fix weapon jitters when walking up ramps, and prediction failures when doing rampjump...
[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 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers or quakeworld servers"};
324 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
325 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
326 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)"};
327 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
328 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
329 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
330 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
331 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
332 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"};
333 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
334 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)"};
335 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)"};
336 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
337 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
338 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
339
340 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
341 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
342
343 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
344
345 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
346 cvar_t cl_netinputpacketlosstolerance = {CVAR_SAVE, "cl_netinputpacketlosstolerance", "4", "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)"};
347
348 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
349
350
351 /*
352 ================
353 CL_AdjustAngles
354
355 Moves the local angle positions
356 ================
357 */
358 void CL_AdjustAngles (void)
359 {
360         float   speed;
361         float   up, down;
362
363         if (in_speed.state & 1)
364                 speed = cl.realframetime * cl_anglespeedkey.value;
365         else
366                 speed = cl.realframetime;
367
368         if (!(in_strafe.state & 1))
369         {
370                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
371                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
372         }
373         if (in_klook.state & 1)
374         {
375                 V_StopPitchDrift ();
376                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
377                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
378         }
379
380         up = CL_KeyState (&in_lookup);
381         down = CL_KeyState(&in_lookdown);
382
383         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
384         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
385
386         if (up || down)
387                 V_StopPitchDrift ();
388
389         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
390         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
391         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
392         if (cl.viewangles[YAW] >= 180)
393                 cl.viewangles[YAW] -= 360;
394         if (cl.viewangles[PITCH] >= 180)
395                 cl.viewangles[PITCH] -= 360;
396         if (cl.viewangles[ROLL] >= 180)
397                 cl.viewangles[ROLL] -= 360;
398
399         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
400         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
401 }
402
403 qboolean cl_ignoremousemove = false;
404
405 /*
406 ================
407 CL_Input
408
409 Send the intended movement message to the server
410 ================
411 */
412 void CL_Input (void)
413 {
414         float mx, my;
415         static float old_mouse_x = 0, old_mouse_y = 0;
416
417         // clamp before the move to prevent starting with bad angles
418         CL_AdjustAngles ();
419
420         // reset some of the command fields
421         cl.cmd.forwardmove = 0;
422         cl.cmd.sidemove = 0;
423         cl.cmd.upmove = 0;
424
425         // get basic movement from keyboard
426         if (in_strafe.state & 1)
427         {
428                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
429                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
430         }
431
432         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
433         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
434
435         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
436         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
437
438         if (! (in_klook.state & 1) )
439         {
440                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
441                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
442         }
443
444         // adjust for speed key
445         if (in_speed.state & 1)
446         {
447                 cl.cmd.forwardmove *= cl_movespeedkey.value;
448                 cl.cmd.sidemove *= cl_movespeedkey.value;
449                 cl.cmd.upmove *= cl_movespeedkey.value;
450         }
451
452         in_mouse_x = 0;
453         in_mouse_y = 0;
454
455         // allow mice or other external controllers to add to the move
456         IN_Move ();
457
458         // ignore a mouse move if mouse was activated/deactivated this frame
459         if (cl_ignoremousemove)
460         {
461                 cl_ignoremousemove = false;
462                 in_mouse_x = 0;
463                 in_mouse_y = 0;
464         }
465
466         // apply m_filter if it is on
467         mx = in_mouse_x;
468         my = in_mouse_y;
469         if (m_filter.integer)
470         {
471                 in_mouse_x = (mx + old_mouse_x) * 0.5;
472                 in_mouse_y = (my + old_mouse_y) * 0.5;
473         }
474         old_mouse_x = mx;
475         old_mouse_y = my;
476
477         // if not in menu, apply mouse move to viewangles/movement
478         if (!cl.csqc_wantsmousemove && in_client_mouse)
479         {
480                 if (cl_prydoncursor.integer)
481                 {
482                         // mouse interacting with the scene, mostly stationary view
483                         V_StopPitchDrift();
484                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
485                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
486                 }
487                 else if (in_strafe.state & 1)
488                 {
489                         // strafing mode, all looking is movement
490                         V_StopPitchDrift();
491                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
492                         if (noclip_anglehack)
493                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
494                         else
495                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
496                 }
497                 else if ((in_mlook.state & 1) || freelook.integer)
498                 {
499                         // mouselook, lookstrafe causes turning to become strafing
500                         V_StopPitchDrift();
501                         if (lookstrafe.integer)
502                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
503                         else
504                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
505                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
506                 }
507                 else
508                 {
