fix missing sqrt in sideways friction
[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 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 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"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 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)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 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"};
435 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)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 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"};
439 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"};
440 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)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
443
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
454 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)"};
455 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)"};
456
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458
459 extern cvar_t v_flipped;
460
461 /*
462 ================
463 CL_AdjustAngles
464
465 Moves the local angle positions
466 ================
467 */
468 void CL_AdjustAngles (void)
469 {
470         float   speed;
471         float   up, down;
472
473         if (in_speed.state & 1)
474                 speed = cl.realframetime * cl_anglespeedkey.value;
475         else
476                 speed = cl.realframetime;
477
478         if (!(in_strafe.state & 1))
479         {
480                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482         }
483         if (in_klook.state & 1)
484         {
485                 V_StopPitchDrift ();
486                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
488         }
489
490         up = CL_KeyState (&in_lookup);
491         down = CL_KeyState(&in_lookdown);
492
493         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495
496         if (up || down)
497                 V_StopPitchDrift ();
498
499         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501         if (cl.viewangles[YAW] >= 180)
502                 cl.viewangles[YAW] -= 360;
503         if (cl.viewangles[PITCH] >= 180)
504                 cl.viewangles[PITCH] -= 360;
505         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
507 }
508
509 int cl_ignoremousemoves = 2;
510
511 /*
512 ================
513 CL_Input
514
515 Send the intended movement message to the server
516 ================
517 */
518 void CL_Input (void)
519 {
520         float mx, my;
521         static float old_mouse_x = 0, old_mouse_y = 0;
522
523         // clamp before the move to prevent starting with bad angles
524         CL_AdjustAngles ();
525
526         if(v_flipped.integer)
527                 cl.viewangles[YAW] = -cl.viewangles[YAW];
528
529         // reset some of the command fields
530         cl.cmd.forwardmove = 0;
531         cl.cmd.sidemove = 0;
532         cl.cmd.upmove = 0;
533
534         // get basic movement from keyboard
535         if (in_strafe.state & 1)
536         {
537                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
539         }
540
541         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543
544         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546
547         if (! (in_klook.state & 1) )
548         {
549                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
551         }
552
553         // adjust for speed key
554         if (in_speed.state & 1)
555         {
556                 cl.cmd.forwardmove *= cl_movespeedkey.value;
557                 cl.cmd.sidemove *= cl_movespeedkey.value;
558                 cl.cmd.upmove *= cl_movespeedkey.value;
559         }
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // apply m_accelerate if it is on
565         if(m_accelerate.value > 1)
566         {
567                 static float averagespeed = 0;
568                 float speed, f, mi, ma;
569
570                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571                 if(m_accelerate_filter.value > 0)
572                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
573                 else
574                         f = 1;
575                 averagespeed = speed * f + averagespeed * (1 - f);
576
577                 mi = max(1, m_accelerate_minspeed.value);
578                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579
580                 if(averagespeed <= mi)
581                 {
582                         f = 1;
583                 }
584                 else if(averagespeed >= ma)
585                 {
586                         f = m_accelerate.value;
587                 }
588                 else
589                 {
590                         /*
591                         f = log(averagespeed);
592                         mi = log(mi);
593                         ma = log(ma);
594                         */
595                         f = averagespeed;
596                         mi = mi;
597                         ma = ma;
598                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599                 }
600
601                 in_mouse_x *= f;
602                 in_mouse_y *= f;
603         }
604
605         // apply m_filter if it is on
606         mx = in_mouse_x;
607         my = in_mouse_y;
608         if (m_filter.integer)
609         {
610                 in_mouse_x = (mx + old_mouse_x) * 0.5;
611                 in_mouse_y = (my + old_mouse_y) * 0.5;
612         }
613         old_mouse_x = mx;
614         old_mouse_y = my;
615
616         // ignore a mouse move if mouse was activated/deactivated this frame
617         if (cl_ignoremousemoves)
618         {
619                 cl_ignoremousemoves--;
620                 in_mouse_x = old_mouse_x = 0;
621                 in_mouse_y = old_mouse_y = 0;
622         }
623
624         // if not in menu, apply mouse move to viewangles/movement
625         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (cl_prydoncursor.integer)
629                 {
630                         // mouse interacting with the scene, mostly stationary view
631                         V_StopPitchDrift();
632                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634                 }
635                 else if (in_strafe.state & 1)
636                 {
637                         // strafing mode, all looking is movement
638                         V_StopPitchDrift();
639                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640                         if (noclip_anglehack)
641                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642                         else
643                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644                 }
645                 else if ((in_mlook.state & 1) || freelook.integer)
646                 {
647                         // mouselook, lookstrafe causes turning to become strafing
648                         V_StopPitchDrift();
649                         if (lookstrafe.integer)
650                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         else
652                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654                 }
655                 else
656                 {
657                         // non-mouselook, yaw turning and forward/back movement
658                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661         }
662         else // don't pitch drift when csqc is controlling the mouse
663                 V_StopPitchDrift();
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (!cl_prydoncursor.integer)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         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);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         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);
782 }
783
784 typedef enum waterlevel_e
785 {
786         WATERLEVEL_NONE,
787         WATERLEVEL_WETFEET,
788         WATERLEVEL_SWIMMING,
789         WATERLEVEL_SUBMERGED
790 }
791 waterlevel_t;
792
793 typedef struct cl_clientmovement_state_s
794 {
795         // position
796         vec3_t origin;
797         vec3_t velocity;
798         // current bounding box (different if crouched vs standing)
799         vec3_t mins;
800         vec3_t maxs;
801         // currently on the ground
802         qboolean onground;
803         // currently crouching
804         qboolean crouched;
805         // what kind of water (SUPERCONTENTS_LAVA for instance)
806         int watertype;
807         // how deep
808         waterlevel_t waterlevel;
809         // weird hacks when jumping out of water
810         // (this is in seconds and counts down to 0)
811         float waterjumptime;
812
813         // user command
814         usercmd_t cmd;
815 }
816 cl_clientmovement_state_t;
817
818 #define NUMOFFSETS 27
819 static vec3_t offsets[NUMOFFSETS] =
820 {
821 // 1 no nudge (just return the original if this test passes)
822         { 0.000,  0.000,  0.000},
823 // 6 simple nudges
824         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
825         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
826         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
827 // 4 diagonal flat nudges
828         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
829         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
830 // 8 diagonal upward nudges
831         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
832         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
833         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
834         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
835 // 8 diagonal downward nudges
836         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
837         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
838         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
839         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
840 };
841
842 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
843 {
844         int i;
845         vec3_t neworigin;
846         for (i = 0;i < NUMOFFSETS;i++)
847         {
848                 VectorAdd(offsets[i], s->origin, neworigin);
849                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
850                 {
851                         VectorCopy(neworigin, s->origin);
852                         return true;
853                 }
854         }
855         // if all offsets failed, give up
856         return false;
857 }
858
859 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 {
861         vec3_t origin1, origin2;
862         trace_t trace;
863
864         // make sure player is not stuck
865         CL_ClientMovement_Unstick(s);
866
867         // set crouched
868         if (s->cmd.crouch)
869         {
870                 // wants to crouch, this always works..
