishvel, curvel, acceldir );
1092     addspeed = VectorNormalizeLength( acceldir );
1093
1094     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1095     if( accelspeed > addspeed )
1096         accelspeed = addspeed;
1097
1098     if( backtosideratio < 1.0f )
1099     {
1100         VectorNormalize2( curvel, curdir );
1101         dot = DotProduct( acceldir, curdir );
1102         if( dot < 0 )
1103             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1104     }
1105
1106     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1107 }
1108
1109 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1110 {
1111         vec_t friction;
1112         vec_t wishspeed;
1113         vec_t addspeed;
1114         vec_t accelspeed;
1115         vec_t f;
1116         vec3_t forward;
1117         vec3_t right;
1118         vec3_t up;
1119         vec3_t wishvel;
1120         vec3_t wishdir;
1121         vec3_t yawangles;
1122         trace_t trace;
1123
1124         // jump if on ground with jump button pressed but only if it has been
1125         // released at least once since the last jump
1126         if (s->cmd.jump)
1127         {
1128                 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"
1129                 {
1130                         s->velocity[2] += cl.movevars_jumpvelocity;
1131                         s->onground = false;
1132                         s->cmd.canjump = false;
1133                 }
1134         }
1135         else
1136                 s->cmd.canjump = true;
1137
1138         // calculate movement vector
1139         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1140         AngleVectors(yawangles, forward, right, up);
1141         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1142
1143         // split wishvel into wishspeed and wishdir
1144         wishspeed = VectorLength(wishvel);
1145         if (wishspeed)
1146                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1147         else
1148                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1149         // check if onground
1150         if (s->onground)
1151         {
1152                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1153                 if (s->crouched)
1154                         wishspeed *= 0.5;
1155
1156                 // apply edge friction
1157                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1158                 if (f > 0)
1159                 {
1160                         friction = cl.movevars_friction;
1161                         if (cl.movevars_edgefriction != 1)
1162                         {
1163                                 vec3_t neworigin2;
1164                                 vec3_t neworigin3;
1165                                 // note: QW uses the full player box for the trace, and yet still
1166                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1167                                 // this mimics it for compatibility
1168                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1169                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1170                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1171                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1172                                 else
1173                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1174                                 if (trace.fraction == 1 && !trace.startsolid)
1175                                         friction *= cl.movevars_edgefriction;
1176                         }
1177                         // apply ground friction
1178                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1179                         f = max(f, 0);
1180                         VectorScale(s->velocity, f, s->velocity);
1181                 }
1182                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1183                 if (addspeed > 0)
1184                 {
1185                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1186                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1187                 }
1188                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1189                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1190                         s->velocity[2] = 0;
1191                 if (VectorLength2(s->velocity))
1192                         CL_ClientMovement_Move(s);
1193         }
1194         else
1195         {
1196                 if (s->waterjumptime <= 0)
1197                 {
1198                         // apply air speed limit
1199                         vec_t accel, wishspeed2;
1200                         qboolean accelerating;
1201
1202                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1203                         if (s->crouched)
1204                                 wishspeed *= 0.5;
1205                         accel = cl.movevars_airaccelerate;
1206
1207                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1208                         wishspeed2 = wishspeed;
1209
1210                         // CPM: air control
1211                         if(cl.movevars_airstopaccelerate != 0)
1212                                 if(DotProduct(s->velocity, wishdir) < 0)
1213                                         accel = cl.movevars_airstopaccelerate;
1214                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1215                         {
1216                                 if(cl.movevars_maxairstrafespeed)
