]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_input.c
added description string to all cvars and commands
[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 extern cvar_t sys_ticrate;
63
64
65 void KeyDown (kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 void KeyUp (kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 void IN_KLookDown (void) {KeyDown(&in_klook);}
125 void IN_KLookUp (void) {KeyUp(&in_klook);}
126 void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 void IN_UpDown(void) {KeyDown(&in_up);}
134 void IN_UpUp(void) {KeyUp(&in_up);}
135 void IN_DownDown(void) {KeyDown(&in_down);}
136 void IN_DownUp(void) {KeyUp(&in_down);}
137 void IN_LeftDown(void) {KeyDown(&in_left);}
138 void IN_LeftUp(void) {KeyUp(&in_left);}
139 void IN_RightDown(void) {KeyDown(&in_right);}
140 void IN_RightUp(void) {KeyUp(&in_right);}
141 void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 void IN_BackDown(void) {KeyDown(&in_back);}
144 void IN_BackUp(void) {KeyUp(&in_back);}
145 void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 void IN_AttackDown(void) {KeyDown(&in_attack);}
160 void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 void IN_UseDown(void) {KeyDown(&in_use);}
163 void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 void IN_Button3Down(void) {KeyDown(&in_button3);}
167 void IN_Button3Up(void) {KeyUp(&in_button3);}
168 void IN_Button4Down(void) {KeyDown(&in_button4);}
169 void IN_Button4Up(void) {KeyUp(&in_button4);}
170 void IN_Button5Down(void) {KeyDown(&in_button5);}
171 void IN_Button5Up(void) {KeyUp(&in_button5);}
172 void IN_Button6Down(void) {KeyDown(&in_button6);}
173 void IN_Button6Up(void) {KeyUp(&in_button6);}
174 void IN_Button7Down(void) {KeyDown(&in_button7);}
175 void IN_Button7Up(void) {KeyUp(&in_button7);}
176 void IN_Button8Down(void) {KeyDown(&in_button8);}
177 void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 void IN_Button9Down(void) {KeyDown(&in_button9);}
180 void IN_Button9Up(void) {KeyUp(&in_button9);}
181 void IN_Button10Down(void) {KeyDown(&in_button10);}
182 void IN_Button10Up(void) {KeyUp(&in_button10);}
183 void IN_Button11Down(void) {KeyDown(&in_button11);}
184 void IN_Button11Up(void) {KeyUp(&in_button11);}
185 void IN_Button12Down(void) {KeyDown(&in_button12);}
186 void IN_Button12Up(void) {KeyUp(&in_button12);}
187 void IN_Button13Down(void) {KeyDown(&in_button13);}
188 void IN_Button13Up(void) {KeyUp(&in_button13);}
189 void IN_Button14Down(void) {KeyDown(&in_button14);}
190 void IN_Button14Up(void) {KeyUp(&in_button14);}
191 void IN_Button15Down(void) {KeyDown(&in_button15);}
192 void IN_Button15Up(void) {KeyUp(&in_button15);}
193 void IN_Button16Down(void) {KeyDown(&in_button16);}
194 void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 void IN_JumpDown (void) {KeyDown(&in_jump);}
197 void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 /*
202 ===============
203 CL_KeyState
204
205 Returns 0.25 if a key was pressed and released during the frame,
206 0.5 if it was pressed and held
207 0 if held then released, and
208 1.0 if held for the entire time
209 ===============
210 */
211 float CL_KeyState (kbutton_t *key)
212 {
213         float           val;
214         qboolean        impulsedown, impulseup, down;
215
216         impulsedown = key->state & 2;
217         impulseup = key->state & 4;
218         down = key->state & 1;
219         val = 0;
220
221         if (impulsedown && !impulseup)
222         {
223                 if (down)
224                         val = 0.5;      // pressed and held this frame
225                 else
226                         val = 0;        //      I_Error ();
227         }
228         if (impulseup && !impulsedown)
229         {
230                 if (down)
231                         val = 0;        //      I_Error ();
232                 else
233                         val = 0;        // released this frame
234         }
235         if (!impulsedown && !impulseup)
236         {
237                 if (down)
238                         val = 1.0;      // held the entire frame
239                 else
240                         val = 0;        // up the entire frame
241         }
242         if (impulsedown && impulseup)
243         {
244                 if (down)
245                         val = 0.75;     // released and re-pressed this frame
246                 else
247                         val = 0.25;     // pressed and released this frame
248         }
249
250         key->state &= 1;                // clear impulses
251
252         return val;
253 }
254
255
256
257
258 //==========================================================================
259
260 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
261 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
262 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
263 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
264
265 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
266
267 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
268 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
269
270 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
271
272 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
273 cvar_t cl_movement_latency = {0, "cl_movement_latency", "0", "compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers"};
274 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
275 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
276 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)"};
277 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
278 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "2", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
279 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
280 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
281 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)"};
282 cvar_t cl_gravity = {0, "cl_gravity", "800", "how much gravity to apply in client physics (should match sv_gravity)"};