871                 if (!s->crouched)
872                         s->crouched = true;
873         }
874         else
875         {
876                 // wants to stand, if currently crouching we need to check for a
877                 // low ceiling first
878                 if (s->crouched)
879                 {
880                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881                         if (!trace.startsolid)
882                                 s->crouched = false;
883                 }
884         }
885         if (s->crouched)
886         {
887                 VectorCopy(cl.playercrouchmins, s->mins);
888                 VectorCopy(cl.playercrouchmaxs, s->maxs);
889         }
890         else
891         {
892                 VectorCopy(cl.playerstandmins, s->mins);
893                 VectorCopy(cl.playerstandmaxs, s->maxs);
894         }
895
896         // set onground
897         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
898         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
899         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
900         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
901
902         // set watertype/waterlevel
903         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
904         s->waterlevel = WATERLEVEL_NONE;
905         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
906         if (s->watertype)
907         {
908                 s->waterlevel = WATERLEVEL_WETFEET;
909                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
910                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
911                 {
912                         s->waterlevel = WATERLEVEL_SWIMMING;
913                         origin1[2] = s->origin[2] + 22;
914                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915                                 s->waterlevel = WATERLEVEL_SUBMERGED;
916                 }
917         }
918
919         // water jump prediction
920         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
921                 s->waterjumptime = 0;
922 }
923
924 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
925 {
926         int bump;
927         double t;
928         vec_t f;
929         vec3_t neworigin;
930         vec3_t currentorigin2;
931         vec3_t neworigin2;
932         vec3_t primalvelocity;
933         trace_t trace;
934         trace_t trace2;
935         trace_t trace3;
936         CL_ClientMovement_UpdateStatus(s);
937         VectorCopy(s->velocity, primalvelocity);
938         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
939         {
940                 VectorMA(s->origin, t, s->velocity, neworigin);
941                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
942                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
943                 {
944                         // may be a step or wall, try stepping up
945                         // first move forward at a higher level
946                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
947                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
948                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949                         if (!trace2.startsolid)
950                         {
951                                 // then move down from there
952                                 VectorCopy(trace2.endpos, currentorigin2);
953                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
954                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
955                                 //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]);
956                                 // accept the new trace if it made some progress
957                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
958                                 {
959                                         trace = trace2;
960                                         VectorCopy(trace3.endpos, trace.endpos);
961                                 }
962                         }
963                 }
964
965                 // check if it moved at all
966                 if (trace.fraction >= 0.001)
967                         VectorCopy(trace.endpos, s->origin);
968
969                 // check if it moved all the way
970                 if (trace.fraction == 1)
971                         break;
972
973                 //if (trace.plane.normal[2] > 0.7)
974                 //      s->onground = true;
975
976                 t -= t * trace.fraction;
977
978                 f = DotProduct(s->velocity, trace.plane.normal);
979                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
980         }
981         if (s->waterjumptime > 0)
982                 VectorCopy(primalvelocity, s->velocity);
983 }
984
985
986 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
987 {
988         vec_t wishspeed;
989         vec_t f;
990         vec3_t wishvel;
991         vec3_t wishdir;
992
993         // water jump only in certain situations
994         // this mimics quakeworld code
995         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
996         {
997                 vec3_t forward;
998                 vec3_t yawangles;
999                 vec3_t spot;
1000                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1001                 AngleVectors(yawangles, forward, NULL, NULL);
1002                 VectorMA(s->origin, 24, forward, spot);
1003                 spot[2] += 8;
1004                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1005                 {
1006                         spot[2] += 24;
1007                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008                         {
1009                                 VectorScale(forward, 50, s->velocity);
1010                                 s->velocity[2] = 310;
1011                                 s->waterjumptime = 2;
1012                                 s->onground = false;
1013                                 s->cmd.canjump = false;
1014                         }
1015                 }
1016         }
1017
1018         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1019         {
1020                 // drift towards bottom
1021                 VectorSet(wishvel, 0, 0, -60);
1022         }
1023         else
1024         {
1025                 // swim
1026                 vec3_t forward;
1027                 vec3_t right;
1028                 vec3_t up;
1029                 // calculate movement vector
1030                 AngleVectors(s->cmd.viewangles, forward, right, up);
1031                 VectorSet(up, 0, 0, 1);
1032                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1033         }
1034
1035         // split wishvel into wishspeed and wishdir
1036         wishspeed = VectorLength(wishvel);
1037         if (wishspeed)
1038                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1039         else
1040                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1041         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1042
1043         if (s->crouched)
1044                 wishspeed *= 0.5;
1045
1046         if (s->waterjumptime <= 0)
1047         {
1048                 // water friction
1049                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1050                 f = bound(0, f, 1);
1051                 VectorScale(s->velocity, f, s->velocity);
1052
1053                 // water acceleration
1054                 f = wishspeed - DotProduct(s->velocity, wishdir);
1055                 if (f > 0)
1056                 {
1057                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1058                         VectorMA(s->velocity, f, wishdir, s->velocity);
1059                 }
1060
1061                 // holding jump button swims upward slowly
