properly support huge 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","72", "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 > 0)
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 <= 0)
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         if (cl_prydoncursor_notrace.integer)
782         {
783                 cl.cmd.cursor_fraction = 1.0f;
784                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785                 VectorClear(cl.cmd.cursor_normal);
786                 cl.cmd.cursor_entitynumber = 0;
787         }
788         else
789                 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);
790 }
791
792 typedef enum waterlevel_e
793 {
794         WATERLEVEL_NONE,
795         WATERLEVEL_WETFEET,
796         WATERLEVEL_SWIMMING,
797         WATERLEVEL_SUBMERGED
798 }
799 waterlevel_t;
800
801 typedef struct cl_clientmovement_state_s
802 {
803         // position
804         vec3_t origin;
805         vec3_t velocity;
806         // current bounding box (different if crouched vs standing)
807         vec3_t mins;
808         vec3_t maxs;
809         // currently on the ground
810         qboolean onground;
811         // currently crouching
812         qboolean crouched;
813         // what kind of water (SUPERCONTENTS_LAVA for instance)
814         int watertype;
815         // how deep
816         waterlevel_t waterlevel;
817         // weird hacks when jumping out of water
818         // (this is in seconds and counts down to 0)
819         float waterjumptime;
820
821         // user command
822         usercmd_t cmd;
823 }
824 cl_clientmovement_state_t;
825
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
828 {
829 // 1 no nudge (just return the original if this test passes)
830         { 0.000,  0.000,  0.000},
831 // 6 simple nudges
832         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
833         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
834         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
835 // 4 diagonal flat nudges
836         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
837         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
838 // 8 diagonal upward nudges
839         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
840         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
841         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
842         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
843 // 8 diagonal downward nudges
844         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
845         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
846         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
848 };
849
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
851 {
852         int i;
853         vec3_t neworigin;
854         for (i = 0;i < NUMOFFSETS;i++)
855         {
856                 VectorAdd(offsets[i], s->origin, neworigin);
857                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
858                 {
859                         VectorCopy(neworigin, s->origin);
860                         return true;
861                 }
862         }
863         // if all offsets failed, give up
864         return false;
865 }
866
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 {
869         vec3_t origin1, origin2;
870         trace_t trace;
871
872         // make sure player is not stuck
873         CL_ClientMovement_Unstick(s);
874
875         // set crouched
876         if (s->cmd.crouch)
877         {
878                 // wants to crouch, this always works..
879                 if (!s->crouched)
880                         s->crouched = true;
881         }
882         else
883         {
884                 // wants to stand, if currently crouching we need to check for a
885                 // low ceiling first
886                 if (s->crouched)
887                 {
888                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889                         if (!trace.startsolid)
890                                 s->crouched = false;
891                 }
892         }
893         if (s->crouched)
894         {
895                 VectorCopy(cl.playercrouchmins, s->mins);
896                 VectorCopy(cl.playercrouchmaxs, s->maxs);
897         }
898         else
899         {
900                 VectorCopy(cl.playerstandmins, s->mins);
901                 VectorCopy(cl.playerstandmaxs, s->maxs);
902         }
903
904         // set onground
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
909
910         // set watertype/waterlevel
911         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912         s->waterlevel = WATERLEVEL_NONE;
913         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
914         if (s->watertype)
915         {
916                 s->waterlevel = WATERLEVEL_WETFEET;
917                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                 {
920                         s->waterlevel = WATERLEVEL_SWIMMING;
921                         origin1[2] = s->origin[2] + 22;
922                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923                                 s->waterlevel = WATERLEVEL_SUBMERGED;
924                 }
925         }
926
927         // water jump prediction
928         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929                 s->waterjumptime = 0;
930 }
931
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 {
934         int bump;
935         double t;
936         vec_t f;
937         vec3_t neworigin;
938         vec3_t currentorigin2;
939         vec3_t neworigin2;
940         vec3_t primalvelocity;
941         trace_t trace;
942         trace_t trace2;
943         trace_t trace3;
944         CL_ClientMovement_UpdateStatus(s);
945         VectorCopy(s->velocity, primalvelocity);
946         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947         {
948                 VectorMA(s->origin, t, s->velocity, neworigin);
949                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951                 {
952                         // may be a step or wall, try stepping up
953                         // first move forward at a higher level
954                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957                         if (!trace2.startsolid)
958                         {
959                                 // then move down from there
960                                 VectorCopy(trace2.endpos, currentorigin2);
961                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963                                 //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]);
964                                 // accept the new trace if it made some progress
965                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
966                                 {
967                                         trace = trace2;
968                                         VectorCopy(trace3.endpos, trace.endpos);
969                                 }
970                         }
971                 }
972
973                 // check if it moved at all
974                 if (trace.fraction >= 0.001)
975                         VectorCopy(trace.endpos, s->origin);
976
977                 // check if it moved all the way
978                 if (trace.fraction == 1)
979                         break;
980
981                 //if (trace.plane.normal[2] > 0.7)
982                 //      s->onground = true;
983
984                 t -= t * trace.fraction;
985