283 cvar_t cl_slowmo = {0, "cl_slowmo", "1", "speed of game time (should match slowmo)"};
284
285 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"}; // quake used -70
286 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"}; // quake used 80
287
288 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
289
290
291 /*
292 ================
293 CL_AdjustAngles
294
295 Moves the local angle positions
296 ================
297 */
298 void CL_AdjustAngles (void)
299 {
300         float   speed;
301         float   up, down;
302
303         if (in_speed.state & 1)
304                 speed = host_realframetime * cl_anglespeedkey.value;
305         else
306                 speed = host_realframetime;
307
308         if (!(in_strafe.state & 1))
309         {
310                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
311                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
312         }
313         if (in_klook.state & 1)
314         {
315                 V_StopPitchDrift ();
316                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
317                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
318         }
319
320         up = CL_KeyState (&in_lookup);
321         down = CL_KeyState(&in_lookdown);
322
323         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
324         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
325
326         if (up || down)
327                 V_StopPitchDrift ();
328
329         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
330         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
331         cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
332         if (cl.viewangles[YAW] >= 180)
333                 cl.viewangles[YAW] -= 360;
334         if (cl.viewangles[PITCH] >= 180)
335                 cl.viewangles[PITCH] -= 360;
336         if (cl.viewangles[ROLL] >= 180)
337                 cl.viewangles[ROLL] -= 360;
338
339         cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
340         cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
341 }
342
343 qboolean cl_ignoremousemove = false;
344
345 /*
346 ================
347 CL_Move
348
349 Send the intended movement message to the server
350 ================
351 */
352 void CL_Move (void)
353 {
354         vec3_t temp;
355         float mx, my;
356         static float old_mouse_x = 0, old_mouse_y = 0;
357
358         // clamp before the move to prevent starting with bad angles
359         CL_AdjustAngles ();
360
361         // get basic movement from keyboard
362         // PRYDON_CLIENTCURSOR needs to survive basemove resets
363         VectorCopy (cl.cmd.cursor_screen, temp);
364         memset (&cl.cmd, 0, sizeof(cl.cmd));
365         VectorCopy (temp, cl.cmd.cursor_screen);
366
367         if (in_strafe.state & 1)
368         {
369                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
370                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
371         }
372
373         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
374         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
375
376         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
377         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
378
379         if (! (in_klook.state & 1) )
380         {
381                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
382                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
383         }
384
385         // adjust for speed key
386         if (in_speed.state & 1)
387         {
388                 cl.cmd.forwardmove *= cl_movespeedkey.value;
389                 cl.cmd.sidemove *= cl_movespeedkey.value;
390                 cl.cmd.upmove *= cl_movespeedkey.value;
391         }
392
393         in_mouse_x = 0;
394         in_mouse_y = 0;
395
396         // allow mice or other external controllers to add to the move
397         IN_Move ();
398
399         // ignore a mouse move if mouse was activated/deactivated this frame
400         if (cl_ignoremousemove)
401         {
402                 cl_ignoremousemove = false;
403                 in_mouse_x = 0;
404                 in_mouse_y = 0;
405         }
406
407         // apply m_filter if it is on
408         mx = in_mouse_x;
409         my = in_mouse_y;
410         if (m_filter.integer)
411         {
412                 in_mouse_x = (mx + old_mouse_x) * 0.5;
413                 in_mouse_y = (my + old_mouse_y) * 0.5;
414         }
415         old_mouse_x = mx;
416         old_mouse_y = my;
417
418         // if not in menu, apply mouse move to viewangles/movement
419         if (!cl.csqc_wantsmousemove && in_client_mouse)
420         {
421                 if (cl_prydoncursor.integer)
422                 {
423                         // mouse interacting with the scene, mostly stationary view
424                         V_StopPitchDrift();
425                         cl.cmd.cursor_screen[0] += in_mouse_x * sensitivity.value / vid.width;
426                         cl.cmd.cursor_screen[1] += in_mouse_y * sensitivity.value / vid.height;
427                 }
428                 else if (in_strafe.state & 1)
429                 {
430                         // strafing mode, all looking is movement
431                         V_StopPitchDrift();
432                         cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
433                         if (noclip_anglehack)
434                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * sensitivity.value;
435                         else
436                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
437                 }
438                 else if ((in_mlook.state & 1) || freelook.integer)
439                 {
440                         // mouselook, lookstrafe causes turning to become strafing
441                         V_StopPitchDrift();
442                         if (lookstrafe.integer)
443                                 cl.cmd.sidemove += m_side.value * in_mouse_x * sensitivity.value;