1062                 if (s->cmd.jump)
1063                 {
1064                         if (s->watertype & SUPERCONTENTS_LAVA)
1065                                 s->velocity[2] =  50;
1066                         else if (s->watertype & SUPERCONTENTS_SLIME)
1067                                 s->velocity[2] =  80;
1068                         else
1069                         {
1070                                 if (gamemode == GAME_NEXUIZ)
1071                                         s->velocity[2] = 200;
1072                                 else
1073                                         s->velocity[2] = 100;
1074                         }
1075                 }
1076         }
1077
1078         CL_ClientMovement_Move(s);
1079 }
1080
1081 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1082 {
1083         if(forward == 0 && side == 0)
1084                 return 0; // avoid division by zero
1085         angle -= RAD2DEG(atan2(side, forward));
1086         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1087         if(angle >  1)
1088                 return 0;
1089         if(angle < -1)
1090                 return 0;
1091         return 1 - fabs(angle);
1092 }
1093
1094 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1095 {
1096         vec_t zspeed, speed, dot, k;
1097
1098 #if 0
1099         // this doesn't play well with analog input
1100         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1101                 return;
1102         k = 32;
1103 #else
1104         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1105         if(k <= 0)
1106                 return;
1107 #endif
1108
1109         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1110
1111         zspeed = s->velocity[2];
1112         s->velocity[2] = 0;
1113         speed = VectorNormalizeLength(s->velocity);
1114
1115         dot = DotProduct(s->velocity, wishdir);
1116         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1117
1118         if(dot > 0) { // we can't change direction while slowing down
1119                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1120                 VectorNormalize(s->velocity);
1121         }
1122
1123         VectorScale(s->velocity, speed, s->velocity);
1124         s->velocity[2] = zspeed;
1125 }
1126
1127 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1128 {
1129         vec_t vel_straight;
1130         vec_t vel_z;
1131         vec3_t vel_perpend;
1132         vec_t step;
1133         vec3_t vel_xy;
1134         vec_t vel_xy_current;
1135         vec_t vel_xy_backward, vel_xy_forward;
1136         qboolean speedclamp;
1137
1138         speedclamp = (accelqw < 0);
1139         if(speedclamp)
1140                 accelqw = -accelqw;
1141
1142         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1143                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1144
1145         vel_straight = DotProduct(s->velocity, wishdir);
1146         vel_z = s->velocity[2];
1147         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1148         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1149
1150         step = accel * s->cmd.frametime * wishspeed0;
1151
1152         vel_xy_current  = VectorLength(vel_xy);
1153         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1154         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1155         if(vel_xy_backward < 0)
1156                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1157
1158         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1159
1160         if(sidefric < 0 && VectorLength2(vel_perpend))
1161                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1162         {
1163                 vec_t f, fmin;
1164                 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1165                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1166                 if(fmin <= 0)
1167                         VectorScale(vel_perpend, f, vel_perpend);
1168                 else
1169                 {
1170                         fmin = sqrt(fmin);
1171                         VectorScale(vel_perpend, bound(fmin, f, 1.0f), vel_perpend);
1172                 }
1173         }
1174         else
1175                 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1176
1177         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1178
1179         if(speedclamp)
1180         {
1181                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1182                 if(vel_xy_current > 0) // prevent division by zero
1183                 {
1184                         VectorNormalize(s->velocity);
1185                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1186                 }
1187         }
1188
1189         s->velocity[2] += vel_z;
1190 }
1191
1192 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1193 {
1194     vec3_t curvel, wishvel, acceldir, curdir;
1195     float addspeed, accelspeed, curspeed;
1196     float dot;
1197
1198     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1199     float bunnyaccel = cl.movevars_warsowbunny_accel;
1200     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1201     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1202     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1203
1204     if( !wishspeed )
1205         return;
1206
1207     VectorCopy( s->velocity, curvel );
1208     curvel[2] = 0;
1209     curspeed = VectorLength( curvel );
1210
1211     if( wishspeed > curspeed * 1.01f )
1212     {
1213         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1214         if( accelspeed < wishspeed )
1215             wishspeed = accelspeed;
1216     }
1217     else
1218     {
1219         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1220         if( f < 0 )
1221             f = 0;
1222         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1223     }
1224     VectorScale( wishdir, wishspeed, wishvel );
1225     VectorSubtract( wishvel, curvel, acceldir );
1226     addspeed = VectorNormalizeLength( acceldir );
1227
1228     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1229     if( accelspeed > addspeed )
1230         accelspeed = addspeed;
1231
1232     if( backtosideratio < 1.0f )
1233     {
1234         VectorNormalize2( curvel, curdir );
1235         dot = DotProduct( acceldir, curdir );
1236         if( dot < 0 )
1237             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1238     }
1239
1240     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1241 }
1242
1243 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1244 {
1245         vec_t friction;
1246         vec_t wishspeed;
1247         vec_t addspeed;
1248         vec_t accelspeed;
1249         vec_t f;
1250         vec3_t forward;
1251         vec3_t right;
1252         vec3_t up;
1253         vec3_t wishvel;
1254         vec3_t wishdir;
1255         vec3_t yawangles;
1256         trace_t trace;
1257
1258         // jump if on ground with jump button pressed but only if it has been
1259         // released at least once since the last jump
1260         if (s->cmd.jump)
1261         {
1262                 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"
1263                 {
1264                         s->velocity[2] += cl.movevars_jumpvelocity;
1265                         s->onground = false;
1266                         s->cmd.canjump = false;
1267                 }
1268         }
1269         else
1270                 s->cmd.canjump = true;
1271
1272         // calculate movement vector
1273         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1274         AngleVectors(yawangles, forward, right, up);
1275         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1276
1277         // split wishvel into wishspeed and wishdir
1278         wishspeed = VectorLength(wishvel);
