eliminated cl.csqc_entities array and related fields
[divverent/darkplaces.git] / cl_input.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 int in_bestweapon_info[][5] =
201 {
202         {'1', 1, IT_AXE, STAT_SHELLS, 0},
203         {'2', 2, IT_SHOTGUN, STAT_SHELLS, 1},
204         {'3', 3, IT_SUPER_SHOTGUN, STAT_SHELLS, 1},
205         {'4', 4, IT_NAILGUN, STAT_NAILS, 1},
206         {'5', 5, IT_SUPER_NAILGUN, STAT_NAILS, 1},
207         {'6', 6, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1},
208         {'7', 7, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1},
209         {'8', 8, IT_LIGHTNING, STAT_CELLS, 1},
210         {'9', 9, 128, STAT_CELLS, 1}, // generic energy weapon for mods
211         {'p', 209, 128, STAT_CELLS, 1}, // dpmod plasma gun
212         {'w', 210, 8388608, STAT_CELLS, 1}, // dpmod plasma wave cannon
213         {'l', 225, HIT_LASER_CANNON, STAT_CELLS, 1}, // hipnotic laser cannon
214         {'h', 226, HIT_MJOLNIR, STAT_CELLS, 0}, // hipnotic mjolnir hammer
215         {-1, 0, 0, 0, 0}
216 };
217 void IN_BestWeapon (void)
218 {
219         int i, n;
220         const char *s;
221         if (Cmd_Argc() != 2)
222         {
223                 Con_Printf("bestweapon requires 1 parameter\n");
224                 return;
225         }
226         s = Cmd_Argv(1);
227         for (i = 0;s[i];i++)
228         {
229                 // figure out which weapon this character refers to
230                 for (n = 0;in_bestweapon_info[n][0] >= 0;n++)
231                 {
232                         if (in_bestweapon_info[n][0] == s[i])
233                         {
234                                 // we found out what weapon this character refers to
235                                 // check if the inventory contains the weapon and enough ammo
236                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n][2]) && (cl.stats[in_bestweapon_info[n][3]] >= in_bestweapon_info[n][4]))
237                                 {
238                                         // we found one of the weapons the player wanted
239                                         // send an impulse to switch to it
240                                         in_impulse = in_bestweapon_info[n][1];
241                                         return;
242                                 }
243                                 break;
244                         }
245                 }
246                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
247         }
248         // if we couldn't find any of the weapons, there's nothing more we can do...
249 }
250
251 /*
252 ===============
253 CL_KeyState
254
255 Returns 0.25 if a key was pressed and released during the frame,
256 0.5 if it was pressed and held
257 0 if held then released, and
258 1.0 if held for the entire time
259 ===============
260 */
261 float CL_KeyState (kbutton_t *key)
262 {
263         float           val;
264         qboolean        impulsedown, impulseup, down;
265
266         impulsedown = key->state & 2;
267         impulseup = key->state & 4;
268         down = key->state & 1;
269         val = 0;
270
271         if (impulsedown && !impulseup)
272         {
273                 if (down)
274                         val = 0.5;      // pressed and held this frame
275                 else
276                         val = 0;        //      I_Error ();
277         }
278         if (impulseup && !impulsedown)
279         {
280                 if (down)
281                         val = 0;        //      I_Error ();
282                 else
283                         val = 0;        // released this frame
284         }
285         if (!impulsedown && !impulseup)
286         {
287                 if (down)
288                         val = 1.0;      // held the entire frame
289                 else
290                         val = 0;        // up the entire frame
291         }
292         if (impulsedown && impulseup)
293         {
294                 if (down)
295                         val = 0.75;     // released and re-pressed this frame
296                 else
297                         val = 0.25;     // pressed and released this frame
298         }
299
300         key->state &= 1;                // clear impulses
301
302         return val;
303 }
304
305
306
307
308 //==========================================================================
309
310 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
311 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
312 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
313 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
314
315 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
316
317 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
318 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
319
320 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
321
322 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
323 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
324 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
325 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
326 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
327 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
328 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_friction), if less than 0 the cl_movement_friction variable is used instead"};
329 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
330 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
331 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
332 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
333 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
334 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
335 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
336 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
337 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
338 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
339
340 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
341 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
342
343 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
344
345 cvar_t cl_netinputpacketspersecond = {CVAR_SAVE, "cl_netinputpacketspersecond","50", "how many input packets to send to server each second"};
346
347 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
348
349
350 /*
351 ================
352 CL_AdjustAngles
353
354 Moves the local angle positions
355 ================
356 */
357 void CL_AdjustAngles (void)
358 {
359         float   speed;
360         float   up, down;
361
362         if (in_speed.state & 1)
363                 speed = cl.realframetime * cl_anglespeedkey.value;
364         else
365                 speed = cl.realframetime;
366
367         if (!(in_strafe.state & 1))
368         {
369                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
370                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
371         }
372         if (in_klook.state & 1)
373         {
374                 V_StopPitchDrift ();
375                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
376                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
377         }
378
379         up = CL_KeyState (&in_lookup);
380         down = CL_KeyState(&in_lookdown);
381
382         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
383         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
384
385         if (up || down)
386                 V_StopPitchDrift ();
387
388         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
389         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
390         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
391         if (cl.viewangles[YAW] >= 180)
392                 cl.viewangles[YAW] -= 360;
393         if (cl.viewangles[PITCH] >= 180)
394                 cl.viewangles[PITCH] -= 360;
395         if (cl.viewangles[ROLL] >= 180)
396                 cl.viewangles[ROLL] -= 360;
397
398         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
399         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
400 }
401
402 qboolean cl_ignoremousemove = false;
403
404 /*
405 ================
406 CL_Move
407
408 Send the intended movement message to the server
409 ================
410 */
411 void CL_Move (void)
412 {
413         float mx, my;
414         static float old_mouse_x = 0, old_mouse_y = 0;
415
416         // clamp before the move to prevent starting with bad angles
417         CL_AdjustAngles ();
418