986                 f = DotProduct(s->velocity, trace.plane.normal);
987                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988         }
989         if (s->waterjumptime > 0)
990                 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996         vec_t wishspeed;
997         vec_t f;
998         vec3_t wishvel;
999         vec3_t wishdir;
1000
1001         // water jump only in certain situations
1002         // this mimics quakeworld code
1003         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004         {
1005                 vec3_t forward;
1006                 vec3_t yawangles;
1007                 vec3_t spot;
1008                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009                 AngleVectors(yawangles, forward, NULL, NULL);
1010                 VectorMA(s->origin, 24, forward, spot);
1011                 spot[2] += 8;
1012                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1013                 {
1014                         spot[2] += 24;
1015                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1016                         {
1017                                 VectorScale(forward, 50, s->velocity);
1018                                 s->velocity[2] = 310;
1019                                 s->waterjumptime = 2;
1020                                 s->onground = false;
1021                                 s->cmd.canjump = false;
1022                         }
1023                 }
1024         }
1025
1026         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027         {
1028                 // drift towards bottom
1029                 VectorSet(wishvel, 0, 0, -60);
1030         }
1031         else
1032         {
1033                 // swim
1034                 vec3_t forward;
1035                 vec3_t right;
1036                 vec3_t up;
1037                 // calculate movement vector
1038                 AngleVectors(s->cmd.viewangles, forward, right, up);
1039                 VectorSet(up, 0, 0, 1);
1040                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041         }
1042
1043         // split wishvel into wishspeed and wishdir
1044         wishspeed = VectorLength(wishvel);
1045         if (wishspeed)
1046                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047         else
1048                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051         if (s->crouched)
1052                 wishspeed *= 0.5;
1053
1054         if (s->waterjumptime <= 0)
1055         {
1056                 // water friction
1057                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058                 f = bound(0, f, 1);
1059                 VectorScale(s->velocity, f, s->velocity);
1060
1061                 // water acceleration
1062                 f = wishspeed - DotProduct(s->velocity, wishdir);
1063                 if (f > 0)
1064                 {
1065                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066                         VectorMA(s->velocity, f, wishdir, s->velocity);
1067                 }
1068
1069                 // holding jump button swims upward slowly
1070                 if (s->cmd.jump)
1071                 {
1072                         if (s->watertype & SUPERCONTENTS_LAVA)
1073                                 s->velocity[2] =  50;
1074                         else if (s->watertype & SUPERCONTENTS_SLIME)
1075                                 s->velocity[2] =  80;
1076                         else
1077                         {
1078                                 if (gamemode == GAME_NEXUIZ)
1079                                         s->velocity[2] = 200;
1080                                 else
1081                                         s->velocity[2] = 100;
1082                         }
1083                 }
1084         }
1085
1086         CL_ClientMovement_Move(s);
1087 }
1088
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
1091         if(forward == 0 && side == 0)
1092                 return 0; // avoid division by zero
1093         angle -= RAD2DEG(atan2(side, forward));
1094         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1095         if(angle >  1)
1096                 return 0;
1097         if(angle < -1)
1098                 return 0;
1099         return 1 - fabs(angle);
1100 }
1101
1102 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1103 {
1104         vec_t zspeed, speed, dot, k;
1105
1106 #if 0
1107         // this doesn't play well with analog input
1108         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1109                 return;
1110         k = 32;
1111 #else
1112         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1113         if(k <= 0)
1114                 return;
1115 #endif
1116
1117         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1118
1119         zspeed = s->velocity[2];
1120         s->velocity[2] = 0;
1121         speed = VectorNormalizeLength(s->velocity);
1122
1123         dot = DotProduct(s->velocity, wishdir);
1124         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1125
1126         if(dot > 0) { // we can't change direction while slowing down
1127                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1128                 VectorNormalize(s->velocity);
1129         }
1130
1131         VectorScale(s->velocity, speed, s->velocity);
1132         s->velocity[2] = zspeed;
1133 }
1134
1135 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)
1136 {
1137         vec_t vel_straight;
1138         vec_t vel_z;
1139         vec3_t vel_perpend;
1140         vec_t step;
1141         vec3_t vel_xy;
1142         vec_t vel_xy_current;
1143         vec_t vel_xy_backward, vel_xy_forward;
1144         qboolean speedclamp;
1145
1146         speedclamp = (accelqw < 0);
1147         if(speedclamp)
1148                 accelqw = -accelqw;
1149
1150         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1151                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1152
1153         vel_straight = DotProduct(s->velocity, wishdir);
1154         vel_z = s->velocity[2];
1155         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1156         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1157
1158         step = accel * s->cmd.frametime * wishspeed0;
1159
1160         vel_xy_current  = VectorLength(vel_xy);
1161         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1162         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1163         if(vel_xy_backward < 0)
1164                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1165
1166         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1167
1168         if(sidefric < 0 && VectorLength2(vel_perpend))
1169                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1170         {
1171                 vec_t f, fmin;
1172                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1173                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1174                 // assume: fmin > 1
1175                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1176                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1177                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1178                 // obviously, this cannot be
1179                 if(fmin <= 0)
1180                         VectorScale(vel_perpend, f, vel_perpend);
1181                 else
1182                 {
1183                         fmin = sqrt(fmin);
1184                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1185                 }