1279         if (wishspeed)
1280                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1281         else
1282                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1283         // check if onground
1284         if (s->onground)
1285         {
1286                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1287                 if (s->crouched)
1288                         wishspeed *= 0.5;
1289
1290                 // apply edge friction
1291                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1292                 if (f > 0)
1293                 {
1294                         friction = cl.movevars_friction;
1295                         if (cl.movevars_edgefriction != 1)
1296                         {
1297                                 vec3_t neworigin2;
1298                                 vec3_t neworigin3;
1299                                 // note: QW uses the full player box for the trace, and yet still
1300                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1301                                 // this mimics it for compatibility
1302                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1303                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1304                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1305                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1306                                 else
1307                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1308                                 if (trace.fraction == 1 && !trace.startsolid)
1309                                         friction *= cl.movevars_edgefriction;
1310                         }
1311                         // apply ground friction
1312                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1313                         f = max(f, 0);
1314                         VectorScale(s->velocity, f, s->velocity);
1315                 }
1316                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1317                 if (addspeed > 0)
1318                 {
1319                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1320                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1321                 }
1322                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1323                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1324                         s->velocity[2] = 0;
1325                 if (VectorLength2(s->velocity))
1326                         CL_ClientMovement_Move(s);
1327         }
1328         else
1329         {
1330                 if (s->waterjumptime <= 0)
1331                 {
1332                         // apply air speed limit
1333                         vec_t accel, wishspeed0, wishspeed2, accelqw;
1334                         qboolean accelerating;
1335
1336                         accelqw = cl.movevars_airaccel_qw;
1337                         wishspeed0 = wishspeed;
1338                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1339                         if (s->crouched)
1340                                 wishspeed *= 0.5;
1341                         accel = cl.movevars_airaccelerate;
1342
1343                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1344                         wishspeed2 = wishspeed;
1345
1346                         // CPM: air control
1347                         if(cl.movevars_airstopaccelerate != 0)
1348                                 if(DotProduct(s->velocity, wishdir) < 0)
1349                                         accel = cl.movevars_airstopaccelerate;
1350                         // this doesn't play well with analog input, but can't really be
1351                         // fixed like the AirControl can. So, don't set the maxairstrafe*
1352                         // cvars when you want to support analog input.
1353                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1354                         {
1355                                 if(cl.movevars_maxairstrafespeed)
1356                                 {
1357                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1358                                                 wishspeed = cl.movevars_maxairstrafespeed;
1359                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1360                                                 accelqw = 1;
1361                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1362                                                 // if partially non-QW acceleration is used (as in, strafing
1363                                                 // would get faster than moving forward straight)
1364                                 }
1365                                 if(cl.movevars_airstrafeaccelerate)
1366                                 {
1367                                         accel = cl.movevars_airstrafeaccelerate;
1368                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1369                                                 accelqw = 1;
1370                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1371                                                 // if partially non-QW acceleration is used (as in, strafing
1372                                                 // would get faster than moving forward straight)
1373                                 }
1374                         }
1375                         // !CPM
1376
1377                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1378                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1379                         else
1380                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1381
1382                         if(cl.movevars_aircontrol)
1383                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1384                 }
1385                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1386                 CL_ClientMovement_Move(s);
1387         }
1388 }
1389
1390 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1391 {
1392         //Con_Printf(" %f", frametime);
1393         if (!s->cmd.jump)
1394                 s->cmd.canjump = true;
1395         s->waterjumptime -= s->cmd.frametime;
1396         CL_ClientMovement_UpdateStatus(s);
1397         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1398                 CL_ClientMovement_Physics_Swim(s);
1399         else
1400                 CL_ClientMovement_Physics_Walk(s);
1401 }
1402
1403 extern cvar_t slowmo;
1404 void CL_UpdateMoveVars(void)
1405 {
1406         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1407         {
1408                 cl.moveflags = 0;
1409         }
1410         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1411         {