419         // reset some of the command fields
420         cl.cmd.forwardmove = 0;
421         cl.cmd.sidemove = 0;
422         cl.cmd.upmove = 0;
423
424         // get basic movement from keyboard
425         if (in_strafe.state & 1)
426         {
427                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
428                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
429         }
430
431         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
432         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
433
434         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
435         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
436
437         if (! (in_klook.state & 1) )
438         {
439                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
440                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
441         }
442
443         // adjust for speed key
444         if (in_speed.state & 1)
445         {
446                 cl.cmd.forwardmove *= cl_movespeedkey.value;
447                 cl.cmd.sidemove *= cl_movespeedkey.value;
448                 cl.cmd.upmove *= cl_movespeedkey.value;
449         }
450
451         in_mouse_x = 0;
452         in_mouse_y = 0;
453
454         // allow mice or other external controllers to add to the move
455         IN_Move ();
456
457         // ignore a mouse move if mouse was activated/deactivated this frame
458         if (cl_ignoremousemove)
459         {
460                 cl_ignoremousemove = false;
461                 in_mouse_x = 0;
462                 in_mouse_y = 0;
463         }
464
465         // apply m_filter if it is on
466         mx = in_mouse_x;
467         my = in_mouse_y;
468         if (m_filter.integer)
469         {
470                 in_mouse_x = (mx + old_mouse_x) * 0.5;
471                 in_mouse_y = (my + old_mouse_y) * 0.5;
472         }
473         old_mouse_x = mx;
474         old_mouse_y = my;
475
476         // if not in menu, apply mouse move to viewangles/movement
477         if (!cl.csqc_wantsmousemove && in_client_mouse)
478         {
479                 if (cl_prydoncursor.integer)
480                 {
481                         // mouse interacting with the scene, mostly stationary view
482                         V_StopPitchDrift();
483                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
484                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
485                 }
486                 else if (in_strafe.state & 1)
487                 {
488                         // strafing mode, all looking is movement
489                         V_StopPitchDrift();
490                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
491                         if (noclip_anglehack)
492                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
493                         else
494                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
495                 }
496                 else if ((in_mlook.state & 1) || freelook.integer)
497                 {
498                         // mouselook, lookstrafe causes turning to become strafing
499                         V_StopPitchDrift();
500                         if (lookstrafe.integer)
501                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
502                         else
503                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
504                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
505                 }
506                 else
507                 {
508                         // non-mouselook, yaw turning and forward/back movement
509                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
510                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
511                 }
512         }
513
514         // clamp after the move to prevent rendering with bad angles
515         CL_AdjustAngles ();
516 }
517
518 #include "cl_collision.h"
519
520 void CL_UpdatePrydonCursor(void)
521 {
522         vec3_t temp;
523
524         if (!cl_prydoncursor.integer)
525                 VectorClear(cl.cmd.cursor_screen);
526
527         /*
528         if (cl.cmd.cursor_screen[0] < -1)
529         {
530                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
531                 cl.cmd.cursor_screen[0] = -1;
532         }
533         if (cl.cmd.cursor_screen[0] > 1)
534         {
535                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
536                 cl.cmd.cursor_screen[0] = 1;
537         }
538         if (cl.cmd.cursor_screen[1] < -1)
539         {
540                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
541                 cl.cmd.cursor_screen[1] = -1;
542         }
543         if (cl.cmd.cursor_screen[1] > 1)
544         {
545                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
546                 cl.cmd.cursor_screen[1] = 1;
547         }
548         */
549         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
550         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
551         cl.cmd.cursor_screen[2] = 1;
552
553         // calculate current view matrix
554         Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start);
555         // calculate direction vector of cursor in viewspace by using frustum slopes
556         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000);
557         Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end);
558         // trace from view origin to the cursor
559         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);
560 }
561
562 void CL_ClientMovement_InputQW(qw_usercmd_t *cmd)
563 {
564         int i;
565         int n;
566         // remove stale queue items
567         n = cl.movement_numqueue;
568         cl.movement_numqueue = 0;
569         for (i = 0;i < n;i++)
570         {
571                 if (cl.movement_queue[i].sequence > cls.netcon->qw.incoming_sequence)
572                         cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
573                 else if (i == 0)
574                         cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
575         }
576         // add to input queue if there is room
577         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])))
578         {
579                 // add to input queue
580                 cl.movement_queue[cl.movement_numqueue].sequence = cls.netcon->qw.outgoing_sequence;
581                 cl.movement_queue[cl.movement_numqueue].time = realtime;
582                 cl.movement_queue[cl.movement_numqueue].frametime = cmd->msec / 1000.0;
583                 VectorCopy(cmd->angles, cl.movement_queue[cl.movement_numqueue].viewangles);
584                 cl.movement_queue[cl.movement_numqueue].move[0] = cmd->forwardmove;
585                 cl.movement_queue[cl.movement_numqueue].move[1] = cmd->sidemove;
586                 cl.movement_queue[cl.movement_numqueue].move[2] = cmd->upmove;
587                 cl.movement_queue[cl.movement_numqueue].jump = (cmd->buttons & 2) != 0;
588                 cl.movement_queue[cl.movement_numqueue].crouch = false;
589                 cl.movement_numqueue++;
590         }
591         cl.movement_replay = true;
592 }
593
594 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
595 {
596         int i;
597         int n;
598         double lasttime = (cls.protocol == PROTOCOL_DARKPLACES6 || cls.protocol == PROTOCOL_DARKPLACES7) ? cl.mtime[1] : (cl.movement_numqueue >= 0 ? cl.movement_queue[cl.movement_numqueue - 1].time : 0);
599         // remove stale queue items
600         n = cl.movement_numqueue;
601         cl.movement_numqueue = 0;
602         if (cl.servermovesequence)
603         {
604                 for (i = 0;i < n;i++)
605                 {
606                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
607                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
608                         else if (i == 0)
609                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
610                 }
611         }
612         else
613         {
614                 for (i = 0;i < n;i++)
615                 {
616                         if (cl.movement_queue[i].time >= cl.mtime[0] - cl_movement_latency.value / 1000.0 && cl.movement_queue[i].time <= cl.mtime[0])
617                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
618                         else if (i == 0)