1186         }
1187         else
1188                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1189
1190         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1191
1192         if(speedclamp)
1193         {
1194                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1195                 if(vel_xy_current > 0) // prevent division by zero
1196                 {
1197                         VectorNormalize(s->velocity);
1198                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1199                 }
1200         }
1201
1202         s->velocity[2] += vel_z;
1203 }
1204
1205 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1206 {
1207     vec3_t curvel, wishvel, acceldir, curdir;
1208     float addspeed, accelspeed, curspeed;
1209     float dot;
1210
1211     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1212     float bunnyaccel = cl.movevars_warsowbunny_accel;
1213     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1214     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1215     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1216
1217     if( !wishspeed )
1218         return;
1219
1220     VectorCopy( s->velocity, curvel );
1221     curvel[2] = 0;
1222     curspeed = VectorLength( curvel );
1223
1224     if( wishspeed > curspeed * 1.01f )
1225     {
1226         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1227         if( accelspeed < wishspeed )
1228             wishspeed = accelspeed;
1229     }
1230     else
1231     {
1232         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1233         if( f < 0 )
1234             f = 0;
1235         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1236     }
1237     VectorScale( wishdir, wishspeed, wishvel );
1238     VectorSubtract( wishvel, curvel, acceldir );
1239     addspeed = VectorNormalizeLength( acceldir );
1240
1241     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1242     if( accelspeed > addspeed )
1243         accelspeed = addspeed;
1244
1245     if( backtosideratio < 1.0f )
1246     {
1247         VectorNormalize2( curvel, curdir );
1248         dot = DotProduct( acceldir, curdir );
1249         if( dot < 0 )
1250             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1251     }
1252
1253     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1254 }
1255
1256 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1257 {
1258         vec_t friction;
1259         vec_t wishspeed;
1260         vec_t addspeed;
1261         vec_t accelspeed;
1262         vec_t f;
1263         vec3_t forward;
1264         vec3_t right;
1265         vec3_t up;
1266         vec3_t wishvel;
1267         vec3_t wishdir;
1268         vec3_t yawangles;
1269         trace_t trace;
1270
1271         // jump if on ground with jump button pressed but only if it has been
1272         // released at least once since the last jump
1273         if (s->cmd.jump)
1274         {
1275                 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"
1276                 {
1277                         s->velocity[2] += cl.movevars_jumpvelocity;
1278                         s->onground = false;
1279                         s->cmd.canjump = false;
1280                 }
1281         }
1282         else
1283                 s->cmd.canjump = true;
1284
1285         // calculate movement vector
1286         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1287         AngleVectors(yawangles, forward, right, up);
1288         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1289
1290         // split wishvel into wishspeed and wishdir
1291         wishspeed = VectorLength(wishvel);
1292         if (wishspeed)
1293                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1294         else
1295                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1296         // check if onground
1297         if (s->onground)
1298         {
1299                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1300                 if (s->crouched)
1301                         wishspeed *= 0.5;
1302
1303                 // apply edge friction
1304                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1305                 if (f > 0)
1306                 {
1307                         friction = cl.movevars_friction;
1308                         if (cl.movevars_edgefriction != 1)
1309                         {
1310                                 vec3_t neworigin2;
1311                                 vec3_t neworigin3;
1312                                 // note: QW uses the full player box for the trace, and yet still
1313                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1314                                 // this mimics it for compatibility
1315                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1316                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1317                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1318                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1319                                 else
1320                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1321                                 if (trace.fraction == 1 && !trace.startsolid)
1322                                         friction *= cl.movevars_edgefriction;
1323                         }
1324                         // apply ground friction
1325                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1326                         f = max(f, 0);
1327                         VectorScale(s->velocity, f, s->velocity);
1328                 }
1329                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1330                 if (addspeed > 0)
1331                 {
1332                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1333                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1334                 }
1335                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1336                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1337                         s->velocity[2] = 0;
1338                 if (VectorLength2(s->velocity))
1339                         CL_ClientMovement_Move(s);
1340         }
1341         else
1342         {
1343                 if (s->waterjumptime <= 0)
1344                 {
1345                         // apply air speed limit
1346                         vec_t accel, wishspeed0, wishspeed2, accelqw;
1347                         qboolean accelerating;
1348
1349                         accelqw = cl.movevars_airaccel_qw;
1350                         wishspeed0 = wishspeed;
1351                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1352                         if (s->crouched)
1353                                 wishspeed *= 0.5;
1354                         accel = cl.movevars_airaccelerate;
1355
1356                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1357                         wishspeed2 = wishspeed;
1358
1359                         // CPM: air control
1360                         if(cl.movevars_airstopaccelerate != 0)
1361                                 if(DotProduct(s->velocity, wishdir) < 0)
1362                                         accel = cl.movevars_airstopaccelerate;
1363                         // this doesn't play well with analog input, but can't really be
1364                         // fixed like the AirControl can. So, don't set the maxairstrafe*
1365                         // cvars when you want to support analog input.