1412                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1413                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1414                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1415                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1416                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1417                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1418                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1419                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1420                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1421                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1422                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1423                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1424                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1425                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1426                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1427                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1428                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1429                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1430                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1431                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1432                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1433                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1434                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1435                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1436                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1437                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1438                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1439                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1440                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1441         }
1442         else
1443         {
1444                 cl.moveflags = 0;
1445                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1446                 cl.movevars_timescale = slowmo.value;
1447                 cl.movevars_gravity = sv_gravity.value;
1448                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1449                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1450                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1451                 cl.movevars_accelerate = cl_movement_accelerate.value;
1452                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1453                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1454                 cl.movevars_friction = cl_movement_friction.value;
1455                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1456                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1457                 cl.movevars_entgravity = 1;
1458                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1459                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1460                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1461                 cl.movevars_stepheight = cl_movement_stepheight.value;
1462                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1463                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1464                 cl.movevars_airstopaccelerate = 0;
1465                 cl.movevars_airstrafeaccelerate = 0;
1466                 cl.movevars_maxairstrafespeed = 0;
1467                 cl.movevars_aircontrol = 0;
1468                 cl.movevars_warsowbunny_airforwardaccel = 0;
1469                 cl.movevars_warsowbunny_accel = 0;
1470                 cl.movevars_warsowbunny_topspeed = 0;
1471                 cl.movevars_warsowbunny_turnaccel = 0;
1472                 cl.movevars_warsowbunny_backtosideratio = 0;
1473         }
1474
1475         if(!(cl.moveflags & MOVEFLAG_VALID))
1476         {
1477                 if(gamemode == GAME_NEXUIZ)
1478                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1479         }
1480 }
1481
1482 void CL_ClientMovement_Replay(void)
1483 {
1484         int i;
1485         double totalmovemsec;
1486         cl_clientmovement_state_t s;
1487
1488         if (cl.movement_predicted && !cl.movement_replay)
1489                 return;
1490
1491         // set up starting state for the series of moves
1492         memset(&s, 0, sizeof(s));
1493         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1494         VectorCopy(cl.mvelocity[0], s.velocity);
1495         s.crouched = true; // will be updated on first move
1496         //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]);
1497
1498         totalmovemsec = 0;
1499         for (i = 0;i < CL_MAX_USERCMDS;i++)
1500                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1501                         totalmovemsec += cl.movecmd[i].msec;
1502         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);
1503         //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);
1504         if (cl.movement_predicted)
1505         {
1506                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1507
1508                 // replay the input queue to predict current location
1509                 // note: this relies on the fact there's always one queue item at the end
1510
1511                 // find how many are still valid
1512                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1513                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1514                                 break;
1515                 // now walk them in oldest to newest order
1516                 for (i--;i >= 0;i--)
1517                 {
1518                         s.cmd = cl.movecmd[i];
1519                         if (i < CL_MAX_USERCMDS - 1)
1520                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1521                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1522                         //Con_Printf("%i ", s.cmd.msec);
1523                         if(s.cmd.frametime > 0.0005)
1524                         {
1525                                 if (s.cmd.frametime > 0.05)
1526                                 {
1527                                         s.cmd.frametime /= 2;
1528                                         CL_ClientMovement_PlayerMove(&s);
1529                                 }
1530                                 CL_ClientMovement_PlayerMove(&s);
1531                                 cl.movecmd[i].canjump = s.cmd.canjump;
1532                         }
1533                 }
1534                 //Con_Printf("\n");
1535                 CL_ClientMovement_UpdateStatus(&s);
1536         }
1537         else
1538         {
1539                 // get the first movement queue entry to know whether to crouch and such
1540                 s.cmd = cl.movecmd[0];
1541         }
1542
1543         if (cls.demoplayback) // for bob, speedometer
1544                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1545         else
1546         {
1547                 cl.movement_replay = false;
1548                 // update the interpolation target position and velocity
1549                 VectorCopy(s.origin, cl.movement_origin);
1550                 VectorCopy(s.velocity, cl.movement_velocity);
1551         }
1552
1553         // update the onground flag if appropriate
1554         if (cl.movement_predicted)
1555         {
1556                 // when predicted we simply set the flag according to the UpdateStatus
1557                 cl.onground = s.onground;
1558         }
1559         else
1560         {
1561                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1562                 // an update packet is received, but can be forced on here to hide
1563                 // server inconsistencies in the onground flag
1564                 // (which mostly occur when stepping up stairs at very high framerates
1565                 //  where after the step up the move continues forward and not
1566                 //  downward so the ground is not detected)
1567                 //
1568                 // such onground inconsistencies can cause jittery gun bobbing and
1569                 // stair smoothing, so we set onground if UpdateStatus says so
1570                 if (s.onground)
1571                         cl.onground = true;
1572         }
1573
1574         // react to onground state changes (for gun bob)
1575         if (cl.onground)
1576         {
1577                 if (!cl.oldonground)
1578                         cl.hitgroundtime = cl.movecmd[0].time;
1579                 cl.lastongroundtime = cl.movecmd[0].time;