444                         else
445                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
446                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * sensitivity.value * cl.viewzoom;
447                 }
448                 else
449                 {
450                         // non-mouselook, yaw turning and forward/back movement
451                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * sensitivity.value * cl.viewzoom;
452                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * sensitivity.value;
453                 }
454         }
455
456         // clamp after the move to prevent rendering with bad angles
457         CL_AdjustAngles ();
458 }
459
460 #include "cl_collision.h"
461
462 extern void V_CalcRefdef(void);
463 void CL_UpdatePrydonCursor(void)
464 {
465         vec3_t temp, scale;
466
467         if (!cl_prydoncursor.integer)
468                 VectorClear(cl.cmd.cursor_screen);
469
470         /*
471         if (cl.cmd.cursor_screen[0] < -1)
472         {
473                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
474                 cl.cmd.cursor_screen[0] = -1;
475         }
476         if (cl.cmd.cursor_screen[0] > 1)
477         {
478                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
479                 cl.cmd.cursor_screen[0] = 1;
480         }
481         if (cl.cmd.cursor_screen[1] < -1)
482         {
483                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
484                 cl.cmd.cursor_screen[1] = -1;
485         }
486         if (cl.cmd.cursor_screen[1] > 1)
487         {
488                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
489                 cl.cmd.cursor_screen[1] = 1;
490         }
491         */
492         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
493         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
494         cl.cmd.cursor_screen[2] = 1;
495
496         scale[0] = -r_refdef.frustum_x;
497         scale[1] = -r_refdef.frustum_y;
498         scale[2] = 1;
499
500         // trace distance
501         VectorScale(scale, 1000000, scale);
502
503         // calculate current view matrix
504         V_CalcRefdef();
505         VectorClear(temp);
506         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_start);
507         VectorSet(temp, cl.cmd.cursor_screen[2] * scale[2], cl.cmd.cursor_screen[0] * scale[0], cl.cmd.cursor_screen[1] * scale[1]);
508         Matrix4x4_Transform(&r_refdef.viewentitymatrix, temp, cl.cmd.cursor_end);
509         // trace from view origin to the cursor
510         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, false);
511         // makes sparks where cursor is
512         //CL_SparkShower(cl.cmd.cursor_impact, cl.cmd.cursor_normal, 5, 0);
513 }
514
515 void CL_ClientMovement_Input(qboolean buttonjump, qboolean buttoncrouch)
516 {
517         int i;
518         int n;
519         // remove stale queue items
520         n = cl.movement_numqueue;
521         cl.movement_numqueue = 0;
522         if (cl.servermovesequence)
523         {
524                 for (i = 0;i < n;i++)
525                         if (cl.movement_queue[i].sequence > cl.servermovesequence)
526                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
527         }
528         else
529         {
530                 double simulatedtime = cl.mtime[0] + cl_movement_latency.value / 1000.0;
531                 for (i = 0;i < n;i++)
532                         if (cl.movement_queue[i].time >= cl.mtime[0] && cl.movement_queue[i].time <= simulatedtime)
533                                 cl.movement_queue[cl.movement_numqueue++] = cl.movement_queue[i];
534         }
535         // add to input queue if there is room
536         if (cl_movement.integer && cl.movement_numqueue < (int)(sizeof(cl.movement_queue)/sizeof(cl.movement_queue[0])) && cl.mtime[0] > cl.mtime[1])
537         {
538                 // add to input queue
539                 cl.movement_queue[cl.movement_numqueue].sequence = cl.movesequence;
540                 cl.movement_queue[cl.movement_numqueue].time = cl.mtime[0] + cl_movement_latency.value / 1000.0;
541                 cl.movement_queue[cl.movement_numqueue].frametime = cl.mtime[0] - cl.mtime[1];
542                 VectorCopy(cl.viewangles, cl.movement_queue[cl.movement_numqueue].viewangles);
543                 cl.movement_queue[cl.movement_numqueue].move[0] = cl.cmd.forwardmove;
544                 cl.movement_queue[cl.movement_numqueue].move[1] = cl.cmd.sidemove;
545                 cl.movement_queue[cl.movement_numqueue].move[2] = cl.cmd.upmove;
546                 cl.movement_queue[cl.movement_numqueue].jump = buttonjump;
547                 cl.movement_queue[cl.movement_numqueue].crouch = buttoncrouch;
548                 cl.movement_numqueue++;
549         }
550         cl.movement = cl_movement.integer && cl.stats[STAT_HEALTH] > 0 && !cls.demoplayback && !cl.intermission;
551         // clear queue if client movement is disabled
552         if (!cl.movement)
553                 cl.movement_numqueue = 0;
554         cl.movement_replay = true;
555 }
556
557 void CL_ClientMovement_Replay(void)
558 {
559         int i;
560         int bump;
561         int contents;
562         int crouch;
563         int onground;
564         double edgefriction;
565         double frametime;
566         double t;
567         vec_t wishspeed;
568         vec_t addspeed;
569         vec_t accelspeed;
570         vec_t f;
571         vec_t *playermins;
572         vec_t *playermaxs;
573         vec3_t currentorigin;
574         vec3_t currentvelocity;
575         vec3_t forward;
576         vec3_t right;
577         vec3_t up;
578         vec3_t wishvel;
579         vec3_t wishdir;
580         vec3_t neworigin;
581         vec3_t currentorigin2;
582         vec3_t neworigin2;
583         vec3_t yawangles;
584         trace_t trace;
585         trace_t trace2;