1366                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1367                         {
1368                                 if(cl.movevars_maxairstrafespeed)
1369                                 {
1370                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1371                                                 wishspeed = cl.movevars_maxairstrafespeed;
1372                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1373                                                 accelqw = 1;
1374                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1375                                                 // if partially non-QW acceleration is used (as in, strafing
1376                                                 // would get faster than moving forward straight)
1377                                 }
1378                                 if(cl.movevars_airstrafeaccelerate)
1379                                 {
1380                                         accel = cl.movevars_airstrafeaccelerate;
1381                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1382                                                 accelqw = 1;
1383                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1384                                                 // if partially non-QW acceleration is used (as in, strafing
1385                                                 // would get faster than moving forward straight)
1386                                 }
1387                         }
1388                         // !CPM
1389
1390                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1391                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1392                         else
1393                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1394
1395                         if(cl.movevars_aircontrol)
1396                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1397                 }
1398                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1399                 CL_ClientMovement_Move(s);
1400         }
1401 }
1402
1403 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1404 {
1405         //Con_Printf(" %f", frametime);
1406         if (!s->cmd.jump)
1407                 s->cmd.canjump = true;
1408         s->waterjumptime -= s->cmd.frametime;
1409         CL_ClientMovement_UpdateStatus(s);
1410         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1411                 CL_ClientMovement_Physics_Swim(s);
1412         else
1413                 CL_ClientMovement_Physics_Walk(s);
1414 }
1415
1416 extern cvar_t slowmo;
1417 void CL_UpdateMoveVars(void)
1418 {
1419         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1420         {
1421                 cl.moveflags = 0;
1422         }
1423         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1424         {
1425                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1426                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1427                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1428                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1429                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1430                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1431                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1432                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1433                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1434                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1435                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1436                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1437                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1438                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1439                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1440                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1441                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1442                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1443                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1444                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1445                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1446                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1447                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1448                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1449                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1450                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1451                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1452                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1453                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1454         }
1455         else
1456         {
1457                 cl.moveflags = 0;
1458                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1459                 cl.movevars_timescale = slowmo.value;
1460                 cl.movevars_gravity = sv_gravity.value;
1461                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1462                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1463                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1464                 cl.movevars_accelerate = cl_movement_accelerate.value;
1465                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1466                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1467                 cl.movevars_friction = cl_movement_friction.value;
1468                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1469                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1470                 cl.movevars_entgravity = 1;
1471                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1472                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1473                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1474                 cl.movevars_stepheight = cl_movement_stepheight.value;
1475                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1476                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1477                 cl.movevars_airstopaccelerate = 0;
1478                 cl.movevars_airstrafeaccelerate = 0;