1580         }
1581         cl.oldonground = cl.onground;
1582 }
1583
1584 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1585 {
1586         int bits;
1587
1588         bits = 0;
1589         if (to->viewangles[0] != from->viewangles[0])
1590                 bits |= QW_CM_ANGLE1;
1591         if (to->viewangles[1] != from->viewangles[1])
1592                 bits |= QW_CM_ANGLE2;
1593         if (to->viewangles[2] != from->viewangles[2])
1594                 bits |= QW_CM_ANGLE3;
1595         if (to->forwardmove != from->forwardmove)
1596                 bits |= QW_CM_FORWARD;
1597         if (to->sidemove != from->sidemove)
1598                 bits |= QW_CM_SIDE;
1599         if (to->upmove != from->upmove)
1600                 bits |= QW_CM_UP;
1601         if (to->buttons != from->buttons)
1602                 bits |= QW_CM_BUTTONS;
1603         if (to->impulse != from->impulse)
1604                 bits |= QW_CM_IMPULSE;
1605
1606         MSG_WriteByte(buf, bits);
1607         if (bits & QW_CM_ANGLE1)
1608                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1609         if (bits & QW_CM_ANGLE2)
1610                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1611         if (bits & QW_CM_ANGLE3)
1612                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1613         if (bits & QW_CM_FORWARD)
1614                 MSG_WriteShort(buf, (short) to->forwardmove);
1615         if (bits & QW_CM_SIDE)
1616                 MSG_WriteShort(buf, (short) to->sidemove);
1617         if (bits & QW_CM_UP)
1618                 MSG_WriteShort(buf, (short) to->upmove);
1619         if (bits & QW_CM_BUTTONS)
1620                 MSG_WriteByte(buf, to->buttons);
1621         if (bits & QW_CM_IMPULSE)
1622                 MSG_WriteByte(buf, to->impulse);
1623         MSG_WriteByte(buf, to->msec);
1624 }
1625
1626 void CL_NewFrameReceived(int num)
1627 {
1628         if (developer_networkentities.integer >= 10)
1629                 Con_Printf("recv: svc_entities %i\n", num);
1630         cl.latestframenums[cl.latestframenumsposition] = num;
1631         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1632         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1633 }
1634
1635 /*
1636 ==============
1637 CL_SendMove
1638 ==============
1639 */
1640 usercmd_t nullcmd; // for delta compression of qw moves
1641 void CL_SendMove(void)
1642 {
1643         int i, j, packetloss;
1644         int checksumindex;
1645         int bits;
1646         int maxusercmds;
1647         usercmd_t *cmd;
1648         sizebuf_t buf;
1649         unsigned char data[1024];
1650         double packettime;
1651         int msecdelta;
1652         qboolean quemove;
1653         qboolean important;
1654
1655         // if playing a demo, do nothing
1656         if (!cls.netcon)
1657                 return;
1658
1659         // we don't que moves during a lag spike (potential network timeout)
1660         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1661
1662         // we build up cl.cmd and then decide whether to send or not
1663         // we store this into cl.movecmd[0] for prediction each frame even if we
1664         // do not send, to make sure that prediction is instant
1665         cl.cmd.time = cl.time;
1666         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1667
1668         // set button bits
1669         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1670         bits = 0;
1671         if (in_attack.state   & 3) bits |=   1;
1672         if (in_jump.state     & 3) bits |=   2;
1673         if (in_button3.state  & 3) bits |=   4;
1674         if (in_button4.state  & 3) bits |=   8;
1675         if (in_button5.state  & 3) bits |=  16;
1676         if (in_button6.state  & 3) bits |=  32;
1677         if (in_button7.state  & 3) bits |=  64;
1678         if (in_button8.state  & 3) bits |= 128;
1679         if (in_use.state      & 3) bits |= 256;
1680         if (key_dest != key_game || key_consoleactive) bits |= 512;
1681         if (cl_prydoncursor.integer) bits |= 1024;
1682         if (in_button9.state  & 3)  bits |=   2048;
1683         if (in_button10.state  & 3) bits |=   4096;
1684         if (in_button11.state  & 3) bits |=   8192;
1685         if (in_button12.state  & 3) bits |=  16384;
1686         if (in_button13.state  & 3) bits |=  32768;
1687         if (in_button14.state  & 3) bits |=  65536;
1688         if (in_button15.state  & 3) bits |= 131072;
1689         if (in_button16.state  & 3) bits |= 262144;
1690         // button bits 19-31 unused currently
1691         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1692         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1693         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1694         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1695         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1696
1697         // set buttons and impulse
1698         cl.cmd.buttons = bits;
1699         cl.cmd.impulse = in_impulse;
1700
1701         // set viewangles
1702         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1703
1704         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1705         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1706         // ridiculous value rejection (matches qw)
1707         if (cl.cmd.msec > 250)
1708                 cl.cmd.msec = 100;
1709         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1710
1711         cl.cmd.predicted = cl_movement.integer != 0;
1712
1713         // movement is set by input code (forwardmove/sidemove/upmove)
1714         // always dump the first two moves, because they may contain leftover inputs from the last level
1715         if (cl.cmd.sequence <= 2)
1716                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1717
1718         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1719         cl.cmd.crouch = 0;
1720         switch (cls.protocol)
1721         {
1722         case PROTOCOL_QUAKEWORLD:
1723         case PROTOCOL_QUAKE:
1724         case PROTOCOL_QUAKEDP:
1725         case PROTOCOL_NEHAHRAMOVIE:
1726         case PROTOCOL_NEHAHRABJP:
1727         case PROTOCOL_NEHAHRABJP2:
1728         case PROTOCOL_NEHAHRABJP3:
1729         case PROTOCOL_DARKPLACES1:
1730         case PROTOCOL_DARKPLACES2:
1731         case PROTOCOL_DARKPLACES3:
1732         case PROTOCOL_DARKPLACES4:
1733         case PROTOCOL_DARKPLACES5:
1734                 break;
1735         case PROTOCOL_DARKPLACES6:
1736         case PROTOCOL_DARKPLACES7:
1737                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1738                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1739                 break;
1740         case PROTOCOL_UNKNOWN:
1741                 break;
1742         }
1743
1744         if (quemove)
1745                 cl.movecmd[0] = cl.cmd;
1746
1747         // don't predict more than 200fps
1748         if (realtime >= cl.lastpackettime + 0.005)
1749                 cl.movement_replay = true; // redo the prediction
1750
1751         // now decide whether to actually send this move
1752         // (otherwise it is only for prediction)
1753
1754         // don't send too often or else network connections can get clogged by a
1755         // high renderer framerate
1756         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1757         if (cl.movevars_timescale && cl.movevars_ticrate)
1758         {
1759                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1760                 packettime = min(packettime, maxtic);
1761         }
1762
1763         // do not send 0ms packets because they mess up physics
1764         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1765                 return;
1766         // always send if buttons changed or an impulse is pending
1767         // even if it violates the rate limit!