586         trace_t trace3;
587         if (!cl.movement_replay)
588                 return;
589         cl.movement_replay = false;
590
591         // fetch current starting values
592         VectorCopy(cl_entities[cl.playerentity].state_current.origin, currentorigin);
593         VectorCopy(cl.mvelocity[0], currentvelocity);
594         // FIXME: try minor nudges in various directions if startsolid to find a
595         // safe place to start the walk (due to network compression in some
596         // protocols this starts in solid)
597         //currentorigin[2] += (1.0 / 32.0); // slight nudge to get out of the floor
598         crouch = false; // this will be updated on first move
599
600         // check if onground
601         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + 1);
602         VectorSet(neworigin2, currentorigin[0], currentorigin[1], currentorigin[2] - 1);
603         trace = CL_TraceBox(currentorigin2, cl_playercrouchmins, cl_playercrouchmaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
604         onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
605         //Con_Printf("%f: ", cl.mtime[0]);
606
607         // replay the input queue to predict current location
608         // note: this relies on the fact there's always one queue item at the end
609
610         for (i = 0;i < cl.movement_numqueue;i++)
611         {
612                 client_movementqueue_t *q = cl.movement_queue + bound(0, i, cl.movement_numqueue - 1);
613                 frametime = q->frametime;
614                 //Con_Printf(" %f", frametime);
615                 //if (frametime > 0)
616                 {
617                         if (q->crouch)
618                         {
619                                 // wants to crouch, this always works...
620                                 if (!crouch)
621                                         crouch = true;
622                         }
623                         else
624                         {
625                                 // wants to stand, if currently crouching we need to check for a
626                                 // low ceiling first
627                                 if (crouch)
628                                 {
629                                         trace = CL_TraceBox(currentorigin, cl_playerstandmins, cl_playerstandmaxs, currentorigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
630                                         if (!trace.startsolid)
631                                                 crouch = false;
632                                 }
633                         }
634                         if (crouch)
635                         {
636                                 playermins = cl_playercrouchmins;
637                                 playermaxs = cl_playercrouchmaxs;
638                         }
639                         else
640                         {
641                                 playermins = cl_playerstandmins;
642                                 playermaxs = cl_playerstandmaxs;
643                         }
644                         // change velocity according to q->viewangles and q->move
645                         contents = CL_PointSuperContents(currentorigin);
646                         if (contents & SUPERCONTENTS_LIQUIDSMASK)
647                         {
648                                 // swim
649                                 AngleVectors(q->viewangles, forward, right, up);
650                                 VectorSet(up, 0, 0, 1);
651                                 VectorMAMAM(q->move[0], forward, q->move[1], right, q->move[2], up, wishvel);
652                                 wishspeed = VectorLength(wishvel);
653                                 if (wishspeed)
654                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
655                                 else
656                                         VectorSet( wishdir, 0.0, 0.0, 0.0 );
657                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
658                                 if (crouch)
659                                         wishspeed *= 0.5;
660                                 wishspeed *= 0.6;
661                                 VectorScale(currentvelocity, (1 - frametime * cl_movement_friction.value), currentvelocity);
662                                 f = wishspeed - DotProduct(currentvelocity, wishdir);
663                                 if (f > 0)
664                                 {
665                                         f = min(f, cl_movement_accelerate.value * frametime * wishspeed);
666                                         VectorMA(currentvelocity, f, wishdir, currentvelocity);
667                                 }
668                                 if (q->jump)
669                                 {
670                                         if (contents & SUPERCONTENTS_LAVA)
671                                                 currentvelocity[2] =  50;
672                                         else if (contents & SUPERCONTENTS_SLIME)
673                                                 currentvelocity[2] =  80;
674                                         else
675                                         {
676                                                 if (gamemode == GAME_NEXUIZ)
677                                                         currentvelocity[2] = 200;
678                                                 else
679                                                         currentvelocity[2] = 100;
680                                         }
681                                 }
682                         }
683                         else
684                         {
685                                 // walk
686                                 if (onground && q->jump)
687                                 {
688                                         currentvelocity[2] += cl_movement_jumpvelocity.value;
689                                         onground = false;