1479                 cl.movevars_maxairstrafespeed = 0;
1480                 cl.movevars_aircontrol = 0;
1481                 cl.movevars_warsowbunny_airforwardaccel = 0;
1482                 cl.movevars_warsowbunny_accel = 0;
1483                 cl.movevars_warsowbunny_topspeed = 0;
1484                 cl.movevars_warsowbunny_turnaccel = 0;
1485                 cl.movevars_warsowbunny_backtosideratio = 0;
1486         }
1487
1488         if(!(cl.moveflags & MOVEFLAG_VALID))
1489         {
1490                 if(gamemode == GAME_NEXUIZ)
1491                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1492         }
1493 }
1494
1495 void CL_ClientMovement_Replay(void)
1496 {
1497         int i;
1498         double totalmovemsec;
1499         cl_clientmovement_state_t s;
1500
1501         if (cl.movement_predicted && !cl.movement_replay)
1502                 return;
1503
1504         // set up starting state for the series of moves
1505         memset(&s, 0, sizeof(s));
1506         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1507         VectorCopy(cl.mvelocity[0], s.velocity);
1508         s.crouched = true; // will be updated on first move
1509         //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]);
1510
1511         totalmovemsec = 0;
1512         for (i = 0;i < CL_MAX_USERCMDS;i++)
1513                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1514                         totalmovemsec += cl.movecmd[i].msec;
1515         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);
1516         //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);
1517         if (cl.movement_predicted)
1518         {
1519                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1520
1521                 // replay the input queue to predict current location
1522                 // note: this relies on the fact there's always one queue item at the end
1523
1524                 // find how many are still valid
1525                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1526                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1527                                 break;
1528                 // now walk them in oldest to newest order
1529                 for (i--;i >= 0;i--)
1530                 {
1531                         s.cmd = cl.movecmd[i];
1532                         if (i < CL_MAX_USERCMDS - 1)
1533                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1534                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1535                         //Con_Printf("%i ", s.cmd.msec);
1536                         if(s.cmd.frametime > 0.0005)
1537                         {
1538                                 if (s.cmd.frametime > 0.05)
1539                                 {
1540                                         s.cmd.frametime /= 2;
1541                                         CL_ClientMovement_PlayerMove(&s);
1542                                 }
1543                                 CL_ClientMovement_PlayerMove(&s);
1544                                 cl.movecmd[i].canjump = s.cmd.canjump;
1545                         }
1546                 }
1547                 //Con_Printf("\n");
1548                 CL_ClientMovement_UpdateStatus(&s);
1549         }
1550         else
1551         {
1552                 // get the first movement queue entry to know whether to crouch and such
1553                 s.cmd = cl.movecmd[0];
1554         }
1555
1556         if (cls.demoplayback) // for bob, speedometer
1557                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1558         else
1559         {
1560                 cl.movement_replay = false;
1561                 // update the interpolation target position and velocity
1562                 VectorCopy(s.origin, cl.movement_origin);
1563                 VectorCopy(s.velocity, cl.movement_velocity);
1564         }
1565
1566         // update the onground flag if appropriate
1567         if (cl.movement_predicted)
1568         {
1569                 // when predicted we simply set the flag according to the UpdateStatus
1570                 cl.onground = s.onground;
1571         }
1572         else
1573         {
1574                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1575                 // an update packet is received, but can be forced on here to hide
1576                 // server inconsistencies in the onground flag
1577                 // (which mostly occur when stepping up stairs at very high framerates
1578                 //  where after the step up the move continues forward and not
1579                 //  downward so the ground is not detected)
1580                 //
1581                 // such onground inconsistencies can cause jittery gun bobbing and
1582                 // stair smoothing, so we set onground if UpdateStatus says so
1583                 if (s.onground)
1584                         cl.onground = true;
1585         }
1586
1587         // react to onground state changes (for gun bob)
1588         if (cl.onground)
1589         {
1590                 if (!cl.oldonground)
1591                         cl.hitgroundtime = cl.movecmd[0].time;
1592                 cl.lastongroundtime = cl.movecmd[0].time;
1593         }
1594         cl.oldonground = cl.onground;
1595 }
1596
1597 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1598 {
1599         int bits;
1600
1601         bits = 0;
1602         if (to->viewangles[0] != from->viewangles[0])
1603                 bits |= QW_CM_ANGLE1;
1604         if (to->viewangles[1] != from->viewangles[1])
1605                 bits |= QW_CM_ANGLE2;
1606         if (to->viewangles[2] != from->viewangles[2])
1607                 bits |= QW_CM_ANGLE3;
1608         if (to->forwardmove != from->forwardmove)
1609                 bits |= QW_CM_FORWARD;
1610         if (to->sidemove != from->sidemove)
1611                 bits |= QW_CM_SIDE;
1612         if (to->upmove != from->upmove)
1613                 bits |= QW_CM_UP;
1614         if (to->buttons != from->buttons)
1615                 bits |= QW_CM_BUTTONS;
1616         if (to->impulse != from->impulse)
1617                 bits |= QW_CM_IMPULSE;
1618
1619         MSG_WriteByte(buf, bits);
1620         if (bits & QW_CM_ANGLE1)
1621                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1622         if (bits & QW_CM_ANGLE2)
1623                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1624         if (bits & QW_CM_ANGLE3)
1625                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1626         if (bits & QW_CM_FORWARD)