509                         // non-mouselook, yaw turning and forward/back movement
510                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
511                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
512                 }
513         }
514
515         // clamp after the move to prevent rendering with bad angles
516         CL_AdjustAngles ();
517 }
518
519 #include "cl_collision.h"
520
521 void CL_UpdatePrydonCursor(void)
522 {
523         vec3_t temp;
524
525         if (!cl_prydoncursor.integer)
526                 VectorClear(cl.cmd.cursor_screen);
527
528         /*
529         if (cl.cmd.cursor_screen[0] < -1)
530         {
531                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
532                 cl.cmd.cursor_screen[0] = -1;
533         }
534         if (cl.cmd.cursor_screen[0] > 1)
535         {
536                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
537                 cl.cmd.cursor_screen[0] = 1;
538         }
539         if (cl.cmd.cursor_screen[1] < -1)
540         {
541                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
542                 cl.cmd.cursor_screen[1] = -1;
543         }
544         if (cl.cmd.cursor_screen[1] > 1)
545         {
546                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
547                 cl.cmd.cursor_screen[1] = 1;
548         }
549         */
550         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
551         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
552         cl.cmd.cursor_screen[2] = 1;
553
554         // calculate current view matrix
555         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
556         // calculate direction vector of cursor in viewspace by using frustum slopes
557         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
558         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
559         // trace from view origin to the cursor
560         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);
561 }
562
563 void CL_ClientMovement_Replay(void);
564
565 void CL_ClientMovement_InputQW(void)
566 {
567         int i;
568         int n;
569         // if time has not advanced, do nothing
570         if (cl.movecmd[0].time <= cl.movecmd[1].time)
571                 return;
572         // remove stale queue items
573         n = cl.movement_numqueue;
574         cl.movement_numqueue = 0;
575         for (i = 0;i < n;i++)
576         {
577                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
578                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
579                 else if (i == 0)
580                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
581         }
582         // add to input queue if there is room
583         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
584         {
585                 // add to input queue
586                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
587                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
588                 cl.movement_queue[cl.movement_numqueue].frametime = cl.cmd.msec / 1000.0;
589                 VectorCopy(cl.cmd.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
590                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
591                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
592                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
593                 cl.movement_queue[cl.movement_numqueue].jump = (cl.cmd.buttons & 2) != 0;
594                 cl.movement_queue[cl.movement_numqueue].crouch = false;
595                 cl.movement_numqueue++;
596         }
597         CL_ClientMovement_Replay();
598 }
599
600 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
601 {
602         int i;
603         int n;
604         // if time has not advanced, do nothing
605         if (cl.movecmd[0].time <= cl.movecmd[1].time)
606                 return;
607         // remove stale queue items
608         n = cl.movement_numqueue;
609         cl.movement_numqueue = 0;
610         if (cls.servermovesequence)
611         {
612                 for (i = 0;i < n;i++)
613                 {
614                         if (cl.movement_queue[i].sequence > cls.servermovesequence)
615                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
616                         else if (i == 0)
617                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
618                 }
619         }
620         else
621         {
622                 for (i = 0;i < n;i++)
623                 {
624                         if (cl.movement_queue[i].time >= cl.movecmd[0].time - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.movecmd[0].time)
625                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
626                         else if (i == 0)
627                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
628                 }
629         }
630         // add to input queue if there is room
631         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
632         {
633                 // add to input queue
634                 cl.movement_queue[cl.movement_numqueue].sequence = cls.movesequence;
635                 cl.movement_queue[cl.movement_numqueue].time = cl.movecmd[0].time;
636                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.movecmd[0].time - cl.movecmd[1].time, 0.1);
637                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
638                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
639                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
640                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
641                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
642                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
643                 cl.movement_numqueue++;
644         }
645         CL_ClientMovement_Replay();
646 }
647
648 typedef enum waterlevel_e
649 {
650         WATERLEVEL_NONE,
651         WATERLEVEL_WETFEET,
652         WATERLEVEL_SWIMMING,
653         WATERLEVEL_SUBMERGED
654 }
655 waterlevel_t;
656
657 typedef struct cl_clientmovement_state_s
658 {
659         // position
660         vec3_t origin;
661         vec3_t velocity;
662         // current bounding box (different if crouched vs standing)
663         vec3_t mins;
664         vec3_t maxs;
665         // currently on the ground
666         qboolean onground;
667         // currently crouching
668         qboolean crouched;
669         // whether jump button has been released since last jump
670         qboolean canjump;
671         // what kind of water (SUPERCONTENTS_LAVA for instance)
672         int watertype;
673         // how deep
674         waterlevel_t waterlevel;
675         // weird hacks when jumping out of water
676         // (this is in seconds and counts down to 0)
677         float waterjumptime;
678
679         // movement parameters for physics code
680         float movevars_gravity;
681         float movevars_stopspeed;
682         float movevars_maxspeed;
683         float movevars_spectatormaxspeed;
684         float movevars_accelerate;
685         float movevars_airaccelerate;
686         float movevars_wateraccelerate;
687         float movevars_friction;
688         float movevars_waterfriction;
689         float movevars_entgravity;