690                                 }
691                                 VectorSet(yawangles, 0, q->viewangles[1], 0);
692                                 AngleVectors(yawangles, forward, right, up);
693                                 VectorMAM(q->move[0], forward, q->move[1], right, wishvel);
694                                 wishspeed = VectorLength(wishvel);
695                                 if (wishspeed)
696                                         VectorScale(wishvel, 1 / wishspeed, wishdir);
697                                 else
698                                         VectorSet( wishdir, 0.0, 0.0, 0.0 );
699                                 wishspeed = min(wishspeed, cl_movement_maxspeed.value);
700                                 if (crouch)
701                                         wishspeed *= 0.5;
702                                 // check if onground
703                                 if (onground)
704                                 {
705                                         // apply ground friction
706                                         f = sqrt(currentvelocity[0] * currentvelocity[0] + currentvelocity[1] * currentvelocity[1]);
707                                         edgefriction = 1;
708                                         if (f > 0)
709                                         {
710                                                 VectorSet(currentorigin2, currentorigin[0] + currentvelocity[0]*(16/f), currentorigin[1] + currentvelocity[1]*(16/f), currentorigin[2] + playermins[2]);
711                                                 VectorSet(neworigin2, currentorigin2[0], currentorigin2[1], currentorigin2[2] - 34);
712                                                 trace = CL_TraceBox(currentorigin2, vec3_origin, vec3_origin, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
713                                                 if (trace.fraction == 1)
714                                                         edgefriction = cl_movement_edgefriction.value;
715                                         }
716                                         // apply friction
717                                         f = 1 - frametime * edgefriction * ((f < cl_movement_stopspeed.value) ? (cl_movement_stopspeed.value / f) : 1) * cl_movement_friction.value;
718                                         f = max(f, 0);
719                                         VectorScale(currentvelocity, f, currentvelocity);
720                                 }
721                                 else
722                                 {
723                                         // apply air speed limit
724                                         wishspeed = min(wishspeed, cl_movement_maxairspeed.value);
725                                 }
726                                 if (gamemode == GAME_NEXUIZ)
727                                         addspeed = wishspeed;
728                                 else
729                                         addspeed = wishspeed - DotProduct(currentvelocity, wishdir);
730                                 if (addspeed > 0)
731                                 {
732                                         accelspeed = min(cl_movement_accelerate.value * frametime * wishspeed, addspeed);
733                                         VectorMA(currentvelocity, accelspeed, wishdir, currentvelocity);
734                                 }
735                                 currentvelocity[2] -= cl_gravity.value * frametime;
736                         }
737                 }
738                 //if (i < cl.movement_numqueue - 1 || (cl_movement.integer & 4))
739                 {
740                         if (crouch)
741                         {
742                                 playermins = cl_playercrouchmins;
743                                 playermaxs = cl_playercrouchmaxs;
744                         }
745                         else
746                         {
747                                 playermins = cl_playerstandmins;
748                                 playermaxs = cl_playerstandmaxs;
749                         }
750                         onground = false;
751                         for (bump = 0, t = frametime;bump < 8 && VectorLength2(currentvelocity) > 0;bump++)
752                         {
753                                 VectorMA(currentorigin, t, currentvelocity, neworigin);
754                                 trace = CL_TraceBox(currentorigin, playermins, playermaxs, neworigin, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
755                                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
756                                 {
757                                         // may be a step or wall, try stepping up
758                                         // first move forward at a higher level
759                                         VectorSet(currentorigin2, currentorigin[0], currentorigin[1], currentorigin[2] + cl_movement_stepheight.value);
760                                         VectorSet(neworigin2, neworigin[0], neworigin[1], currentorigin[2] + cl_movement_stepheight.value);
761                                         trace2 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
762                                         // then move down from there
763                                         VectorCopy(trace2.endpos, currentorigin2);
764                                         VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], currentorigin[2]);
765                                         trace3 = CL_TraceBox(currentorigin2, playermins, playermaxs, neworigin2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true);
766                                         //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]);
767                                         // accept the new trace if it made some progress