619                                 cl.movement_replay_canjump = !cl.movement_queue[i].jump; // FIXME: this logic is quite broken
620                 }
621         }
622         // add to input queue if there is room
623         if (cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
624         {
625                 // add to input queue
626                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
627                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0];
628                 cl.movement_queue[cl.movement_numqueue].frametime = bound(0, cl.mtime[0] - lasttime, 0.1);
629                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
630                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
631                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
632                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
633                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
634                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
635                 cl.movement_numqueue++;
636         }
637         cl.movement_replay = true;
638 }
639
640 typedef enum waterlevel_e
641 {
642         WATERLEVEL_NONE,
643         WATERLEVEL_WETFEET,
644         WATERLEVEL_SWIMMING,
645         WATERLEVEL_SUBMERGED
646 }
647 waterlevel_t;
648
649 typedef struct cl_clientmovement_state_s
650 {
651         // position
652         vec3_t origin;
653         vec3_t velocity;
654         // current bounding box (different if crouched vs standing)
655         vec3_t mins;
656         vec3_t maxs;
657         // currently on the ground
658         qboolean onground;
659         // currently crouching
660         qboolean crouched;
661         // whether jump button has been released since last jump
662         qboolean canjump;
663         // what kind of water (SUPERCONTENTS_LAVA for instance)
664         int watertype;
665         // how deep
666         waterlevel_t waterlevel;
667         // weird hacks when jumping out of water
668         // (this is in seconds and counts down to 0)
669         float waterjumptime;
670
671         // movement parameters for physics code
672         float movevars_gravity;
673         float movevars_stopspeed;
674         float movevars_maxspeed;
675         float movevars_spectatormaxspeed;
676         float movevars_accelerate;
677         float movevars_airaccelerate;
678         float movevars_wateraccelerate;
679         float movevars_friction;
680         float movevars_waterfriction;
681         float movevars_entgravity;
682         float movevars_jumpvelocity;
683         float movevars_edgefriction;
684         float movevars_maxairspeed;
685         float movevars_stepheight;
686         float movevars_airaccel_qw;
687         float movevars_airaccel_sideways_friction;
688
689         // user command
690         client_movementqueue_t q;
691 }
692 cl_clientmovement_state_t;
693
694 #define NUMOFFSETS 27
695 static vec3_t offsets[NUMOFFSETS] =
696 {
697 // 1 no nudge (just return the original if this test passes)
698         { 0.000,  0.000,  0.000},
699 // 6 simple nudges
700         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
701         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
702         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
703 // 4 diagonal flat nudges
704         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
705         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
706 // 8 diagonal upward nudges
707         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
708         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
709         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
710         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
711 // 8 diagonal downward nudges
712         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
713         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
714         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
715         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
716 };
717
718 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
719 {
720         int i;
721         vec3_t neworigin;
722         for (i = 0;i < NUMOFFSETS;i++)
723         {
724                 VectorAdd(offsets[i], s->origin, neworigin);
725                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true).startsolid)
726                 {
727                         VectorCopy(neworigin, s->origin);
728                         return true;
729                 }
730         }
731         // if all offsets failed, give up
732         return false;
733 }
734
735 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
736 {
737         vec3_t origin1, origin2;
738         trace_t trace;
739
740         // make sure player is not stuck
741         CL_ClientMovement_Unstick(s);
742
743         // set crouched
744         if (s->q.crouch)
745         {
746                 // wants to crouch, this always works..
747                 if (!s->crouched)
748                         s->crouched = true;
749         }
750         else
751         {
752                 // wants to stand, if currently crouching we need to check for a
753                 // low ceiling first
754                 if (s->crouched)
755                 {
756                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
757                         if (!trace.startsolid)
758                                 s->crouched = false;
759                 }
760         }
761         if (s->crouched)
762         {
763                 VectorCopy(cl.playercrouchmins, s->mins);
764                 VectorCopy(cl.playercrouchmaxs, s->maxs);
765         }
766         else
767         {
768                 VectorCopy(cl.playerstandmins, s->mins);
769                 VectorCopy(cl.playerstandmaxs, s->maxs);
770         }
771
772         // set onground
773         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
774         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
775         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
776         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
777
778         // set watertype/waterlevel
779         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
780         s->waterlevel = WATERLEVEL_NONE;
781         s->watertype = CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
782         if (s->watertype)
783         {
784                 s->waterlevel = WATERLEVEL_WETFEET;
785                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
786                 if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
787                 {
788                         s->waterlevel = WATERLEVEL_SWIMMING;
789                         origin1[2] = s->origin[2] + 22;
790                         if (CL_TraceBox(origin1, vec3_origin, vec3_origin, origin1, true, NULL, 0, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
791                                 s->waterlevel = WATERLEVEL_SUBMERGED;
792                 }
793         }
794
795         // water jump prediction
796         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
797                 s->waterjumptime = 0;
798 }
799
800 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
801 {
802         int bump;
803         double t;
804         vec_t f;
805         vec3_t neworigin;
806         vec3_t currentorigin2;
807         vec3_t neworigin2;
808         vec3_t primalvelocity;
809         trace_t trace;
810         trace_t trace2;
811         trace_t trace3;
812         CL_ClientMovement_UpdateStatus(s);
813         VectorCopy(s->velocity, primalvelocity);
814         for (bump = 0, t = s->q.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
815         {
816                 VectorMA(s->origin, t, s->velocity, neworigin);
817                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
818                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
819                 {
820                         // may be a step or wall, try stepping up
821                         // first move forward at a higher level
822                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + s->movevars_stepheight);
823                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + s->movevars_stepheight);
824                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
825                         if (!trace2.startsolid)
826                         {
827                                 // then move down from there