690         float movevars_jumpvelocity;
691         float movevars_edgefriction;
692         float movevars_maxairspeed;
693         float movevars_stepheight;
694         float movevars_airaccel_qw;
695         float movevars_airaccel_sideways_friction;
696
697         // user command
698         client_movementqueue_t q;
699 }
700 cl_clientmovement_state_t;
701
702 #define NUMOFFSETS 27
703 static vec3_t offsets[NUMOFFSETS] =
704 {
705 // 1 no nudge (just return the original if this test passes)
706         { 0.000,  0.000,  0.000},
707 // 6 simple nudges
708         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
709         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
710         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
711 // 4 diagonal flat nudges
712         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
713         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
714 // 8 diagonal upward nudges
715         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
716         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
717         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
718         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
719 // 8 diagonal downward nudges
720         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
721         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
722         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
723         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
724 };
725
726 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
727 {
728         int i;
729         vec3_t neworigin;
730         for (i = 0;i < NUMOFFSETS;i++)
731         {
732                 VectorAdd(offsets[i], s->origin, neworigin);
733                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
734                 {
735                         VectorCopy(neworigin, s->origin);
736                         return true;
737                 }
738         }
739         // if all offsets failed, give up
740         return false;
741 }
742
743 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
744 {
745         vec3_t origin1, origin2;
746         trace_t trace;
747
748         // make sure player is not stuck
749         CL_ClientMovement_Unstick(s);
750
751         // set crouched
752         if (s->q.crouch)
753         {
754                 // wants to crouch, this always works..
755                 if (!s->crouched)
756                         s->crouched = true;
757         }
758         else
759         {
760                 // wants to stand, if currently crouching we need to check for a
761                 // low ceiling first
762                 if (s->crouched)
763                 {
764                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
765                         if (!trace.startsolid)
766                                 s->crouched = false;
767                 }
768         }
769         if (s->crouched)
770         {
771                 VectorCopy(cl.playercrouchmins, s->mins);
772                 VectorCopy(cl.playercrouchmaxs, s->maxs);
773         }
774         else
775         {
776                 VectorCopy(cl.playerstandmins, s->mins);
777                 VectorCopy(cl.playerstandmaxs, s->maxs);
778         }
779
780         // set onground
781         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
782         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
783         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
784         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
785
786         // set watertype/waterlevel
787         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
788         s->waterlevel = WATERLEVEL_NONE;
789         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
790         if (s->watertype)
791         {
792                 s->waterlevel = WATERLEVEL_WETFEET;
793                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
794                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
795                 {
796                         s->waterlevel = WATERLEVEL_SWIMMING;
797                         origin1[2] = s->origin[2] + 22;
798                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
799                                 s->waterlevel = WATERLEVEL_SUBMERGED;
800                 }
801         }
802
803         // water jump prediction
804         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
805                 s->waterjumptime = 0;
806 }
807
808 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
809 {
810         int bump;
811         double t;
812         vec_t f;
813         vec3_t neworigin;
814         vec3_t currentorigin2;
815         vec3_t neworigin2;
816         vec3_t primalvelocity;
817         trace_t trace;
818         trace_t trace2;
819         trace_t trace3;
820         CL_ClientMovement_UpdateStatus(s);
821         VectorCopy(s->velocity, primalvelocity);
822         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
823         {
824                 VectorMA(s->origin, t, s->velocity, neworigin);
825                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
826                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
827                 {
828                         // may be a step or wall, try stepping up
829                         // first move forward at a higher level
830                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
831                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
832                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
833                         if (!trace2.startsolid)
834                         {
835                                 // then move down from there
836                                 VectorCopy(trace2.endpos, currentorigin2);
837                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
838                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
839                                 //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]);
840                                 // accept the new trace if it made some progress
841                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
842                                 {
843                                         trace = trace2;
844                                         VectorCopy(trace3.endpos, trace.endpos);
845                                 }
846                         }
847                 }
848
849                 // check if it moved at all
850                 if (trace.fraction >= 0.001)
851                         VectorCopy(trace.endpos, s->origin);
852
853                 // check if it moved all the way
854                 if (trace.fraction == 1)
855                         break;
856
857                 //if (trace.plane.normal[2] > 0.7)
858                 //      s->onground = true;
859
860                 t -= t * trace.fraction;
861
862                 f = DotProduct(s->velocity, trace.plane.normal);
863                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
864         }
865         if (s->waterjumptime > 0)
866                 VectorCopy(primalvelocity, s->velocity);
867 }
868
869
870 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
871 {