1627                 MSG_WriteShort(buf, (short) to->forwardmove);
1628         if (bits & QW_CM_SIDE)
1629                 MSG_WriteShort(buf, (short) to->sidemove);
1630         if (bits & QW_CM_UP)
1631                 MSG_WriteShort(buf, (short) to->upmove);
1632         if (bits & QW_CM_BUTTONS)
1633                 MSG_WriteByte(buf, to->buttons);
1634         if (bits & QW_CM_IMPULSE)
1635                 MSG_WriteByte(buf, to->impulse);
1636         MSG_WriteByte(buf, to->msec);
1637 }
1638
1639 void CL_NewFrameReceived(int num)
1640 {
1641         if (developer_networkentities.integer >= 10)
1642                 Con_Printf("recv: svc_entities %i\n", num);
1643         cl.latestframenums[cl.latestframenumsposition] = num;
1644         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1645         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1646 }
1647
1648 /*
1649 ==============
1650 CL_SendMove
1651 ==============
1652 */
1653 usercmd_t nullcmd; // for delta compression of qw moves
1654 void CL_SendMove(void)
1655 {
1656         int i, j, packetloss;
1657         int checksumindex;
1658         int bits;
1659         int maxusercmds;
1660         usercmd_t *cmd;
1661         sizebuf_t buf;
1662         unsigned char data[1024];
1663         double packettime;
1664         int msecdelta;
1665         qboolean quemove;
1666         qboolean important;
1667
1668         // if playing a demo, do nothing
1669         if (!cls.netcon)
1670                 return;
1671
1672         // we don't que moves during a lag spike (potential network timeout)
1673         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1674
1675         // we build up cl.cmd and then decide whether to send or not
1676         // we store this into cl.movecmd[0] for prediction each frame even if we
1677         // do not send, to make sure that prediction is instant
1678         cl.cmd.time = cl.time;
1679         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1680
1681         // set button bits
1682         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1683         bits = 0;
1684         if (in_attack.state   & 3) bits |=   1;
1685         if (in_jump.state     & 3) bits |=   2;
1686         if (in_button3.state  & 3) bits |=   4;
1687         if (in_button4.state  & 3) bits |=   8;
1688         if (in_button5.state  & 3) bits |=  16;
1689         if (in_button6.state  & 3) bits |=  32;
1690         if (in_button7.state  & 3) bits |=  64;
1691         if (in_button8.state  & 3) bits |= 128;
1692         if (in_use.state      & 3) bits |= 256;
1693         if (key_dest != key_game || key_consoleactive) bits |= 512;
1694         if (cl_prydoncursor.integer > 0) bits |= 1024;
1695         if (in_button9.state  & 3)  bits |=   2048;
1696         if (in_button10.state  & 3) bits |=   4096;
1697         if (in_button11.state  & 3) bits |=   8192;
1698         if (in_button12.state  & 3) bits |=  16384;
1699         if (in_button13.state  & 3) bits |=  32768;
1700         if (in_button14.state  & 3) bits |=  65536;
1701         if (in_button15.state  & 3) bits |= 131072;
1702         if (in_button16.state  & 3) bits |= 262144;
1703         // button bits 19-31 unused currently
1704         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1705         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1706         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1707         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1708         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1709
1710         // set buttons and impulse
1711         cl.cmd.buttons = bits;
1712         cl.cmd.impulse = in_impulse;
1713
1714         // set viewangles
1715         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1716
1717         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1718         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1719         // ridiculous value rejection (matches qw)
1720         if (cl.cmd.msec > 250)
1721                 cl.cmd.msec = 100;
1722         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1723
1724         cl.cmd.predicted = cl_movement.integer != 0;
1725
1726         // movement is set by input code (forwardmove/sidemove/upmove)
1727         // always dump the first two moves, because they may contain leftover inputs from the last level
1728         if (cl.cmd.sequence <= 2)
1729                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1730
1731         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1732         cl.cmd.crouch = 0;
1733         switch (cls.protocol)
1734         {
1735         case PROTOCOL_QUAKEWORLD:
1736         case PROTOCOL_QUAKE:
1737         case PROTOCOL_QUAKEDP:
1738         case PROTOCOL_NEHAHRAMOVIE:
1739         case PROTOCOL_NEHAHRABJP:
1740         case PROTOCOL_NEHAHRABJP2:
1741         case PROTOCOL_NEHAHRABJP3:
1742         case PROTOCOL_DARKPLACES1:
1743         case PROTOCOL_DARKPLACES2:
1744         case PROTOCOL_DARKPLACES3:
1745         case PROTOCOL_DARKPLACES4:
1746         case PROTOCOL_DARKPLACES5:
1747                 break;
1748         case PROTOCOL_DARKPLACES6:
1749         case PROTOCOL_DARKPLACES7:
1750                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1751                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1752                 break;
1753         case PROTOCOL_UNKNOWN:
1754                 break;
1755         }
1756
1757         if (quemove)
1758                 cl.movecmd[0] = cl.cmd;
1759
1760         // don't predict more than 200fps
1761         if (realtime >= cl.lastpackettime + 0.005)
1762                 cl.movement_replay = true; // redo the prediction
1763
1764         // now decide whether to actually send this move
1765         // (otherwise it is only for prediction)
1766
1767         // don't send too often or else network connections can get clogged by a
1768         // high renderer framerate
1769         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1770         if (cl.movevars_timescale && cl.movevars_ticrate)
1771         {
1772                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1773                 packettime = min(packettime, maxtic);
1774         }
1775
1776         // do not send 0ms packets because they mess up physics
1777         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1778                 return;
1779         // always send if buttons changed or an impulse is pending
1780         // even if it violates the rate limit!