768                                         if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
769                                         {
770                                                 trace = trace2;
771                                                 VectorCopy(trace3.endpos, trace.endpos);
772                                         }
773                                 }
774                                 if (trace.fraction == 1)
775                                 {
776                                         VectorCopy(trace.endpos, currentorigin);
777                                         break;
778                                 }
779                                 if (trace.plane.normal[2] > 0.7)
780                                         onground = true;
781                                 t *= 1 - trace.fraction;
782                                 if (trace.fraction >= 0.001)
783                                         VectorCopy(trace.endpos, currentorigin);
784                                 f = DotProduct(currentvelocity, trace.plane.normal);
785                                 VectorMA(currentvelocity, -f, trace.plane.normal, currentvelocity);
786                         }
787                 }
788         }
789         // store replay location
790         VectorCopy(cl.movement_origin, cl.movement_oldorigin);
791         VectorCopy(currentorigin, cl.movement_origin);
792         VectorCopy(currentvelocity, cl.movement_velocity);
793         //VectorCopy(currentorigin, cl_entities[cl.playerentity].state_current.origin);
794         //VectorSet(cl_entities[cl.playerentity].state_current.angles, 0, cl.viewangles[1], 0);
795 }
796
797 /*
798 ==============
799 CL_SendMove
800 ==============
801 */
802 void CL_SendMove(void)
803 {
804         int i;
805         int bits;
806         sizebuf_t buf;
807         unsigned char data[128];
808 #define MOVEAVERAGING 0
809 #if MOVEAVERAGING
810         static float forwardmove, sidemove, upmove, total; // accumulation
811 #else
812         float forwardmove, sidemove, upmove;
813 #endif
814
815 #if MOVEAVERAGING
816         // accumulate changes between messages
817         forwardmove += cl.cmd.forwardmove;
818         sidemove += cl.cmd.sidemove;
819         upmove += cl.cmd.upmove;
820         total++;
821 #endif
822         if (cls.signon != SIGNONS)
823                 return;
824 #if MOVEAVERAGING
825         // average the accumulated changes
826         total = 1.0f / total;
827         forwardmove *= total;
828         sidemove *= total;
829         upmove *= total;
830         total = 0;
831 #else
832         // use the latest values
833         forwardmove = cl.cmd.forwardmove;
834         sidemove = cl.cmd.sidemove;
835         upmove = cl.cmd.upmove;
836 #endif
837
838         CL_UpdatePrydonCursor();
839
840         buf.maxsize = 128;
841         buf.cursize = 0;
842         buf.data = data;
843
844         // set button bits
845         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
846         bits = 0;
847         if (in_attack.state   & 3) bits |=   1;in_attack.state  &= ~2;
848         if (in_jump.state     & 3) bits |=   2;in_jump.state    &= ~2;
849         if (in_button3.state  & 3) bits |=   4;in_button3.state &= ~2;
850         if (in_button4.state  & 3) bits |=   8;in_button4.state &= ~2;
851         if (in_button5.state  & 3) bits |=  16;in_button5.state &= ~2;
852         if (in_button6.state  & 3) bits |=  32;in_button6.state &= ~2;
853         if (in_button7.state  & 3) bits |=  64;in_button7.state &= ~2;
854         if (in_button8.state  & 3) bits |= 128;in_button8.state &= ~2;
855         if (in_use.state      & 3) bits |= 256;in_use.state     &= ~2;
856         if (key_dest != key_game || key_consoleactive) bits |= 512;
857         if (cl_prydoncursor.integer) bits |= 1024;
858         if (in_button9.state  & 3)  bits |=   2048;in_button9.state  &= ~2;
859         if (in_button10.state  & 3) bits |=   4096;in_button10.state &= ~2;
860         if (in_button11.state  & 3) bits |=   8192;in_button11.state &= ~2;
861         if (in_button12.state  & 3) bits |=  16384;in_button12.state &= ~2;
862         if (in_button13.state  & 3) bits |=  32768;in_button13.state &= ~2;
863         if (in_button14.state  & 3) bits |=  65536;in_button14.state &= ~2;
864         if (in_button15.state  & 3) bits |= 131072;in_button15.state &= ~2;
865         if (in_button16.state  & 3) bits |= 262144;in_button16.state &= ~2;
866         // button bits 19-31 unused currently
867         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
868         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
869         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
870         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
871         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
872
873         csqc_buttons = bits;
874
875         // always dump the first two messages, because they may contain leftover inputs from the last level
876         if (++cl.movemessages >= 2)
877         {
878                 // send the movement message
879                 // PROTOCOL_QUAKE        clc_move = 16 bytes total
880                 // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
881                 // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
882                 // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
883                 // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
884                 // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
885                 // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
886                 // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
887                 // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
888                 // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total
889                 if (cl.protocol == PROTOCOL_QUAKE || cl.protocol == PROTOCOL_QUAKEDP || cl.protocol == PROTOCOL_NEHAHRAMOVIE)
890                 {