872         vec_t wishspeed;
873         vec_t f;
874         vec3_t wishvel;
875         vec3_t wishdir;
876
877         // water jump only in certain situations
878         // this mimics quakeworld code
879         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
880         {
881                 vec3_t forward;
882                 vec3_t yawangles;
883                 vec3_t spot;
884                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
885                 AngleVectors(yawangles, forward, NULL, NULL);
886                 VectorMA(s->origin, 24, forward, spot);
887                 spot[2] += 8;
888                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
889                 {
890                         spot[2] += 24;
891                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
892                         {
893                                 VectorScale(forward, 50, s->velocity);
894                                 s->velocity[2] = 310;
895                                 s->waterjumptime = 2;
896                                 s->onground = false;
897                                 s->canjump = false;
898                         }
899                 }
900         }
901
902         if (!VectorLength2(s->q.move))
903         {
904                 // drift towards bottom
905                 VectorSet(wishvel, 0, 0, -60);
906         }
907         else
908         {
909                 // swim
910                 vec3_t forward;
911                 vec3_t right;
912                 vec3_t up;
913                 // calculate movement vector
914                 AngleVectors(s->q.viewangles, forward, right, up);
915                 VectorSet(up, 0, 0, 1);
916                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
917         }
918
919         // split wishvel into wishspeed and wishdir
920         wishspeed = VectorLength(wishvel);
921         if (wishspeed)
922                 VectorScale(wishvel, 1 / wishspeed, wishdir);
923         else
924                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
925         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
926
927         if (s->crouched)
928                 wishspeed *= 0.5;
929
930         if (s->waterjumptime <= 0)
931         {
932                 // water friction
933                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
934                 f = bound(0, f, 1);
935                 VectorScale(s->velocity, f, s->velocity);
936
937                 // water acceleration
938                 f = wishspeed - DotProduct(s->velocity, wishdir);
939                 if (f > 0)
940                 {
941                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
942                         VectorMA(s->velocity, f, wishdir, s->velocity);
943                 }
944
945                 // holding jump button swims upward slowly
946                 if (s->q.jump)
947                 {
948                         if (s->watertype & SUPERCONTENTS_LAVA)
949                                 s->velocity[2] =  50;
950                         else if (s->watertype & SUPERCONTENTS_SLIME)
951                                 s->velocity[2] =  80;
952                         else
953                         {
954                                 if (gamemode == GAME_NEXUIZ)
955                                         s->velocity[2] = 200;
956                                 else
957                                         s->velocity[2] = 100;
958                         }
959                 }
960         }
961
962         CL_ClientMovement_Move(s);
963 }
964
965 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
966 {
967         vec_t friction;
968         vec_t wishspeed;
969         vec_t addspeed;
970         vec_t accelspeed;
971         vec_t f;
972         vec3_t forward;
973         vec3_t right;
974         vec3_t up;
975         vec3_t wishvel;
976         vec3_t wishdir;
977         vec3_t yawangles;
978         trace_t trace;
979
980         // jump if on ground with jump button pressed but only if it has been
981         // released at least once since the last jump
982         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
983         {
984                 s->velocity[2] += s->movevars_jumpvelocity;
985                 s->onground = false;
986                 s->canjump = false;
987         }
988
989         // calculate movement vector
990         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
991         AngleVectors(yawangles, forward, right, up);
992         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
993
994         // split wishvel into wishspeed and wishdir
995         wishspeed = VectorLength(wishvel);
996         if (wishspeed)
997                 VectorScale(wishvel, 1 / wishspeed, wishdir);
998         else
999                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1000         wishspeed = min(wishspeed, s->movevars_maxspeed);
1001         if (s->crouched)
1002                 wishspeed *= 0.5;
1003
1004         // check if onground
1005         if (s->onground)
1006         {
1007                 // apply edge friction
1008                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1009                 friction = s->movevars_friction;
1010                 if (f > 0 && s->movevars_edgefriction != 1)
1011                 {
1012                         vec3_t neworigin2;
1013                         vec3_t neworigin3;
1014                         // note: QW uses the full player box for the trace, and yet still
1015                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1016                         // this mimics it for compatibility
1017                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1018                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1019                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1020                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1021                         else
1022                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1023                         if (trace.fraction == 1 && !trace.startsolid)
1024                                 friction *= s->movevars_edgefriction;
1025                 }
1026                 // apply ground friction
1027                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1028                 f = max(f, 0);
1029                 VectorScale(s->velocity, f, s->velocity);
1030                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1031                 if (addspeed > 0)
1032                 {
1033                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1034                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1035                 }
1036                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1037                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1038                         s->velocity[2] = 0;
1039                 if (VectorLength2(s->velocity))
1040                         CL_ClientMovement_Move(s);
1041         }
1042         else
1043         {
1044                 if (s->waterjumptime <= 0)
1045                 {
1046                         vec_t f;
1047                         vec_t vel_straight;
1048                         vec_t vel_z;