1768         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1769         // don't send too often (cl_netfps)
1770         if (!important && realtime < cl.lastpackettime + packettime)
1771                 return;
1772         // don't choke the connection with packets (obey rate limit)
1773         // it is important that this check be last, because it adds a new
1774         // frame to the shownetgraph output and any cancelation after this
1775         // will produce a nasty spike-like look to the netgraph
1776         // we also still send if it is important
1777         if (!NetConn_CanSend(cls.netcon) && !important)
1778                 return;
1779         // try to round off the lastpackettime to a multiple of the packet interval
1780         // (this causes it to emit packets at a steady beat)
1781         if (packettime > 0)
1782                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1783         else
1784                 cl.lastpackettime = realtime;
1785
1786         buf.maxsize = sizeof(data);
1787         buf.cursize = 0;
1788         buf.data = data;
1789
1790         // send the movement message
1791         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1792         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1793         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1794         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1795         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1796         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1797         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1798         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1799         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1800         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1801         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1802
1803         // set prydon cursor info
1804         CL_UpdatePrydonCursor();
1805
1806         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1807         {
1808                 switch (cls.protocol)
1809                 {
1810                 case PROTOCOL_QUAKEWORLD:
1811                         MSG_WriteByte(&buf, qw_clc_move);
1812                         // save the position for a checksum byte
1813                         checksumindex = buf.cursize;
1814                         MSG_WriteByte(&buf, 0);
1815                         // packet loss percentage
1816                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1817                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1818                                         packetloss++;
1819                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1820                         MSG_WriteByte(&buf, packetloss);
1821                         // write most recent 3 moves
1822                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1823                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1824                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1825                         // calculate the checksum
1826                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1827                         // if delta compression history overflows, request no delta
1828                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1829                                 cl.qw_validsequence = 0;
1830                         // request delta compression if appropriate
1831                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1832                         {
1833                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1834                                 MSG_WriteByte(&buf, qw_clc_delta);
1835                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1836                         }
1837                         else
1838                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1839                         break;
1840                 case PROTOCOL_QUAKE:
1841                 case PROTOCOL_QUAKEDP:
1842                 case PROTOCOL_NEHAHRAMOVIE:
1843                 case PROTOCOL_NEHAHRABJP:
1844                 case PROTOCOL_NEHAHRABJP2:
1845                 case PROTOCOL_NEHAHRABJP3:
1846                         // 5 bytes
1847                         MSG_WriteByte (&buf, clc_move);
1848                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1849                         // 3 bytes
1850                         for (i = 0;i < 3;i++)
1851                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1852                         // 6 bytes
1853                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1854                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1855                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1856                         // 2 bytes
1857                         MSG_WriteByte (&buf, cl.cmd.buttons);
1858                         MSG_WriteByte (&buf, cl.cmd.impulse);
1859                         break;
1860                 case PROTOCOL_DARKPLACES2:
1861                 case PROTOCOL_DARKPLACES3:
1862                         // 5 bytes
1863                         MSG_WriteByte (&buf, clc_move);
1864                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1865                         // 12 bytes
1866                         for (i = 0;i < 3;i++)
1867                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1868                         // 6 bytes
1869                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1870                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1871                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1872                         // 2 bytes
1873                         MSG_WriteByte (&buf, cl.cmd.buttons);
1874                         MSG_WriteByte (&buf, cl.cmd.impulse);
1875                         break;
1876                 case PROTOCOL_DARKPLACES1:
1877                 case PROTOCOL_DARKPLACES4:
1878                 case PROTOCOL_DARKPLACES5:
1879                         // 5 bytes
1880                         MSG_WriteByte (&buf, clc_move);
1881                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1882                         // 6 bytes
1883                         for (i = 0;i < 3;i++)
1884                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1885                         // 6 bytes
1886                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1887                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1888                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1889                         // 2 bytes
1890                         MSG_WriteByte (&buf, cl.cmd.buttons);
1891                         MSG_WriteByte (&buf, cl.cmd.impulse);
1892                 case PROTOCOL_DARKPLACES6:
1893                 case PROTOCOL_DARKPLACES7:
1894                         // set the maxusercmds variable to limit how many should be sent
1895                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1896                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1897                         if (!cl.cmd.predicted)
1898                                 maxusercmds = 1;
1899
1900                         // send the latest moves in order, the old ones will be
1901                         // ignored by the server harmlessly, however if the previous
1902                         // packets were lost these moves will be used
1903                         //
1904                         // this reduces packet loss impact on gameplay.