828                                 VectorCopy(trace2.endpos, currentorigin2);
829                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
830                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
831                                 //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]);
832                                 // accept the new trace if it made some progress
833                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
834                                 {
835                                         trace = trace2;
836                                         VectorCopy(trace3.endpos, trace.endpos);
837                                 }
838                         }
839                 }
840
841                 // check if it moved at all
842                 if (trace.fraction >= 0.001)
843                         VectorCopy(trace.endpos, s->origin);
844
845                 // check if it moved all the way
846                 if (trace.fraction == 1)
847                         break;
848
849                 //if (trace.plane.normal[2] > 0.7)
850                 //      s->onground = true;
851
852                 t -= t * trace.fraction;
853
854                 f = DotProduct(s->velocity, trace.plane.normal);
855                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
856         }
857         if (s->waterjumptime > 0)
858                 VectorCopy(primalvelocity, s->velocity);
859 }
860
861
862 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
863 {
864         vec_t wishspeed;
865         vec_t f;
866         vec3_t wishvel;
867         vec3_t wishdir;
868
869         // water jump only in certain situations
870         // this mimics quakeworld code
871         if (s->q.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
872         {
873                 vec3_t forward;
874                 vec3_t yawangles;
875                 vec3_t spot;
876                 VectorSet(yawangles, 0, s->q.viewangles[1], 0);
877                 AngleVectors(yawangles, forward, NULL, NULL);
878                 VectorMA(s->origin, 24, forward, spot);
879                 spot[2] += 8;
880                 if (CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
881                 {
882                         spot[2] += 24;
883                         if (!CL_TraceBox(spot, vec3_origin, vec3_origin, spot, true, NULL, 0, false).startsolid)
884                         {
885                                 VectorScale(forward, 50, s->velocity);
886                                 s->velocity[2] = 310;
887                                 s->waterjumptime = 2;
888                                 s->onground = false;
889                                 s->canjump = false;
890                         }
891                 }
892         }
893
894         if (!VectorLength2(s->q.move))
895         {
896                 // drift towards bottom
897                 VectorSet(wishvel, 0, 0, -60);
898         }
899         else
900         {
901                 // swim
902                 vec3_t forward;
903                 vec3_t right;
904                 vec3_t up;
905                 // calculate movement vector
906                 AngleVectors(s->q.viewangles, forward, right, up);
907                 VectorSet(up, 0, 0, 1);
908                 VectorMAMAM(s->q.move[0], forward, s->q.move[1], right, s->q.move[2], up, wishvel);
909         }
910
911         // split wishvel into wishspeed and wishdir
912         wishspeed = VectorLength(wishvel);
913         if (wishspeed)
914                 VectorScale(wishvel, 1 / wishspeed, wishdir);
915         else
916                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
917         wishspeed = min(wishspeed, s->movevars_maxspeed) * 0.7;
918
919         if (s->crouched)
920                 wishspeed *= 0.5;
921
922         if (s->waterjumptime <= 0)
923         {
924                 // water friction
925                 f = 1 - s->q.frametime * s->movevars_waterfriction * s->waterlevel;
926                 f = bound(0, f, 1);
927                 VectorScale(s->velocity, f, s->velocity);
928
929                 // water acceleration
930                 f = wishspeed - DotProduct(s->velocity, wishdir);
931                 if (f > 0)
932                 {
933                         f = min(s->movevars_wateraccelerate * s->q.frametime * wishspeed, f);
934                         VectorMA(s->velocity, f, wishdir, s->velocity);
935                 }
936
937                 // holding jump button swims upward slowly
938                 if (s->q.jump)
939                 {
940                         if (s->watertype & SUPERCONTENTS_LAVA)
941                                 s->velocity[2] =  50;
942                         else if (s->watertype & SUPERCONTENTS_SLIME)
943                                 s->velocity[2] =  80;
944                         else
945                         {
946                                 if (gamemode == GAME_NEXUIZ)
947                                         s->velocity[2] = 200;
948                                 else
949                                         s->velocity[2] = 100;
950                         }
951                 }
952         }
953
954         CL_ClientMovement_Move(s);
955 }
956
957 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
958 {
959         vec_t friction;
960         vec_t wishspeed;
961         vec_t addspeed;
962         vec_t accelspeed;
963         vec_t f;
964         vec3_t forward;
965         vec3_t right;
966         vec3_t up;
967         vec3_t wishvel;
968         vec3_t wishdir;
969         vec3_t yawangles;
970         trace_t trace;
971
972         // jump if on ground with jump button pressed but only if it has been
973         // released at least once since the last jump
974         if (s->q.jump && s->onground)// && s->canjump) // FIXME: canjump doesn't work properly
975         {
976                 s->velocity[2] += s->movevars_jumpvelocity;
977                 s->onground = false;
978                 s->canjump = false;
979         }
980
981         // calculate movement vector
982         VectorSet(yawangles, 0, s->q.viewangles[1], 0);
983         AngleVectors(yawangles, forward, right, up);
984         VectorMAM(s->q.move[0], forward, s->q.move[1], right, wishvel);
985
986         // split wishvel into wishspeed and wishdir
987         wishspeed = VectorLength(wishvel);
988         if (wishspeed)
989                 VectorScale(wishvel, 1 / wishspeed, wishdir);
990         else
991                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
992         wishspeed = min(wishspeed, s->movevars_maxspeed);
993         if (s->crouched)
994                 wishspeed *= 0.5;
995
996         // check if onground
997         if (s->onground)
998         {
999                 // apply edge friction
1000                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1001                 friction = s->movevars_friction;
1002                 if (f > 0 && s->movevars_edgefriction != 1)
1003                 {
1004                         vec3_t neworigin2;
1005                         vec3_t neworigin3;
1006                         // note: QW uses the full player box for the trace, and yet still
1007                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1008                         // this mimics it for compatibility
1009                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1010                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1011                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1012                                 trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1013                         else
1014                                 trace = CL_TraceBox(neworigin2, vec3_origin, vec3_origin, neworigin3, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true);
1015                         if (trace.fraction == 1 && !trace.startsolid)
1016                                 friction *= s->movevars_edgefriction;
1017                 }
1018                 // apply ground friction
1019                 f = 1 - s->q.frametime * friction * ((f < s->movevars_stopspeed) ? (s->movevars_stopspeed / f) : 1);
1020                 f = max(f, 0);
1021                 VectorScale(s->velocity, f, s->velocity);
1022                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1023                 if (addspeed > 0)