1781         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1782         // don't send too often (cl_netfps)
1783         if (!important && realtime < cl.lastpackettime + packettime)
1784                 return;
1785         // don't choke the connection with packets (obey rate limit)
1786         // it is important that this check be last, because it adds a new
1787         // frame to the shownetgraph output and any cancelation after this
1788         // will produce a nasty spike-like look to the netgraph
1789         // we also still send if it is important
1790         if (!NetConn_CanSend(cls.netcon) && !important)
1791                 return;
1792         // try to round off the lastpackettime to a multiple of the packet interval
1793         // (this causes it to emit packets at a steady beat)
1794         if (packettime > 0)
1795                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1796         else
1797                 cl.lastpackettime = realtime;
1798
1799         buf.maxsize = sizeof(data);
1800         buf.cursize = 0;
1801         buf.data = data;
1802
1803         // send the movement message
1804         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1805         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1806         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1807         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1808         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1809         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1810         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1811         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1812         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1813         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1814         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1815
1816         // set prydon cursor info
1817         CL_UpdatePrydonCursor();
1818
1819         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1820         {
1821                 switch (cls.protocol)
1822                 {
1823                 case PROTOCOL_QUAKEWORLD:
1824                         MSG_WriteByte(&buf, qw_clc_move);
1825                         // save the position for a checksum byte
1826                         checksumindex = buf.cursize;
1827                         MSG_WriteByte(&buf, 0);
1828                         // packet loss percentage
1829                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1830                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1831                                         packetloss++;
1832                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1833                         MSG_WriteByte(&buf, packetloss);
1834                         // write most recent 3 moves
1835                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1836                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1837                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1838                         // calculate the checksum
1839                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1840                         // if delta compression history overflows, request no delta
1841                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1842                                 cl.qw_validsequence = 0;
1843                         // request delta compression if appropriate
1844                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1845                         {
1846                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1847                                 MSG_WriteByte(&buf, qw_clc_delta);
1848                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1849                         }
1850                         else
1851                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1852                         break;
1853                 case PROTOCOL_QUAKE:
1854                 case PROTOCOL_QUAKEDP:
1855                 case PROTOCOL_NEHAHRAMOVIE:
1856                 case PROTOCOL_NEHAHRABJP:
1857                 case PROTOCOL_NEHAHRABJP2:
1858                 case PROTOCOL_NEHAHRABJP3:
1859                         // 5 bytes
1860                         MSG_WriteByte (&buf, clc_move);
1861                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1862                         // 3 bytes
1863                         for (i = 0;i < 3;i++)
1864                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1865                         // 6 bytes
1866                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1867                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1868                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1869                         // 2 bytes
1870                         MSG_WriteByte (&buf, cl.cmd.buttons);
1871                         MSG_WriteByte (&buf, cl.cmd.impulse);
1872                         break;
1873                 case PROTOCOL_DARKPLACES2:
1874                 case PROTOCOL_DARKPLACES3:
1875                         // 5 bytes
1876                         MSG_WriteByte (&buf, clc_move);
1877                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1878                         // 12 bytes
1879                         for (i = 0;i < 3;i++)
1880                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1881                         // 6 bytes
1882                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1883                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1884                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1885                         // 2 bytes
1886                         MSG_WriteByte (&buf, cl.cmd.buttons);
1887                         MSG_WriteByte (&buf, cl.cmd.impulse);
1888                         break;
1889                 case PROTOCOL_DARKPLACES1:
1890                 case PROTOCOL_DARKPLACES4:
1891                 case PROTOCOL_DARKPLACES5:
1892                         // 5 bytes
1893                         MSG_WriteByte (&buf, clc_move);
1894                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1895                         // 6 bytes
1896                         for (i = 0;i < 3;i++)
1897                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1898                         // 6 bytes
1899                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1900                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1901                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1902                         // 2 bytes
1903                         MSG_WriteByte (&buf, cl.cmd.buttons);
1904                         MSG_WriteByte (&buf, cl.cmd.impulse);
1905                 case PROTOCOL_DARKPLACES6:
1906                 case PROTOCOL_DARKPLACES7:
1907                         // set the maxusercmds variable to limit how many should be sent
1908                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1909                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1910                         if (!cl.cmd.predicted)
1911                                 maxusercmds = 1;
1912
1913                         // send the latest moves in order, the old ones will be
1914                         // ignored by the server harmlessly, however if the previous
1915                         // packets were lost these moves will be used
1916                         //
1917                         // this reduces packet loss impact on gameplay.
1918                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1919                         {
1920                                 // don't repeat any stale moves
1921                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1922                                         continue;
1923                                 // 5/9 bytes
1924                                 MSG_WriteByte (&buf, clc_move);
1925                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1926                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1927                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1928                                 // 6 bytes
1929                                 for (i = 0;i < 3;i++)
1930                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1931                                 // 6 bytes
1932                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1933                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1934                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1935                                 // 5 bytes
1936                                 MSG_WriteLong (&buf, cmd->buttons);
1937                                 MSG_WriteByte (&buf, cmd->impulse);
1938                                 // PRYDON_CLIENTCURSOR
1939                                 // 30 bytes
1940                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1941                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1942                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1943                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1944                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1945                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1946                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1947                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1948                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1949                         }
1950                         break;
1951                 case PROTOCOL_UNKNOWN:
1952                         break;
1953                 }
1954         }
1955
1956         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1957         {
1958                 // ack entity frame numbers received since the last input was sent
1959                 // (redundent to improve handling of client->server packet loss)
1960                 // if cl_netrepeatinput is 1 and client framerate matches server
1961                 // framerate, this is 10 bytes, if client framerate is lower this
1962                 // will be more...