1217                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1218                                                 wishspeed = cl.movevars_maxairstrafespeed;
1219                                 if(cl.movevars_airstrafeaccelerate)
1220                                         accel = cl.movevars_airstrafeaccelerate;
1221                         }
1222                         // !CPM
1223
1224                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1225                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1226                         else
1227                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, cl.movevars_airaccel_qw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1228
1229                         if(cl.movevars_aircontrol)
1230                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1231                 }
1232                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1233                 CL_ClientMovement_Move(s);
1234         }
1235 }
1236
1237 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1238 {
1239         //Con_Printf(" %f", frametime);
1240         if (!s->cmd.jump)
1241                 s->cmd.canjump = true;
1242         s->waterjumptime -= s->cmd.frametime;
1243         CL_ClientMovement_UpdateStatus(s);
1244         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1245                 CL_ClientMovement_Physics_Swim(s);
1246         else
1247                 CL_ClientMovement_Physics_Walk(s);
1248 }
1249
1250 extern cvar_t slowmo;
1251 void CL_UpdateMoveVars(void)
1252 {
1253         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1254         {
1255         }
1256         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1257         {
1258                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1259                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1260                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1261                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1262                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1263                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1264                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1265                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1266                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1267                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1268                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1269                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1270                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1271                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1272                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1273                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1274                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1275                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1276                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1277                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1278                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1279                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1280                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1281                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1282                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1283                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1284                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1285         }
1286         else
1287         {
1288                 cl.movevars_timescale = slowmo.value;
1289                 cl.movevars_gravity = sv_gravity.value;
1290                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1291                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1292                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1293                 cl.movevars_accelerate = cl_movement_accelerate.value;
1294                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1295                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1296                 cl.movevars_friction = cl_movement_friction.value;
1297                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1298                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1299                 cl.movevars_entgravity = 1;
1300                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1301                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1302                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1303                 cl.movevars_stepheight = cl_movement_stepheight.value;
1304                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1305                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1306                 cl.movevars_airstopaccelerate = 0;
1307                 cl.movevars_airstrafeaccelerate = 0;
1308                 cl.movevars_maxairstrafespeed = 0;
1309                 cl.movevars_aircontrol = 0;
1310                 cl.movevars_warsowbunny_airforwardaccel = 0;
1311                 cl.movevars_warsowbunny_accel = 0;
1312                 cl.movevars_warsowbunny_topspeed = 0;
1313                 cl.movevars_warsowbunny_turnaccel = 0;
1314                 cl.movevars_warsowbunny_backtosideratio = 0;
1315         }
1316 }
1317
1318 void CL_ClientMovement_Replay(void)
1319 {
1320         int i;
1321         double totalmovemsec;