1049                         vec3_t vel_perpend;
1050
1051                         // apply air speed limit
1052                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1053
1054                         /*
1055                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1056                         if (addspeed > 0)
1057                         {
1058                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1059                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1060                         }
1061                         */
1062
1063                         vel_straight = DotProduct(s->velocity, wishdir);
1064                         vel_z = s->velocity[2];
1065                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1066                         vel_perpend[2] -= vel_z;
1067
1068                         f = wishspeed - vel_straight;
1069                         if(f > 0)
1070                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1071                         if(wishspeed > 0)
1072                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1073
1074                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1075
1076                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1077                         s->velocity[2] += vel_z;
1078                 }
1079                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1080                 CL_ClientMovement_Move(s);
1081         }
1082 }
1083
1084 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1085 {
1086         //Con_Printf(" %f", frametime);
1087         if (!s->q.jump)
1088                 s->canjump = true;
1089         s->waterjumptime -= s->q.frametime;
1090         CL_ClientMovement_UpdateStatus(s);
1091         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1092                 CL_ClientMovement_Physics_Swim(s);
1093         else
1094                 CL_ClientMovement_Physics_Walk(s);
1095 }
1096
1097 void CL_ClientMovement_Replay(void)
1098 {
1099         int i;
1100         cl_clientmovement_state_t s;
1101
1102         // set up starting state for the series of moves
1103         memset(&s, 0, sizeof(s));
1104         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1105         VectorCopy(cl.mvelocity[0], s.velocity);
1106         s.crouched = true; // will be updated on first move
1107         s.canjump = cl.movement_replay_canjump;
1108         //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]);
1109
1110         // set up movement variables
1111         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1112         {
1113                 s.movevars_gravity = cl.qw_movevars_gravity;
1114                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1115                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1116                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1117                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1118                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1119                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1120                 s.movevars_friction = cl.qw_movevars_friction;
1121                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1122                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1123                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1124                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1125                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1126                 s.movevars_stepheight = cl_movement_stepheight.value;
1127                 s.movevars_airaccel_qw = 1.0;
1128                 s.movevars_airaccel_sideways_friction = 0.0;
1129         }
1130         else
1131         {
1132                 s.movevars_gravity = sv_gravity.value;
1133                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1134                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1135                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1136                 s.movevars_accelerate = cl_movement_accelerate.value;
1137                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1138                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1139                 s.movevars_friction = cl_movement_friction.value;
1140                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1141                 s.movevars_entgravity = 1;
1142                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1143                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1144                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1145                 s.movevars_stepheight = cl_movement_stepheight.value;
1146                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1147                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1148         }
1149
1150         cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cls.servermovesequence);
1151         if (cl.movement_predicted)
1152         {
1153                 //Con_Printf("%f: ", cl.movecmd[0].time);
1154
1155                 // replay the input queue to predict current location
1156                 // note: this relies on the fact there's always one queue item at the end
1157
1158                 for (i = 0;i < cl.movement_numqueue;i++)
1159                 {
1160                         s.q = cl.movement_queue[i];
1161                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1162                         if (s.q.frametime > 0.05)
1163                         {
1164                                 s.q.frametime *= 0.5;
1165                                 CL_ClientMovement_PlayerMove(&s);
1166                         }
1167                         CL_ClientMovement_PlayerMove(&s);
1168                 }
1169         }
1170         else
1171         {
1172                 // get the first movement queue entry to know whether to crouch and such
1173                 s.q = cl.movement_queue[0];
1174         }
1175         CL_ClientMovement_UpdateStatus(&s);
1176
1177         // store replay location
1178         if (cl.movecmd[0].time > cl.movecmd[1].time)
1179         {
1180                 cl.movement_time[1] = cl.movecmd[1].time;
1181                 cl.movement_time[0] = cl.movecmd[0].time;
1182                 cl.movement_time[2] = cl.time;
1183                 VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1184                 VectorCopy(s.origin, cl.movement_origin);
1185                 VectorCopy(s.velocity, cl.movement_velocity);
1186                 //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1187                 //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1188
1189                 // update the onground flag if appropriate
1190                 // when not predicted, cl.onground is only cleared by cl_parse.c, but can
1191                 // be set forcefully here to hide server inconsistencies in the onground
1192                 // flag (such as when stepping up stairs, the onground flag tends to turn
1193                 // off briefly due to precision errors, particularly at high framerates),
1194                 // such inconsistencies can mess up the gun bobbing and stair smoothing,
1195                 // so they must be avoided.