1905                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1906                         {
1907                                 // don't repeat any stale moves
1908                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1909                                         continue;
1910                                 // 5/9 bytes
1911                                 MSG_WriteByte (&buf, clc_move);
1912                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1913                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1914                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1915                                 // 6 bytes
1916                                 for (i = 0;i < 3;i++)
1917                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1918                                 // 6 bytes
1919                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1920                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1921                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1922                                 // 5 bytes
1923                                 MSG_WriteLong (&buf, cmd->buttons);
1924                                 MSG_WriteByte (&buf, cmd->impulse);
1925                                 // PRYDON_CLIENTCURSOR
1926                                 // 30 bytes
1927                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1928                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1929                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1930                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1931                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1932                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1933                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1934                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1935                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1936                         }
1937                         break;
1938                 case PROTOCOL_UNKNOWN:
1939                         break;
1940                 }
1941         }
1942
1943         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1944         {
1945                 // ack entity frame numbers received since the last input was sent
1946                 // (redundent to improve handling of client->server packet loss)
1947                 // if cl_netrepeatinput is 1 and client framerate matches server
1948                 // framerate, this is 10 bytes, if client framerate is lower this
1949                 // will be more...
1950                 int i, j;
1951                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1952                 if (oldsequence < 1)
1953                         oldsequence = 1;
1954                 for (i = 0;i < LATESTFRAMENUMS;i++)
1955                 {
1956                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1957                         if (cl.latestsendnums[j] >= oldsequence)
1958                         {
1959                                 if (developer_networkentities.integer >= 10)
1960                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1961                                 MSG_WriteByte(&buf, clc_ackframe);
1962                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
1963                         }
1964                 }
1965         }
1966
1967         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1968         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1969
1970         // acknowledge any recently received data blocks
1971         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1972         {
1973                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1974                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1975                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1976                 cls.dp_downloadack[i].start = 0;
1977                 cls.dp_downloadack[i].size = 0;
1978         }
1979
1980         // send the reliable message (forwarded commands) if there is one
1981         if (buf.cursize || cls.netcon->message.cursize)
1982                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1983
1984         if (quemove)
1985         {
1986                 // update the cl.movecmd array which holds the most recent moves,
1987                 // because we now need a new slot for the next input
1988                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1989                         cl.movecmd[i] = cl.movecmd[i-1];
1990                 cl.movecmd[0].msec = 0;
1991                 cl.movecmd[0].frametime = 0;
1992         }
1993
1994         // clear button 'click' states
1995         in_attack.state  &= ~2;
1996         in_jump.state    &= ~2;
1997         in_button3.state &= ~2;
1998         in_button4.state &= ~2;
1999         in_button5.state &= ~2;
2000         in_button6.state &= ~2;
2001         in_button7.state &= ~2;
2002         in_button8.state &= ~2;
2003         in_use.state     &= ~2;
2004         in_button9.state  &= ~2;
2005         in_button10.state &= ~2;
2006         in_button11.state &= ~2;
2007         in_button12.state &= ~2;
2008         in_button13.state &= ~2;
2009         in_button14.state &= ~2;
2010         in_button15.state &= ~2;
2011         in_button16.state &= ~2;
2012         // clear impulse
2013         in_impulse = 0;
2014
2015         if (cls.netcon->message.overflowed)
2016         {
2017                 Con_Print("CL_SendMove: lost server connection\n");
2018                 CL_Disconnect();
2019                 Host_ShutdownServer();
2020         }
2021 }
2022
2023 /*
2024 ============
2025 CL_InitInput
2026 ============
2027 */
2028 void CL_InitInput (void)
2029 {
2030         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2031         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2032         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2033         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2034         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2035         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2036         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2037         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2038         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2039         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2040         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2041         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2042         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2043         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2044         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2045         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2046         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2047         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2048         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2049         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2050         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2051         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2052         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2053         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2054         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2055         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2056         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2057         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2058         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2059         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2060         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2061         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2062         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2063
2064         // LordHavoc: added use button
2065         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2066         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2067
2068         // LordHavoc: added 6 new buttons
2069         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2070         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2071         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2072         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2073         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2074         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2075         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2076         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2077         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2078         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2079         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2080         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2081         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2082         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2083         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2084         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2085         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2086         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2087         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2088         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2089         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2090         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2091         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2092         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2093         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2094         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2095         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2096         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2097
2098         // LordHavoc: added bestweapon command
2099         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)");
2100 #if 0
2101         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");
2102 #endif
2103         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2104
2105         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2106         Cvar_RegisterVariable(&cl_movement);
2107         Cvar_RegisterVariable(&cl_movement_nettimeout);
2108         Cvar_RegisterVariable(&cl_movement_minping);
2109         Cvar_RegisterVariable(&cl_movement_track_canjump);
2110         Cvar_RegisterVariable(&cl_movement_maxspeed);
2111         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2112         Cvar_RegisterVariable(&cl_movement_stopspeed);
2113         Cvar_RegisterVariable(&cl_movement_friction);
2114         Cvar_RegisterVariable(&cl_movement_wallfriction);
2115         Cvar_RegisterVariable(&cl_movement_waterfriction);
2116         Cvar_RegisterVariable(&cl_movement_edgefriction);
2117         Cvar_RegisterVariable(&cl_movement_stepheight);
2118         Cvar_RegisterVariable(&cl_movement_accelerate);
2119         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2120         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2121         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2122         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2123         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2124
2125         Cvar_RegisterVariable(&in_pitch_min);
2126         Cvar_RegisterVariable(&in_pitch_max);
2127         Cvar_RegisterVariable(&m_filter);
2128         Cvar_RegisterVariable(&m_accelerate);
2129         Cvar_RegisterVariable(&m_accelerate_minspeed);
2130         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2131         Cvar_RegisterVariable(&m_accelerate_filter);
2132
2133         Cvar_RegisterVariable(&cl_netfps);
2134         Cvar_RegisterVariable(&cl_netrepeatinput);
2135         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2136
2137         Cvar_RegisterVariable(&cl_nodelta);
2138 }
2139