1024                 {
1025                         accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1026                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1027                 }
1028                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1029                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1030                         s->velocity[2] = 0;
1031                 if (VectorLength2(s->velocity))
1032                         CL_ClientMovement_Move(s);
1033         }
1034         else
1035         {
1036                 if (s->waterjumptime <= 0)
1037                 {
1038                         vec_t f;
1039                         vec_t vel_straight;
1040                         vec_t vel_z;
1041                         vec3_t vel_perpend;
1042
1043                         // apply air speed limit
1044                         wishspeed = min(wishspeed, s->movevars_maxairspeed);
1045
1046                         /*
1047                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1048                         if (addspeed > 0)
1049                         {
1050                                 accelspeed = min(s->movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1051                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1052                         }
1053                         */
1054
1055                         vel_straight = DotProduct(s->velocity, wishdir);
1056                         vel_z = s->velocity[2];
1057                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1058                         vel_perpend[2] -= vel_z;
1059
1060                         f = wishspeed - vel_straight;
1061                         if(f > 0)
1062                                 vel_straight += min(f, s->movevars_accelerate * s->q.frametime * wishspeed) * s->movevars_airaccel_qw;
1063                         if(wishspeed > 0)
1064                                 vel_straight += min(wishspeed, s->movevars_accelerate * s->q.frametime * wishspeed) * (1 - s->movevars_airaccel_qw);
1065
1066                         VectorM(1 - (s->q.frametime * (wishspeed / s->movevars_maxairspeed) * s->movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1067
1068                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1069                         s->velocity[2] += vel_z;
1070                 }
1071                 s->velocity[2] -= cl_gravity.value * s->q.frametime;
1072                 CL_ClientMovement_Move(s);
1073         }
1074 }
1075
1076 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1077 {
1078         //Con_Printf(" %f", frametime);
1079         if (!s->q.jump)
1080                 s->canjump = true;
1081         s->waterjumptime -= s->q.frametime;
1082         CL_ClientMovement_UpdateStatus(s);
1083         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1084                 CL_ClientMovement_Physics_Swim(s);
1085         else
1086                 CL_ClientMovement_Physics_Walk(s);
1087 }
1088
1089 void CL_ClientMovement_Replay(void)
1090 {
1091         int i;
1092         cl_clientmovement_state_t s;
1093
1094         if (!cl.movement_replay)
1095                 return;
1096         cl.movement_replay = false;
1097
1098         // set up starting state for the series of moves
1099         memset(&s, 0, sizeof(s));
1100         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1101         VectorCopy(cl.mvelocity[0], s.velocity);
1102         s.crouched = true; // will be updated on first move
1103         s.canjump = cl.movement_replay_canjump;
1104         //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]);
1105
1106         // set up movement variables
1107         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1108         {
1109                 s.movevars_gravity = cl.qw_movevars_gravity;
1110                 s.movevars_stopspeed = cl.qw_movevars_stopspeed;
1111                 s.movevars_maxspeed = cl.qw_movevars_maxspeed;
1112                 s.movevars_spectatormaxspeed = cl.qw_movevars_spectatormaxspeed;
1113                 s.movevars_accelerate = cl.qw_movevars_accelerate;
1114                 s.movevars_airaccelerate = cl.qw_movevars_airaccelerate;
1115                 s.movevars_wateraccelerate = cl.qw_movevars_wateraccelerate;
1116                 s.movevars_friction = cl.qw_movevars_friction;
1117                 s.movevars_waterfriction = cl.qw_movevars_waterfriction;
1118                 s.movevars_entgravity = cl.qw_movevars_entgravity;
1119                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1120                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1121                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1122                 s.movevars_stepheight = cl_movement_stepheight.value;
1123                 s.movevars_airaccel_qw = 1.0;
1124                 s.movevars_airaccel_sideways_friction = 0.0;
1125         }
1126         else
1127         {
1128                 s.movevars_gravity = sv_gravity.value;
1129                 s.movevars_stopspeed = cl_movement_stopspeed.value;
1130                 s.movevars_maxspeed = cl_movement_maxspeed.value;
1131                 s.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1132                 s.movevars_accelerate = cl_movement_accelerate.value;
1133                 s.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1134                 s.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1135                 s.movevars_friction = cl_movement_friction.value;
1136                 s.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1137                 s.movevars_entgravity = 1;
1138                 s.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1139                 s.movevars_edgefriction = cl_movement_edgefriction.value;
1140                 s.movevars_maxairspeed = cl_movement_maxairspeed.value;
1141                 s.movevars_stepheight = cl_movement_stepheight.value;
1142                 s.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1143                 s.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1144         }
1145
1146         cl.movement_predicted = (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission) && ((cls.protocol != PROTOCOL_DARKPLACES6 && cls.protocol != PROTOCOL_DARKPLACES7) || cl.servermovesequence);
1147         if (cl.movement_predicted)
1148         {
1149                 //Con_Printf("%f: ", cl.mtime[0]);
1150
1151                 // replay the input queue to predict current location
1152                 // note: this relies on the fact there's always one queue item at the end
1153
1154                 for (i = 0;i < cl.movement_numqueue;i++)
1155                 {
1156                         s.q = cl.movement_queue[i];
1157                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1158                         if (s.q.frametime > 0.05)
1159                         {
1160                                 s.q.frametime *= 0.5;
1161                                 CL_ClientMovement_PlayerMove(&s);
1162                         }
1163                         CL_ClientMovement_PlayerMove(&s);
1164                 }
1165         }
1166         else
1167         {
1168                 // get the first movement queue entry to know whether to crouch and such
1169                 s.q = cl.movement_queue[0];
1170         }
1171
1172         // store replay location
1173         CL_ClientMovement_UpdateStatus(&s);
1174         cl.movement_time[1] = cl.movement_time[0];
1175         cl.movement_time[0] = cl.movement_queue[cl.movement_numqueue-1].time;
1176         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
1177         VectorCopy(s.origin, cl.movement_origin);
1178         VectorCopy(s.velocity, cl.movement_velocity);
1179         //VectorCopy(s.origin, cl.entities[cl.playerentity].state_current.origin);
1180         //VectorSet(cl.entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
1181
1182         // update the onground flag if appropriate
1183         // when not predicted, cl.onground is only cleared by cl_parse.c, but can
1184         // be set forcefully here to hide server inconsistencies in the onground
1185         // flag (such as when stepping up stairs, the onground flag tends to turn
1186         // off briefly due to precision errors, particularly at high framerates),
1187         // such inconsistencies can mess up the gun bobbing and stair smoothing,
1188         // so they must be avoided.