1322         cl_clientmovement_state_t s;
1323
1324         if (cl.movement_predicted && !cl.movement_replay)
1325                 return;
1326
1327         // set up starting state for the series of moves
1328         memset(&s, 0, sizeof(s));
1329         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1330         VectorCopy(cl.mvelocity[0], s.velocity);
1331         s.crouched = true; // will be updated on first move
1332         //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]);
1333
1334         totalmovemsec = 0;
1335         for (i = 0;i < CL_MAX_USERCMDS;i++)
1336                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1337                         totalmovemsec += cl.movecmd[i].msec;
1338         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);
1339         //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);
1340         if (cl.movement_predicted)
1341         {
1342                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1343
1344                 // replay the input queue to predict current location
1345                 // note: this relies on the fact there's always one queue item at the end
1346
1347                 // find how many are still valid
1348                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1349                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1350                                 break;
1351                 // now walk them in oldest to newest order
1352                 for (i--;i >= 0;i--)
1353                 {
1354                         s.cmd = cl.movecmd[i];
1355                         if (i < CL_MAX_USERCMDS - 1)
1356                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1357                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1358                         //Con_Printf("%i ", s.cmd.msec);
1359                         if (s.cmd.frametime > 0.05)
1360                         {
1361                                 s.cmd.frametime /= 2;
1362                                 CL_ClientMovement_PlayerMove(&s);
1363                         }
1364                         CL_ClientMovement_PlayerMove(&s);
1365                         cl.movecmd[i].canjump = s.cmd.canjump;
1366                 }
1367                 //Con_Printf("\n");
1368         }
1369         else
1370         {
1371                 // get the first movement queue entry to know whether to crouch and such
1372                 s.cmd = cl.movecmd[0];
1373         }
1374         CL_ClientMovement_UpdateStatus(&s);
1375
1376         if (cls.demoplayback) // for bob, speedometer
1377                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1378         else
1379         {
1380                 cl.movement_replay = false;
1381                 // update the interpolation target position and velocity
1382                 VectorCopy(s.origin, cl.movement_origin);
1383                 VectorCopy(s.velocity, cl.movement_velocity);
1384         }
1385
1386         // update the onground flag if appropriate
1387         if (cl.movement_predicted)
1388         {
1389                 // when predicted we simply set the flag according to the UpdateStatus
1390                 cl.onground = s.onground;
1391         }
1392         else
1393         {
1394                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1395                 // an update packet is received, but can be forced on here to hide
1396                 // server inconsistencies in the onground flag
1397                 // (which mostly occur when stepping up stairs at very high framerates
1398                 //  where after the step up the move continues forward and not
1399                 //  downward so the ground is not detected)
1400                 //
1401                 // such onground inconsistencies can cause jittery gun bobbing and
1402                 // stair smoothing, so we set onground if UpdateStatus says so
1403                 if (s.onground)
1404                         cl.onground = true;
1405         }
1406
1407         // react to onground state changes (for gun bob)
1408         if (cl.onground)
1409         {
1410                 if (!cl.oldonground)
1411                         cl.hitgroundtime = cl.movecmd[0].time;
1412                 cl.lastongroundtime = cl.movecmd[0].time;
1413         }
1414         cl.oldonground = cl.onground;
1415 }
1416
1417 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1418 {
1419         int bits;
1420
1421         bits = 0;
1422         if (to->viewangles[0] != from->viewangles[0])
1423                 bits |= QW_CM_ANGLE1;
1424         if (to->viewangles[1] != from->viewangles[1])
1425                 bits |= QW_CM_ANGLE2;
1426         if (to->viewangles[2] != from->viewangles[2])
1427                 bits |= QW_CM_ANGLE3;
1428         if (to->forwardmove != from->forwardmove)
1429                 bits |= QW_CM_FORWARD;
1430         if (to->sidemove != from->sidemove)
1431                 bits |= QW_CM_SIDE;
1432         if (to->upmove != from->upmove)
1433                 bits |= QW_CM_UP;
1434         if (to->buttons != from->buttons)
1435                 bits |= QW_CM_BUTTONS;
1436         if (to->impulse != from->impulse)
1437                 bits |= QW_CM_IMPULSE;
1438
1439         MSG_WriteByte(buf, bits);
1440         if (bits & QW_CM_ANGLE1)
1441                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1442         if (bits & QW_CM_ANGLE2)
1443                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1444         if (bits & QW_CM_ANGLE3)
1445                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1446         if (bits & QW_CM_FORWARD)