1196                 if (cl.movement_predicted)
1197                         cl.onground = s.onground;
1198                 else if (s.onground)
1199                         cl.onground = true;
1200
1201                 // react to onground state changes (for gun bob)
1202                 if (cl.onground)
1203                 {
1204                         if (!cl.oldonground)
1205                                 cl.hitgroundtime = cl.movecmd[0].time;
1206                         cl.lastongroundtime = cl.movecmd[0].time;
1207                 }
1208                 cl.oldonground = cl.onground;
1209         }
1210 }
1211
1212 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1213 {
1214         int bits;
1215
1216         bits = 0;
1217         if (to->viewangles[0] != from->viewangles[0])
1218                 bits |= QW_CM_ANGLE1;
1219         if (to->viewangles[1] != from->viewangles[1])
1220                 bits |= QW_CM_ANGLE2;
1221         if (to->viewangles[2] != from->viewangles[2])
1222                 bits |= QW_CM_ANGLE3;
1223         if (to->forwardmove != from->forwardmove)
1224                 bits |= QW_CM_FORWARD;
1225         if (to->sidemove != from->sidemove)
1226                 bits |= QW_CM_SIDE;
1227         if (to->upmove != from->upmove)
1228                 bits |= QW_CM_UP;
1229         if (to->buttons != from->buttons)
1230                 bits |= QW_CM_BUTTONS;
1231         if (to->impulse != from->impulse)
1232                 bits |= QW_CM_IMPULSE;
1233
1234         MSG_WriteByte(buf, bits);
1235         if (bits & QW_CM_ANGLE1)
1236                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1237         if (bits & QW_CM_ANGLE2)
1238                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1239         if (bits & QW_CM_ANGLE3)
1240                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1241         if (bits & QW_CM_FORWARD)
1242                 MSG_WriteShort(buf, to->forwardmove);
1243         if (bits & QW_CM_SIDE)
1244                 MSG_WriteShort(buf, to->sidemove);
1245         if (bits & QW_CM_UP)
1246                 MSG_WriteShort(buf, to->upmove);
1247         if (bits & QW_CM_BUTTONS)
1248                 MSG_WriteByte(buf, to->buttons);
1249         if (bits & QW_CM_IMPULSE)
1250                 MSG_WriteByte(buf, to->impulse);
1251         MSG_WriteByte(buf, to->msec);
1252 }
1253
1254 /*
1255 ==============
1256 CL_SendMove
1257 ==============
1258 */
1259 usercmd_t nullcmd; // for delta compression of qw moves
1260 void CL_SendMove(void)
1261 {
1262         int i, j, packetloss, maxusercmds;
1263         int bits;
1264         sizebuf_t buf;
1265         unsigned char data[1024];
1266         static double lastsendtime = 0;
1267         double packettime;
1268         double msectime;
1269         static double oldmsectime;
1270
1271         // if playing a demo, do nothing
1272         if (!cls.netcon)
1273                 return;
1274
1275         // don't send too often or else network connections can get clogged by a high renderer framerate
1276         packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1277         // quakeworld servers take only frametimes
1278         // predicted dp7 servers take current interpolation time
1279         // unpredicted servers take an echo of the latest server timestamp
1280         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1281         {
1282                 if (realtime < lastsendtime + packettime)
1283                         return;
1284                 cl.cmd.time = realtime;
1285         }
1286         else if (cl.movement_predicted)
1287         {
1288                 if (realtime < lastsendtime + packettime)
1289                         return;
1290                 cl.cmd.time = cl.time;
1291         }
1292         else
1293         {
1294                 // unpredicted movement should be sent immediately whenever a server
1295                 // packet is received, to minimize ping times
1296                 if (!cl.movement_needupdate && realtime < lastsendtime + packettime)
1297                         return;
1298                 cl.cmd.time = cl.mtime[0];
1299         }
1300         // don't let it fall behind if CL_SendMove hasn't been called recently
1301         // (such is the case when framerate is too low for instance)
1302         lastsendtime = bound(realtime, lastsendtime + packettime, realtime + packettime);
1303         // set the flag indicating that we sent a packet recently
1304         cl.movement_needupdate = false;
1305
1306
1307         buf.maxsize = sizeof(data);
1308         buf.cursize = 0;
1309         buf.data = data;
1310
1311         // conditions for sending a move:
1312         // if the move advances time or if the game is paused (in which case time
1313         // is not advancing)
1314         if ((cl.cmd.time > cl.movecmd[0].time || cl.mtime[0] <= cl.mtime[1]) && cls.signon == SIGNONS)
1315         {
1316                 // send the movement message
1317                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
1318                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1319                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1320                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1321                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1322                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1323                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1324                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1325                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1326                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1327                 // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1328
1329                 // set button bits
1330                 // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1331                 bits = 0;
1332                 if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1333                 if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1334                 if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1335                 if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1336                 if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1337                 if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1338                 if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1339                 if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1340                 if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1341                 if (key_dest != key_game || key_consoleactive) bits |= 512;
1342                 if (cl_prydoncursor.integer) bits |= 1024;
1343                 if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1344                 if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1345                 if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1346                 if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1347                 if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1348                 if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1349                 if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1350                 if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1351                 // button bits 19-31 unused currently
1352                 // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1353                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1354                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1355                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1356                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1357                 cl.cmd.buttons = bits;
1358
1359                 // set impulse
1360                 cl.cmd.impulse = in_impulse;
1361                 in_impulse = 0;
1362
1363                 // movement is set by input code (forwardmove/sidemove/upmove)
1364
1365                 // set viewangles
1366                 VectorCopy(cl.viewangles, cl.cmd.viewangles);