1189         if (cl.movement_predicted)
1190                 cl.onground = s.onground;
1191         else if (s.onground)
1192                 cl.onground = true;
1193
1194         // react to onground state changes (for gun bob)
1195         if (cl.onground)
1196         {
1197                 if (!cl.oldonground)
1198                         cl.hitgroundtime = cl.time;
1199                 cl.lastongroundtime = cl.time;
1200         }
1201         cl.oldonground = cl.onground;
1202 }
1203
1204 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, qw_usercmd_t *from, qw_usercmd_t *to)
1205 {
1206         int bits;
1207
1208         bits = 0;
1209         if (to->angles[0] != from->angles[0])
1210                 bits |= QW_CM_ANGLE1;
1211         if (to->angles[1] != from->angles[1])
1212                 bits |= QW_CM_ANGLE2;
1213         if (to->angles[2] != from->angles[2])
1214                 bits |= QW_CM_ANGLE3;
1215         if (to->forwardmove != from->forwardmove)
1216                 bits |= QW_CM_FORWARD;
1217         if (to->sidemove != from->sidemove)
1218                 bits |= QW_CM_SIDE;
1219         if (to->upmove != from->upmove)
1220                 bits |= QW_CM_UP;
1221         if (to->buttons != from->buttons)
1222                 bits |= QW_CM_BUTTONS;
1223         if (to->impulse != from->impulse)
1224                 bits |= QW_CM_IMPULSE;
1225
1226         MSG_WriteByte(buf, bits);
1227         if (bits & QW_CM_ANGLE1)
1228                 MSG_WriteAngle16i(buf, to->angles[0]);
1229         if (bits & QW_CM_ANGLE2)
1230                 MSG_WriteAngle16i(buf, to->angles[1]);
1231         if (bits & QW_CM_ANGLE3)
1232                 MSG_WriteAngle16i(buf, to->angles[2]);
1233         if (bits & QW_CM_FORWARD)
1234                 MSG_WriteShort(buf, to->forwardmove);
1235         if (bits & QW_CM_SIDE)
1236                 MSG_WriteShort(buf, to->sidemove);
1237         if (bits & QW_CM_UP)
1238                 MSG_WriteShort(buf, to->upmove);
1239         if (bits & QW_CM_BUTTONS)
1240                 MSG_WriteByte(buf, to->buttons);
1241         if (bits & QW_CM_IMPULSE)
1242                 MSG_WriteByte(buf, to->impulse);
1243         MSG_WriteByte(buf, to->msec);
1244 }
1245
1246 /*
1247 ==============
1248 CL_SendMove
1249 ==============
1250 */
1251 extern cvar_t cl_netinputpacketspersecond;
1252 void CL_SendMove(void)
1253 {
1254         int i, j, packetloss;
1255         int bits;
1256         int impulse;
1257         sizebuf_t buf;
1258         unsigned char data[128];
1259         static double lastsendtime = 0;
1260 #define MOVEAVERAGING 0
1261 #if MOVEAVERAGING
1262         static float accumforwardmove = 0, accumsidemove = 0, accumupmove = 0, accumtotal = 0; // accumulation
1263 #endif
1264         float forwardmove, sidemove, upmove;
1265
1266         // if playing a demo, do nothing
1267         if (!cls.netcon)
1268                 return;
1269
1270 #if MOVEAVERAGING
1271         // accumulate changes between messages
1272         accumforwardmove += cl.cmd.forwardmove;
1273         accumsidemove += cl.cmd.sidemove;
1274         accumupmove += cl.cmd.upmove;
1275         accumtotal++;
1276 #endif
1277
1278         if (cl_movement.integer && cls.signon == SIGNONS && cls.protocol != PROTOCOL_QUAKEWORLD)
1279         {
1280                 if (!cl.movement_needupdate)
1281                         return;
1282                 cl.movement_needupdate = false;
1283         }
1284         else
1285         {
1286                 double packettime = 1.0 / bound(10, cl_netinputpacketspersecond.value, 100);
1287                 // don't send too often or else network connections can get clogged by a high renderer framerate
1288                 if (realtime < lastsendtime + packettime)
1289                         return;
1290                 // don't let it fall behind if CL_SendMove hasn't been called recently
1291                 // (such is the case when framerate is too low for instance)
1292                 lastsendtime = max(lastsendtime + packettime, realtime);
1293         }
1294 #if MOVEAVERAGING
1295         // average the accumulated changes
1296         accumtotal = 1.0f / accumtotal;
1297         forwardmove = accumforwardmove * accumtotal;
1298         sidemove = accumsidemove * accumtotal;
1299         upmove = accumupmove * accumtotal;
1300         accumforwardmove = 0;
1301         accumsidemove = 0;
1302         accumupmove = 0;
1303         accumtotal = 0;
1304 #else
1305         // use the latest values
1306         forwardmove = cl.cmd.forwardmove;
1307         sidemove = cl.cmd.sidemove;
1308         upmove = cl.cmd.upmove;
1309 #endif
1310
1311         if (cls.signon == SIGNONS)
1312                 CL_UpdatePrydonCursor();
1313
1314         buf.maxsize = 128;
1315         buf.cursize = 0;
1316         buf.data = data;
1317
1318         // set button bits
1319         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1320         bits = 0;
1321         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
1322         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
1323         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
1324         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
1325         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
1326         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
1327         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
1328         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
1329         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
1330         if (key_dest != key_game || key_consoleactive) bits |= 512;
1331         if (cl_prydoncursor.integer) bits |= 1024;
1332         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
1333         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
1334         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
1335         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
1336         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
1337         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
1338         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
1339         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
1340         // button bits 19-31 unused currently
1341         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1342         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1343         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1344         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1345         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1346
1347         impulse = in_impulse;
1348         in_impulse = 0;
1349
1350         csqc_buttons = bits;
1351
1352         if (cls.signon == SIGNONS)
1353         {
1354                 // always dump the first two messages, because they may contain leftover inputs from the last level
1355                 if (++cl.movemessages >= 2)
1356                 {
1357                         // send the movement message
1358                         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1359                         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1360                         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1361                         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1362                         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1363                         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1364                         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1365                         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1366                         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1367                         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
1368                         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1369                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1370                         {
1371                                 int checksumindex;
1372                                 double msectime;
1373                                 static double oldmsectime;
1374                                 qw_usercmd_t *cmd, *oldcmd;
1375                                 qw_usercmd_t nullcmd;
1376
1377                                 //Con_Printf("code qw_clc_move\n");
1378
1379                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1380                                 cmd = &cl.qw_moves[i];
1381                                 memset(&nullcmd, 0, sizeof(nullcmd));
1382                                 memset(cmd, 0, sizeof(*cmd));