1447                 MSG_WriteShort(buf, (short) to->forwardmove);
1448         if (bits & QW_CM_SIDE)
1449                 MSG_WriteShort(buf, (short) to->sidemove);
1450         if (bits & QW_CM_UP)
1451                 MSG_WriteShort(buf, (short) to->upmove);
1452         if (bits & QW_CM_BUTTONS)
1453                 MSG_WriteByte(buf, to->buttons);
1454         if (bits & QW_CM_IMPULSE)
1455                 MSG_WriteByte(buf, to->impulse);
1456         MSG_WriteByte(buf, to->msec);
1457 }
1458
1459 /*
1460 ==============
1461 CL_SendMove
1462 ==============
1463 */
1464 usercmd_t nullcmd; // for delta compression of qw moves
1465 void CL_SendMove(void)
1466 {
1467         int i, j, packetloss;
1468         int checksumindex;
1469         int bits;
1470         int maxusercmds;
1471         usercmd_t *cmd;
1472         sizebuf_t buf;
1473         unsigned char data[1024];
1474         double packettime;
1475         int msecdelta;
1476
1477         // if playing a demo, do nothing
1478         if (!cls.netcon)
1479                 return;
1480
1481         // we build up cl.movecmd[0] and then decide whether to send or not
1482         // the prediction code will use this command even though it has not been
1483         // sent yet
1484         cl.cmd.time = cl.time;
1485         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1486
1487         // set button bits
1488         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1489         bits = 0;
1490         if (in_attack.state   & 3) bits |=   1;
1491         if (in_jump.state     & 3) bits |=   2;
1492         if (in_button3.state  & 3) bits |=   4;
1493         if (in_button4.state  & 3) bits |=   8;
1494         if (in_button5.state  & 3) bits |=  16;
1495         if (in_button6.state  & 3) bits |=  32;
1496         if (in_button7.state  & 3) bits |=  64;
1497         if (in_button8.state  & 3) bits |= 128;
1498         if (in_use.state      & 3) bits |= 256;
1499         if (key_dest != key_game || key_consoleactive) bits |= 512;
1500         if (cl_prydoncursor.integer) bits |= 1024;
1501         if (in_button9.state  & 3)  bits |=   2048;
1502         if (in_button10.state  & 3) bits |=   4096;
1503         if (in_button11.state  & 3) bits |=   8192;
1504         if (in_button12.state  & 3) bits |=  16384;
1505         if (in_button13.state  & 3) bits |=  32768;
1506         if (in_button14.state  & 3) bits |=  65536;
1507         if (in_button15.state  & 3) bits |= 131072;
1508         if (in_button16.state  & 3) bits |= 262144;
1509         // button bits 19-31 unused currently
1510         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1511         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1512         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1513         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1514         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1515
1516         // set buttons and impulse
1517         cl.cmd.buttons = bits;
1518         cl.cmd.impulse = in_impulse;
1519
1520         // set viewangles
1521         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1522
1523         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1524         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1525         // ridiculous value rejection (matches qw)
1526         if (cl.cmd.msec > 250)
1527                 cl.cmd.msec = 100;
1528         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1529
1530         cl.cmd.predicted = cl_movement.integer;
1531
1532         // movement is set by input code (forwardmove/sidemove/upmove)
1533         // always dump the first two moves, because they may contain leftover inputs from the last level
1534         if (cl.cmd.sequence <= 2)
1535                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1536
1537         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1538         cl.cmd.crouch = 0;
1539         switch (cls.protocol)
1540         {
1541         case PROTOCOL_QUAKEWORLD:
1542         case PROTOCOL_QUAKE:
1543         case PROTOCOL_QUAKEDP:
1544         case PROTOCOL_NEHAHRAMOVIE:
1545         case PROTOCOL_NEHAHRABJP:
1546         case PROTOCOL_NEHAHRABJP2:
1547         case PROTOCOL_NEHAHRABJP3:
1548         case PROTOCOL_DARKPLACES1:
1549         case PROTOCOL_DARKPLACES2:
1550         case PROTOCOL_DARKPLACES3:
1551         case PROTOCOL_DARKPLACES4:
1552         case PROTOCOL_DARKPLACES5:
1553                 break;
1554         case PROTOCOL_DARKPLACES6:
1555         case PROTOCOL_DARKPLACES7:
1556                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1557                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1558                 break;
1559         case PROTOCOL_UNKNOWN:
1560                 break;
1561         }
1562
1563         cl.movecmd[0] = cl.cmd;
1564
1565         // don't predict more than 200fps
1566         if (realtime >= cl.lastpackettime + 0.005)
1567                 cl.movement_replay = true; // redo the prediction
1568
1569         // now decide whether to actually send this move
1570         // (otherwise it is only for prediction)
1571
1572         // don't send too often or else network connections can get clogged by a
1573         // high renderer framerate
1574         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1575         // send input every frame in singleplayer
1576         if (cl.islocalgame)
1577                 packettime = 0;
1578         // always send if buttons changed or an impulse is pending
1579         // even if it violates the rate limit!