891                         // 5 bytes
892                         MSG_WriteByte (&buf, clc_move);
893                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
894                         // 3 bytes
895                         for (i = 0;i < 3;i++)
896                                 MSG_WriteAngle8i (&buf, cl.viewangles[i]);
897                         // 6 bytes
898                         MSG_WriteCoord16i (&buf, forwardmove);
899                         MSG_WriteCoord16i (&buf, sidemove);
900                         MSG_WriteCoord16i (&buf, upmove);
901                         // 2 bytes
902                         MSG_WriteByte (&buf, bits);
903                         MSG_WriteByte (&buf, in_impulse);
904                 }
905                 else if (cl.protocol == PROTOCOL_DARKPLACES2 || cl.protocol == PROTOCOL_DARKPLACES3)
906                 {
907                         // 5 bytes
908                         MSG_WriteByte (&buf, clc_move);
909                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
910                         // 12 bytes
911                         for (i = 0;i < 3;i++)
912                                 MSG_WriteAngle32f (&buf, cl.viewangles[i]);
913                         // 6 bytes
914                         MSG_WriteCoord16i (&buf, forwardmove);
915                         MSG_WriteCoord16i (&buf, sidemove);
916                         MSG_WriteCoord16i (&buf, upmove);
917                         // 2 bytes
918                         MSG_WriteByte (&buf, bits);
919                         MSG_WriteByte (&buf, in_impulse);
920                 }
921                 else if (cl.protocol == PROTOCOL_DARKPLACES1 || cl.protocol == PROTOCOL_DARKPLACES4 || cl.protocol == PROTOCOL_DARKPLACES5)
922                 {
923                         // 5 bytes
924                         MSG_WriteByte (&buf, clc_move);
925                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
926                         // 6 bytes
927                         for (i = 0;i < 3;i++)
928                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
929                         // 6 bytes
930                         MSG_WriteCoord16i (&buf, forwardmove);
931                         MSG_WriteCoord16i (&buf, sidemove);
932                         MSG_WriteCoord16i (&buf, upmove);
933                         // 2 bytes
934                         MSG_WriteByte (&buf, bits);
935                         MSG_WriteByte (&buf, in_impulse);
936                 }
937                 else
938                 {
939                         // 5 bytes
940                         MSG_WriteByte (&buf, clc_move);
941                         if (cl.protocol != PROTOCOL_DARKPLACES6)
942                         {
943                                 if (cl_movement.integer)
944                                 {
945                                         cl.movesequence++;
946                                         MSG_WriteLong (&buf, cl.movesequence);
947                                 }
948                                 else
949                                         MSG_WriteLong (&buf, 0);
950                         }
951                         MSG_WriteFloat (&buf, cl.mtime[0]);     // so server can get ping times
952                         // 6 bytes
953                         for (i = 0;i < 3;i++)
954                                 MSG_WriteAngle16i (&buf, cl.viewangles[i]);
955                         // 6 bytes
956                         MSG_WriteCoord16i (&buf, forwardmove);
957                         MSG_WriteCoord16i (&buf, sidemove);
958                         MSG_WriteCoord16i (&buf, upmove);
959                         // 5 bytes
960                         MSG_WriteLong (&buf, bits);
961                         MSG_WriteByte (&buf, in_impulse);
962                         // PRYDON_CLIENTCURSOR
963                         // 30 bytes
964                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[0] * 32767.0f);
965                         MSG_WriteShort (&buf, cl.cmd.cursor_screen[1] * 32767.0f);
966                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[0]);
967                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[1]);
968                         MSG_WriteFloat (&buf, cl.cmd.cursor_start[2]);
969                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[0]);
970                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[1]);
971                         MSG_WriteFloat (&buf, cl.cmd.cursor_impact[2]);
972                         MSG_WriteShort (&buf, cl.cmd.cursor_entitynumber);
973                 }
974         }
975
976 #if MOVEAVERAGING
977         forwardmove = sidemove = upmove = 0;
978 #endif
979         in_impulse = 0;
980
981         // ack the last few frame numbers
982         // (redundent to improve handling of client->server packet loss)
983         // for LATESTFRAMENUMS == 3 case this is 15 bytes
984         for (i = 0;i < LATESTFRAMENUMS;i++)
985         {
986                 if (cl.latestframenums[i] > 0)
987                 {
988                         if (developer_networkentities.integer >= 1)
989                                 Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
990                         MSG_WriteByte(&buf, clc_ackframe);
991                         MSG_WriteLong(&buf, cl.latestframenums[i]);
992                 }
993         }
994
995         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
996         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
997
998         // deliver the message
999         if (cls.demoplayback)
1000                 return;
1001         // nothing to send
1002         if (!buf.cursize)
1003                 return;
1004
1005         // FIXME: bits & 16 is +button5, Nexuiz specific
1006         CL_ClientMovement_Input((bits & 2) != 0, (bits & 16) != 0);
1007
1008         if (NetConn_SendUnreliableMessage(cls.netcon, &buf) == -1)