1383                                 cmd->buttons = bits;
1384                                 cmd->impulse = impulse;
1385                                 cmd->forwardmove = (short)bound(-32768, forwardmove, 32767);
1386                                 cmd->sidemove = (short)bound(-32768, sidemove, 32767);
1387                                 cmd->upmove = (short)bound(-32768, upmove, 32767);
1388                                 VectorCopy(cl.viewangles, cmd->angles);
1389                                 msectime = realtime * 1000;
1390                                 cmd->msec = (unsigned char)bound(0, msectime - oldmsectime, 255);
1391                                 // ridiculous value rejection (matches qw)
1392                                 if (cmd->msec > 250)
1393                                         cmd->msec = 100;
1394                                 oldmsectime = msectime;
1395
1396                                 CL_ClientMovement_InputQW(cmd);
1397
1398                                 MSG_WriteByte(&buf, qw_clc_move);
1399                                 // save the position for a checksum byte
1400                                 checksumindex = buf.cursize;
1401                                 MSG_WriteByte(&buf, 0);
1402                                 // packet loss percentage
1403                                 for (j = 0, packetloss = 0;j < 100;j++)
1404                                         packetloss += cls.netcon->packetlost[j];
1405                                 MSG_WriteByte(&buf, packetloss);
1406                                 // write most recent 3 moves
1407                                 i = (cls.netcon->qw.outgoing_sequence-2) & QW_UPDATE_MASK;
1408                                 cmd = &cl.qw_moves[i];
1409                                 QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, cmd);
1410                                 oldcmd = cmd;
1411                                 i = (cls.netcon->qw.outgoing_sequence-1) & QW_UPDATE_MASK;
1412                                 cmd = &cl.qw_moves[i];
1413                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1414                                 oldcmd = cmd;
1415                                 i = cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK;
1416                                 cmd = &cl.qw_moves[i];
1417                                 QW_MSG_WriteDeltaUsercmd(&buf, oldcmd, cmd);
1418                                 // calculate the checksum
1419                                 buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->qw.outgoing_sequence);
1420                                 // if delta compression history overflows, request no delta
1421                                 if (cls.netcon->qw.outgoing_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1422                                         cl.qw_validsequence = 0;
1423                                 // request delta compression if appropriate
1424                                 if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1425                                 {
1426                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1427                                         MSG_WriteByte(&buf, qw_clc_delta);
1428                                         MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1429                                 }
1430                                 else
1431                                         cl.qw_deltasequence[cls.netcon->qw.outgoing_sequence & QW_UPDATE_MASK] = -1;
1432                         }
1433                         else if (cls.protocol == PROTOCOL_QUAKE || cls.protocol == PROTOCOL_QUAKEDP || cls.protocol == PROTOCOL_NEHAHRAMOVIE)
1434                         {
1435                                 // 5 bytes
1436                                 MSG_WriteByte (&buf, clc_move);
1437                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1438                                 // 3 bytes
1439                                 for (i = 0;i < 3;i++)
1440                                         MSG_WriteAngle8i (&buf, cl.viewangles[i]);
1441                                 // 6 bytes
1442                                 MSG_WriteCoord16i (&buf, forwardmove);
1443                                 MSG_WriteCoord16i (&buf, sidemove);
1444                                 MSG_WriteCoord16i (&buf, upmove);
1445                                 // 2 bytes
1446                                 MSG_WriteByte (&buf, bits);
1447                                 MSG_WriteByte (&buf, impulse);
1448
1449                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1450                         }
1451                         else if (cls.protocol == PROTOCOL_DARKPLACES2 || cls.protocol == PROTOCOL_DARKPLACES3)
1452                         {
1453                                 // 5 bytes
1454                                 MSG_WriteByte (&buf, clc_move);
1455                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1456                                 // 12 bytes
1457                                 for (i = 0;i < 3;i++)
1458                                         MSG_WriteAngle32f (&buf, cl.viewangles[i]);
1459                                 // 6 bytes
1460                                 MSG_WriteCoord16i (&buf, forwardmove);
1461                                 MSG_WriteCoord16i (&buf, sidemove);
1462                                 MSG_WriteCoord16i (&buf, upmove);
1463                                 // 2 bytes
1464                                 MSG_WriteByte (&buf, bits);
1465                                 MSG_WriteByte (&buf, impulse);
1466
1467                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1468                         }
1469                         else if (cls.protocol == PROTOCOL_DARKPLACES1 || cls.protocol == PROTOCOL_DARKPLACES4 || cls.protocol == PROTOCOL_DARKPLACES5)
1470                         {
1471                                 // 5 bytes
1472                                 MSG_WriteByte (&buf, clc_move);
1473                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1474                                 // 6 bytes
1475                                 for (i = 0;i < 3;i++)
1476                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1477                                 // 6 bytes
1478                                 MSG_WriteCoord16i (&buf, forwardmove);
1479                                 MSG_WriteCoord16i (&buf, sidemove);
1480                                 MSG_WriteCoord16i (&buf, upmove);
1481                                 // 2 bytes
1482                                 MSG_WriteByte (&buf, bits);
1483                                 MSG_WriteByte (&buf, impulse);
1484
1485                                 CL_ClientMovement_Input((bits & 2) != 0, false);
1486                         }
1487                         else
1488                         {
1489                                 // 5 bytes
1490                                 MSG_WriteByte (&buf, clc_move);
1491                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1492                                 {
1493                                         if (cl_movement.integer)
1494                                         {
1495                                                 cl.movesequence++;
1496                                                 MSG_WriteLong (&buf, cl.movesequence);
1497                                         }
1498                                         else
1499                                                 MSG_WriteLong (&buf, 0);
1500                                 }
1501                                 MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
1502                                 // 6 bytes
1503                                 for (i = 0;i < 3;i++)
1504                                         MSG_WriteAngle16i (&buf, cl.viewangles[i]);
1505                                 // 6 bytes
1506                                 MSG_WriteCoord16i (&buf, forwardmove);
1507                                 MSG_WriteCoord16i (&buf, sidemove);
1508                                 MSG_WriteCoord16i (&buf, upmove);
1509                                 // 5 bytes
1510                                 MSG_WriteLong (&buf, bits);
1511                                 MSG_WriteByte (&buf, impulse);
1512                                 // PRYDON_CLIENTCURSOR
1513                                 // 30 bytes
1514                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[0] * 32767.0f));
1515                                 MSG_WriteShort (&buf, (short)(cl.cmd.cursor_screen[1] * 32767.0f));