1963                 int i, j;
1964                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1965                 if (oldsequence < 1)
1966                         oldsequence = 1;
1967                 for (i = 0;i < LATESTFRAMENUMS;i++)
1968                 {
1969                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1970                         if (cl.latestsendnums[j] >= oldsequence)
1971                         {
1972                                 if (developer_networkentities.integer >= 10)
1973                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1974                                 MSG_WriteByte(&buf, clc_ackframe);
1975                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
1976                         }
1977                 }
1978         }
1979
1980         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1981         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1982
1983         // acknowledge any recently received data blocks
1984         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1985         {
1986                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1987                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1988                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1989                 cls.dp_downloadack[i].start = 0;
1990                 cls.dp_downloadack[i].size = 0;
1991         }
1992
1993         // send the reliable message (forwarded commands) if there is one
1994         if (buf.cursize || cls.netcon->message.cursize)
1995                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1996
1997         if (quemove)
1998         {
1999                 // update the cl.movecmd array which holds the most recent moves,
2000                 // because we now need a new slot for the next input
2001                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2002                         cl.movecmd[i] = cl.movecmd[i-1];
2003                 cl.movecmd[0].msec = 0;
2004                 cl.movecmd[0].frametime = 0;
2005         }
2006
2007         // clear button 'click' states
2008         in_attack.state  &= ~2;
2009         in_jump.state    &= ~2;
2010         in_button3.state &= ~2;
2011         in_button4.state &= ~2;
2012         in_button5.state &= ~2;
2013         in_button6.state &= ~2;
2014         in_button7.state &= ~2;
2015         in_button8.state &= ~2;
2016         in_use.state     &= ~2;
2017         in_button9.state  &= ~2;
2018         in_button10.state &= ~2;
2019         in_button11.state &= ~2;
2020         in_button12.state &= ~2;
2021         in_button13.state &= ~2;
2022         in_button14.state &= ~2;
2023         in_button15.state &= ~2;
2024         in_button16.state &= ~2;
2025         // clear impulse
2026         in_impulse = 0;
2027
2028         if (cls.netcon->message.overflowed)
2029         {
2030                 Con_Print("CL_SendMove: lost server connection\n");
2031                 CL_Disconnect();
2032                 Host_ShutdownServer();
2033         }
2034 }
2035
2036 /*
2037 ============
2038 CL_InitInput
2039 ============
2040 */
2041 void CL_InitInput (void)
2042 {
2043         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2044         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2045         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2046         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2047         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2048         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2049         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2050         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2051         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2052         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2053         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2054         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2055         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2056         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2057         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2058         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2059         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2060         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2061         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2062         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2063         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2064         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2065         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2066         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2067         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2068         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2069         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2070         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2071         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2072         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2073         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2074         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2075         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2076
2077         // LordHavoc: added use button
2078         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2079         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2080
2081         // LordHavoc: added 6 new buttons
2082         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2083         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2084         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2085         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2086         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2087         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2088         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2089         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2090         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2091         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2092         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2093         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2094         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2095         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2096         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2097         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2098         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2099         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2100         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2101         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2102         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2103         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2104         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2105         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2106         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2107         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2108         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2109         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2110
2111         // LordHavoc: added bestweapon command
2112         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)");
2113 #if 0
2114         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");
2115 #endif
2116         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2117
2118         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2119         Cvar_RegisterVariable(&cl_movement);
2120         Cvar_RegisterVariable(&cl_movement_nettimeout);
2121         Cvar_RegisterVariable(&cl_movement_minping);
2122         Cvar_RegisterVariable(&cl_movement_track_canjump);
2123         Cvar_RegisterVariable(&cl_movement_maxspeed);
2124         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2125         Cvar_RegisterVariable(&cl_movement_stopspeed);
2126         Cvar_RegisterVariable(&cl_movement_friction);
2127         Cvar_RegisterVariable(&cl_movement_wallfriction);
2128         Cvar_RegisterVariable(&cl_movement_waterfriction);
2129         Cvar_RegisterVariable(&cl_movement_edgefriction);
2130         Cvar_RegisterVariable(&cl_movement_stepheight);
2131         Cvar_RegisterVariable(&cl_movement_accelerate);
2132         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2133         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2134         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2135         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2136         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2137
2138         Cvar_RegisterVariable(&in_pitch_min);
2139         Cvar_RegisterVariable(&in_pitch_max);
2140         Cvar_RegisterVariable(&m_filter);
2141         Cvar_RegisterVariable(&m_accelerate);
2142         Cvar_RegisterVariable(&m_accelerate_minspeed);
2143         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2144         Cvar_RegisterVariable(&m_accelerate_filter);
2145
2146         Cvar_RegisterVariable(&cl_netfps);
2147         Cvar_RegisterVariable(&cl_netrepeatinput);
2148         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2149
2150         Cvar_RegisterVariable(&cl_nodelta);
2151 }
2152