1009         {
1010                 Con_Print("CL_SendMove: lost server connection\n");
1011                 CL_Disconnect();
1012                 Host_ShutdownServer(false);
1013         }
1014 }
1015
1016 /*
1017 ============
1018 CL_InitInput
1019 ============
1020 */
1021 void CL_InitInput (void)
1022 {
1023         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1024         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1025         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1026         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1027         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1028         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1029         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1030         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1031         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1032         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1033         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1034         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1035         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1036         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1037         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1038         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1039         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
1040         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1041         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1042         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1043         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1044         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1045         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1046         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1047         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1048         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1049         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1050         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1051         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1052         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1053         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1054         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1055         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1056
1057         // LordHavoc: added use button
1058         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1059         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1060
1061         // LordHavoc: added 6 new buttons
1062         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1063         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1064         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1065         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button3");
1066         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button4 (behavior depends on mod)");
1067         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button3");
1068         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button4 (behavior depends on mod)");
1069         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button3");
1070         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button4 (behavior depends on mod)");
1071         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button3");
1072         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button4 (behavior depends on mod)");
1073         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button3");
1074         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button4 (behavior depends on mod)");
1075         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button3");
1076         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button4 (behavior depends on mod)");
1077         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button3");
1078         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button4 (behavior depends on mod)");
1079         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button3");
1080         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button4 (behavior depends on mod)");
1081         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button3");
1082         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button4 (behavior depends on mod)");
1083         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button3");
1084         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button4 (behavior depends on mod)");
1085         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button3");
1086         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button4 (behavior depends on mod)");
1087         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button3");
1088         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button4 (behavior depends on mod)");
1089         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button3");
1090
1091         Cvar_RegisterVariable(&cl_movement);
1092         Cvar_RegisterVariable(&cl_movement_latency);
1093         Cvar_RegisterVariable(&cl_movement_maxspeed);
1094         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1095         Cvar_RegisterVariable(&cl_movement_stopspeed);
1096         Cvar_RegisterVariable(&cl_movement_friction);
1097         Cvar_RegisterVariable(&cl_movement_edgefriction);
1098         Cvar_RegisterVariable(&cl_movement_stepheight);
1099         Cvar_RegisterVariable(&cl_movement_accelerate);
1100         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1101         Cvar_RegisterVariable(&cl_gravity);
1102         Cvar_RegisterVariable(&cl_slowmo);
1103
1104         Cvar_RegisterVariable(&in_pitch_min);
1105         Cvar_RegisterVariable(&in_pitch_max);
1106         Cvar_RegisterVariable(&m_filter);
1107 }
1108