1367
1368                 msectime = floor(cl.cmd.time * 1000);
1369                 cl.cmd.msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1370                 // ridiculous value rejection (matches qw)
1371                 if (cl.cmd.msec > 250)
1372                         cl.cmd.msec = 100;
1373                 oldmsectime = msectime;
1374
1375                 cls.movesequence++;
1376                 if (cl_movement.integer)
1377                         cl.cmd.sequence = cls.movesequence;
1378                 else
1379                         cl.cmd.sequence = 0;
1380
1381                 // set prydon cursor info
1382                 CL_UpdatePrydonCursor();
1383
1384                 // always dump the first two messages, because they may contain leftover inputs from the last level
1385                 if (cls.movesequence > 2)
1386                 {
1387                         // update the cl.movecmd array which holds the most recent moves
1388                         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1389                                 cl.movecmd[i] = cl.movecmd[i-1];
1390                         cl.movecmd[0] = cl.cmd;
1391
1392                         // set the maxusercmds variable to limit how many should be sent
1393                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1394                         {
1395                                 // qw uses exactly 3 moves
1396                                 maxusercmds = 3;
1397                         }
1398                         else
1399                         {
1400                                 // configurable number of unacknowledged moves
1401                                 maxusercmds = bound(1, cl_netinputpacketlosstolerance.integer + 1, CL_MAX_USERCMDS);
1402                                 // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1403                                 if (!cl.movement_predicted)
1404                                         maxusercmds = 1;
1405                         }
1406
1407                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1408                         {
1409                                 int checksumindex;
1410
1411                                 CL_ClientMovement_InputQW();
1412
1413                                 MSG_WriteByte(&buf, qw_clc_move);
1414                                 // save the position for a checksum byte
1415                                 checksumindex = buf.cursize;
1416                                 MSG_WriteByte(&buf, 0);
1417                                 // packet loss percentage
1418                                 for (j = 0, packetloss = 0;j < 100;j++)
1419                                         packetloss += cls.netcon->packetlost[j];
1420                                 MSG_WriteByte(&buf, packetloss);
1421                                 // write most recent 3 moves
1422                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1423                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1424                                 QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1425                                 // calculate the checksum
1426                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1427                                 // if delta compression history overflows, request no delta
1428                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1429                                         cl.qw_validsequence = 0;
1430                                 // request delta compression if appropriate
1431                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1432                                 {
1433                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1434                                         MSG_WriteByte(&buf, qw_clc_delta);
1435                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1436                                 }
1437                                 else
1438                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1439                         }
1440                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1441                         {
1442                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1443
1444                                 // 5 bytes
1445                                 MSG_WriteByte (&buf, clc_move);
1446                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1447                                 // 3 bytes
1448                                 for (i = 0;i < 3;i++)
1449                                         MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1450                                 // 6 bytes
1451                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1452                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1453                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1454                                 // 2 bytes
1455                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1456                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1457                         }
1458                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1459                         {
1460                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1461
1462                                 // 5 bytes
1463                                 MSG_WriteByte (&buf, clc_move);
1464                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1465                                 // 12 bytes
1466                                 for (i = 0;i < 3;i++)
1467                                         MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1468                                 // 6 bytes
1469                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1470                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1471                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1472                                 // 2 bytes
1473                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1474                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1475                         }
1476                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1477                         {
1478                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, false);
1479
1480                                 // 5 bytes
1481                                 MSG_WriteByte (&buf, clc_move);
1482                                 MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1483                                 // 6 bytes
1484                                 for (i = 0;i < 3;i++)
1485                                         MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1486                                 // 6 bytes
1487                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1488                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1489                                 MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1490                                 // 2 bytes
1491                                 MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1492                                 MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1493                         }
1494                         else
1495                         {
1496                                 usercmd_t *cmd;
1497                                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1498                                 CL_ClientMovement_Input((cl.movecmd[0].buttons & 2) != 0, (cl.movecmd[0].buttons & 16) != 0);
1499
1500                                 // send the latest moves in order, the old ones will be
1501                                 // ignored by the server harmlessly, however if the previous
1502                                 // packets were lost these moves will be used
1503                                 //
1504                                 // this reduces packet loss impact on gameplay.