1516                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
1517                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
1518                                 MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
1519                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
1520                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
1521                                 MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
1522                                 MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
1523
1524                                 // FIXME: bits & 16 is +button5, Nexuiz specific
1525                                 CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1526                         }
1527                 }
1528
1529                 if (cls.protocol != PROTOCOL_QUAKEWORLD)
1530                 {
1531                         // ack the last few frame numbers
1532                         // (redundent to improve handling of client->server packet loss)
1533                         // for LATESTFRAMENUMS == 3 case this is 15 bytes
1534                         for (i = 0;i < LATESTFRAMENUMS;i++)
1535                         {
1536                                 if (cl.latestframenums[i] > 0)
1537                                 {
1538                                         if (developer_networkentities.integer >= 1)
1539                                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1540                                         MSG_WriteByte(&buf, clc_ackframe);
1541                                         MSG_WriteLong(&buf, cl.latestframenums[i]);
1542                                 }
1543                         }
1544                 }
1545
1546                 // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1547                 // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1548         }
1549
1550         if (cls.protocol != PROTOCOL_QUAKEWORLD)
1551         {
1552                 // acknowledge any recently received data blocks
1553                 for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1554                 {
1555                         MSG_WriteByte(&buf, clc_ackdownloaddata);
1556                         MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1557                         MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1558                         cls.dp_downloadack[i].start = 0;
1559                         cls.dp_downloadack[i].size = 0;
1560                 }
1561         }
1562
1563         // send the reliable message (forwarded commands) if there is one
1564         NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
1565
1566         if (cls.netcon->message.overflowed)
1567         {
1568                 Con_Print("CL_SendMove: lost server connection\n");
1569                 CL_Disconnect();
1570                 Host_ShutdownServer();
1571         }
1572 }
1573
1574 /*
1575 ============
1576 CL_InitInput
1577 ============
1578 */
1579 void CL_InitInput (void)
1580 {
1581         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1582         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1583         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1584         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1585         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1586         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1587         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1588         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1589         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1590         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1591         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1592         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1593         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1594         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1595         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1596         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1597         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1598         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1599         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1600         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1601         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1602         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1603         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1604         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1605         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1606         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1607         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1608         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1609         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1610         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1611         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1612         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1613         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1614
1615         // LordHavoc: added use button
1616         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1617         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1618
1619         // LordHavoc: added 6 new buttons
1620         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1621         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1622         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1623         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1624         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1625         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1626         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1627         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1628         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1629         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1630         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1631         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1632         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1633         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1634         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1635         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1636         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1637         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1638         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1639         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1640         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1641         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1642         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1643         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1644         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1645         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1646         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1647         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1648
1649         // LordHavoc: added bestweapon command
1650         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 87654321)");
1651
1652         Cvar_RegisterVariable(&cl_movement);
1653         Cvar_RegisterVariable(&cl_movement_latency);
1654         Cvar_RegisterVariable(&cl_movement_maxspeed);
1655         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1656         Cvar_RegisterVariable(&cl_movement_stopspeed);
1657         Cvar_RegisterVariable(&cl_movement_friction);
1658         Cvar_RegisterVariable(&cl_movement_edgefriction);
1659         Cvar_RegisterVariable(&cl_movement_stepheight);
1660         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1661         Cvar_RegisterVariable(&cl_movement_accelerate);
1662         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1663         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1664         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1665         Cvar_RegisterVariable(&cl_gravity);
1666         Cvar_RegisterVariable(&cl_slowmo);
1667
1668         Cvar_RegisterVariable(&in_pitch_min);
1669         Cvar_RegisterVariable(&in_pitch_max);
1670         Cvar_RegisterVariable(&m_filter);
1671
1672         Cvar_RegisterVariable(&cl_netinputpacketspersecond);
1673
1674         Cvar_RegisterVariable(&cl_nodelta);
1675 }
1676