1580         if (!cl.movecmd[0].impulse && (!cl_netimmediatebuttons.integer || cl.movecmd[0].buttons == cl.movecmd[1].buttons))
1581         {
1582                 // don't choke the connection with packets (obey rate limit)
1583                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1584                         return;
1585                 // don't send too often (cl_netfps)
1586                 if (realtime < cl.lastpackettime + packettime)
1587                         return;
1588         }
1589         // try to round off the lastpackettime to a multiple of the packet interval
1590         // (this causes it to emit packets at a steady beat)
1591         if (packettime > 0)
1592                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1593         else
1594                 cl.lastpackettime = realtime;
1595
1596         buf.maxsize = sizeof(data);
1597         buf.cursize = 0;
1598         buf.data = data;
1599
1600         // send the movement message
1601         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1602         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1603         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1604         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1605         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1606         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1607         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1608         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1609         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1610         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1611         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1612
1613         // set prydon cursor info
1614         CL_UpdatePrydonCursor();
1615
1616         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1617         {
1618                 switch (cls.protocol)
1619                 {
1620                 case PROTOCOL_QUAKEWORLD:
1621                         MSG_WriteByte(&buf, qw_clc_move);
1622                         // save the position for a checksum byte
1623                         checksumindex = buf.cursize;
1624                         MSG_WriteByte(&buf, 0);
1625                         // packet loss percentage
1626                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1627                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1628                                         packetloss++;
1629                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1630                         MSG_WriteByte(&buf, packetloss);
1631                         // write most recent 3 moves
1632                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1633                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1634                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1635                         // calculate the checksum
1636                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1637                         // if delta compression history overflows, request no delta
1638                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1639                                 cl.qw_validsequence = 0;
1640                         // request delta compression if appropriate
1641                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1642                         {
1643                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1644                                 MSG_WriteByte(&buf, qw_clc_delta);
1645                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1646                         }
1647                         else
1648                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1649                         break;
1650                 case PROTOCOL_QUAKE:
1651                 case PROTOCOL_QUAKEDP:
1652                 case PROTOCOL_NEHAHRAMOVIE:
1653                 case PROTOCOL_NEHAHRABJP:
1654                 case PROTOCOL_NEHAHRABJP2:
1655                 case PROTOCOL_NEHAHRABJP3:
1656                         // 5 bytes
1657                         MSG_WriteByte (&buf, clc_move);
1658                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1659                         // 3 bytes
1660                         for (i = 0;i < 3;i++)
1661                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1662                         // 6 bytes
1663                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1664                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1665                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1666                         // 2 bytes
1667                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1668                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1669                         break;
1670                 case PROTOCOL_DARKPLACES2:
1671                 case PROTOCOL_DARKPLACES3:
1672                         // 5 bytes
1673                         MSG_WriteByte (&buf, clc_move);
1674                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1675                         // 12 bytes
1676                         for (i = 0;i < 3;i++)
1677                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1678                         // 6 bytes
1679                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1680                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1681                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1682                         // 2 bytes
1683                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1684                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1685                         break;
1686                 case PROTOCOL_DARKPLACES1:
1687                 case PROTOCOL_DARKPLACES4:
1688                 case PROTOCOL_DARKPLACES5:
1689                         // 5 bytes
1690                         MSG_WriteByte (&buf, clc_move);
1691                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1692                         // 6 bytes
1693                         for (i = 0;i < 3;i++)
1694                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1695                         // 6 bytes
1696                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1697                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1698                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1699                         // 2 bytes
1700                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1701                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1702                 case PROTOCOL_DARKPLACES6:
1703                 case PROTOCOL_DARKPLACES7:
1704                         // set the maxusercmds variable to limit how many should be sent
1705                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1706                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1707                         if (!cl.cmd.predicted)
1708                                 maxusercmds = 1;
1709
1710                         // send the latest moves in order, the old ones will be
1711                         // ignored by the server harmlessly, however if the previous
1712                         // packets were lost these moves will be used
1713                         //
1714                         // this reduces packet loss impact on gameplay.
1715                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1716                         {
1717                                 // don't repeat any stale moves
1718                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1719                                         continue;
1720                                 // 5/9 bytes
1721                                 MSG_WriteByte (&buf, clc_move);
1722                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1723                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1724                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1725                                 // 6 bytes
1726                                 for (i = 0;i < 3;i++)
1727                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1728                                 // 6 bytes
1729                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1730                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1731                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1732                                 // 5 bytes
1733                                 MSG_WriteLong (&buf, cmd->buttons);
1734                                 MSG_WriteByte (&buf, cmd->impulse);
1735                                 // PRYDON_CLIENTCURSOR
1736                                 // 30 bytes
1737                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1738                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1739                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1740                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1741                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1742                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1743                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1744                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1745                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1746                         }