1505                                 for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1506                                 {
1507                                         // don't repeat any stale moves
1508                                         if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1509                                                 continue;
1510                                         // 5/9 bytes
1511                                         MSG_WriteByte (&buf, clc_move);
1512                                         if (cls.protocol != PROTOCOL_DARKPLACES6)
1513                                                 MSG_WriteLong (&buf, cmd->sequence);
1514                                         MSG_WriteFloat (&buf, cmd->time); // last server packet time
1515                                         // 6 bytes
1516                                         for (i = 0;i < 3;i++)
1517                                                 MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1518                                         // 6 bytes
1519                                         MSG_WriteCoord16i (&buf, cmd->forwardmove);
1520                                         MSG_WriteCoord16i (&buf, cmd->sidemove);
1521                                         MSG_WriteCoord16i (&buf, cmd->upmove);
1522                                         // 5 bytes
1523                                         MSG_WriteLong (&buf, cmd->buttons);
1524                                         MSG_WriteByte (&buf, cmd->impulse);
1525                                         // PRYDON_CLIENTCURSOR
1526                                         // 30 bytes
1527                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1528                                         MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1529                                         MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1530                                         MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1531                                         MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1532                                         MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1533                                         MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1534                                         MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1535                                         MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1536                                 }
1537                         }
1538                 }
1539         }
1540
1541         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1542         {
1543                 // ack the last few frame numbers
1544                 // (redundent to improve handling of client->server packet loss)
1545                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1546                 for (i = 0;i < LATESTFRAMENUMS;i++)
1547                 {
1548                         if (cl.latestframenums[i] > 0)
1549                         {
1550                                 if (developer_networkentities.integer >= 1)
1551                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1552                                 MSG_WriteByte(&buf, clc_ackframe);
1553                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1554                         }
1555                 }
1556         }
1557
1558         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1559         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1560
1561         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1562         {
1563                 // acknowledge any recently received data blocks
1564                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1565                 {
1566                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1567                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1568                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1569                         cls.dp_downloadack[i].start = 0;
1570                         cls.dp_downloadack[i].size = 0;
1571                 }
1572         }
1573
1574         // send the reliable message (forwarded commands) if there is one
1575         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1576
1577         if (cls.netcon->message.overflowed)
1578         {
1579                 Con_Print("CL_SendMove: lost server connection\n");
1580                 CL_Disconnect();
1581                 Host_ShutdownServer();
1582         }
1583 }
1584
1585 /*
1586 ============
1587 CL_InitInput
1588 ============
1589 */
1590 void CL_InitInput (void)
1591 {
1592         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1593         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1594         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1595         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1596         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1597         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1598         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1599         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1600         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1601         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1602         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1603         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1604         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1605         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1606         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1607         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1608         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1609         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1610         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1611         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1612         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1613         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1614         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1615         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1616         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1617         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1618         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1619         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1620         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1621         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1622         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1623         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1624         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1625
1626         // LordHavoc: added use button
1627         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1628         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1629
1630         // LordHavoc: added 6 new buttons
1631         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1632         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1633         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1634         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1635         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1636         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1637         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1638         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1639         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1640         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1641         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1642         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1643         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1644         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1645         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1646         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1647         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1648         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1649         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1650         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1651         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1652         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1653         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1654         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1655         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1656         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1657         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1658         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1659
1660         // LordHavoc: added bestweapon command
1661         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1662
1663         Cvar_RegisterVariable(&cl_movement);
1664         Cvar_RegisterVariable(&cl_movement_latency);
1665         Cvar_RegisterVariable(&cl_movement_maxspeed);
1666         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1667         Cvar_RegisterVariable(&cl_movement_stopspeed);
1668         Cvar_RegisterVariable(&cl_movement_friction);
1669         Cvar_RegisterVariable(&cl_movement_edgefriction);
1670         Cvar_RegisterVariable(&cl_movement_stepheight);
1671         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1672         Cvar_RegisterVariable(&cl_movement_accelerate);
1673         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1674         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1675         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1676         Cvar_RegisterVariable(&cl_gravity);
1677         Cvar_RegisterVariable(&cl_slowmo);
1678
1679         Cvar_RegisterVariable(&in_pitch_min);
1680         Cvar_RegisterVariable(&in_pitch_max);
1681         Cvar_RegisterVariable(&m_filter);
1682
1683         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1684         Cvar_RegisterVariable(&cl_netinputpacketlosstolerance);
1685
1686         Cvar_RegisterVariable(&cl_nodelta);
1687 }
1688