1747                         break;
1748                 case PROTOCOL_UNKNOWN:
1749                         break;
1750                 }
1751         }
1752
1753         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1754         {
1755                 // ack the last few frame numbers
1756                 // (redundent to improve handling of client->server packet loss)
1757                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1758                 for (i = 0;i < LATESTFRAMENUMS;i++)
1759                 {
1760                         if (cl.latestframenums[i] > 0)
1761                         {
1762                                 if (developer_networkentities.integer >= 10)
1763                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1764                                 MSG_WriteByte(&buf, clc_ackframe);
1765                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1766                         }
1767                 }
1768         }
1769
1770         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1771         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1772
1773         // acknowledge any recently received data blocks
1774         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1775         {
1776                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1777                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1778                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1779                 cls.dp_downloadack[i].start = 0;
1780                 cls.dp_downloadack[i].size = 0;
1781         }
1782
1783         // send the reliable message (forwarded commands) if there is one
1784         if (buf.cursize || cls.netcon->message.cursize)
1785                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1786
1787         // update the cl.movecmd array which holds the most recent moves,
1788         // because we now need a new slot for the next input
1789         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1790                 cl.movecmd[i] = cl.movecmd[i-1];
1791         cl.movecmd[0].msec = 0;
1792         cl.movecmd[0].frametime = 0;
1793
1794         // clear button 'click' states
1795         in_attack.state  &= ~2;
1796         in_jump.state    &= ~2;
1797         in_button3.state &= ~2;
1798         in_button4.state &= ~2;
1799         in_button5.state &= ~2;
1800         in_button6.state &= ~2;
1801         in_button7.state &= ~2;
1802         in_button8.state &= ~2;
1803         in_use.state     &= ~2;
1804         in_button9.state  &= ~2;
1805         in_button10.state &= ~2;
1806         in_button11.state &= ~2;
1807         in_button12.state &= ~2;
1808         in_button13.state &= ~2;
1809         in_button14.state &= ~2;
1810         in_button15.state &= ~2;
1811         in_button16.state &= ~2;
1812         // clear impulse
1813         in_impulse = 0;
1814
1815         if (cls.netcon->message.overflowed)
1816         {
1817                 Con_Print("CL_SendMove: lost server connection\n");
1818                 CL_Disconnect();
1819                 Host_ShutdownServer();
1820         }
1821 }
1822
1823 /*
1824 ============
1825 CL_InitInput
1826 ============
1827 */
1828 void CL_InitInput (void)
1829 {
1830         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1831         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1832         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1833         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1834         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1835         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1836         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1837         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1838         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1839         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1840         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1841         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1842         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1843         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1844         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1845         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1846         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1847         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1848         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1849         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1850         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1851         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1852         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1853         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1854         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1855         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1856         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1857         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1858         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1859         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1860         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1861         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1862         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1863
1864         // LordHavoc: added use button
1865         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1866         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1867
1868         // LordHavoc: added 6 new buttons
1869         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1870         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1871         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1872         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1873         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1874         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1875         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1876         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1877         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1878         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1879         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1880         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1881         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1882         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1883         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1884         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1885         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1886         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1887         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1888         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1889         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1890         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1891         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1892         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1893         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1894         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1895         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1896         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1897
1898         // LordHavoc: added bestweapon command
1899         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)");
1900         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");
1901         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1902
1903         Cvar_RegisterVariable(&cl_movement);
1904         Cvar_RegisterVariable(&cl_movement_minping);
1905         Cvar_RegisterVariable(&cl_movement_track_canjump);
1906         Cvar_RegisterVariable(&cl_movement_maxspeed);
1907         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1908         Cvar_RegisterVariable(&cl_movement_stopspeed);
1909         Cvar_RegisterVariable(&cl_movement_friction);
1910         Cvar_RegisterVariable(&cl_movement_wallfriction);
1911         Cvar_RegisterVariable(&cl_movement_waterfriction);
1912         Cvar_RegisterVariable(&cl_movement_edgefriction);
1913         Cvar_RegisterVariable(&cl_movement_stepheight);
1914         Cvar_RegisterVariable(&cl_movement_accelerate);
1915         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1916         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1917         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1918         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1919         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1920
1921         Cvar_RegisterVariable(&in_pitch_min);
1922         Cvar_RegisterVariable(&in_pitch_max);
1923         Cvar_RegisterVariable(&m_filter);
1924         Cvar_RegisterVariable(&m_accelerate);
1925         Cvar_RegisterVariable(&m_accelerate_minspeed);
1926         Cvar_RegisterVariable(&m_accelerate_maxspeed);
1927         Cvar_RegisterVariable(&m_accelerate_filter);
1928
1929         Cvar_RegisterVariable(&cl_netfps);
1930         Cvar_RegisterVariable(&cl_netrepeatinput);
1931         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1932
1933         Cvar_RegisterVariable(&cl_nodelta);
1934 }
1935