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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 void IN_CycleWeapon (void)
305 {
306         int i, n;
307         int first = -1;
308         qboolean found = false;
309         const char *t;
310         if (Cmd_Argc() < 2)
311         {
312                 Con_Printf("bestweapon requires 1 or more parameters\n");
313                 return;
314         }
315         for (i = 1;i < Cmd_Argc();i++)
316         {
317                 t = Cmd_Argv(i);
318                 // figure out which weapon this character refers to
319                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
320                 {
321                         if (!strcmp(in_bestweapon_info[n].name, t))
322                         {
323                                 // we found out what weapon this character refers to
324                                 // check if the inventory contains the weapon and enough ammo
325                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
326                                 {
327                                         // we found one of the weapons the player wanted
328                                         if(first == -1)
329                                                 first = n;
330                                         if(found)
331                                         {
332                                                 in_impulse = in_bestweapon_info[n].impulse;
333                                                 return;
334                                         }
335                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
336                                                 found = true;
337                                 }
338                                 break;
339                         }
340                 }
341                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
342         }
343         if(first != -1)
344         {
345                 in_impulse = in_bestweapon_info[first].impulse;
346                 return;
347         }
348         // if we couldn't find any of the weapons, there's nothing more we can do...
349 }
350
351 /*
352 ===============
353 CL_KeyState
354
355 Returns 0.25 if a key was pressed and released during the frame,
356 0.5 if it was pressed and held
357 0 if held then released, and
358 1.0 if held for the entire time
359 ===============
360 */
361 float CL_KeyState (kbutton_t *key)
362 {
363         float           val;
364         qboolean        impulsedown, impulseup, down;
365
366         impulsedown = key->state & 2;
367         impulseup = key->state & 4;
368         down = key->state & 1;
369         val = 0;
370
371         if (impulsedown && !impulseup)
372         {
373                 if (down)
374                         val = 0.5;      // pressed and held this frame
375                 else
376                         val = 0;        //      I_Error ();
377         }
378         if (impulseup && !impulsedown)
379         {
380                 if (down)
381                         val = 0;        //      I_Error ();
382                 else
383                         val = 0;        // released this frame
384         }
385         if (!impulsedown && !impulseup)
386         {
387                 if (down)
388                         val = 1.0;      // held the entire frame
389                 else
390                         val = 0;        // up the entire frame
391         }
392         if (impulsedown && impulseup)
393         {
394                 if (down)
395                         val = 0.75;     // released and re-pressed this frame
396                 else
397                         val = 0.25;     // pressed and released this frame
398         }
399
400         key->state &= 1;                // clear impulses
401
402         return val;
403 }
404
405
406
407
408 //==========================================================================
409
410 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
411 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
412 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
413 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
414
415 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
416
417 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
418 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
419
420 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
421
422 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
423 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
424 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"};
425 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
426 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
427 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)"};
428 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
429 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
430 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"};
431 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)"};
432 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
433 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
434 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"};
435 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"};
436 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)"};
437 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
438 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
439
440 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
441 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
442
443 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
444
445 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
446 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)"};
447 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)"};
448
449 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
450
451 extern cvar_t v_flipped;
452
453 /*
454 ================
455 CL_AdjustAngles
456
457 Moves the local angle positions
458 ================
459 */
460 void CL_AdjustAngles (void)
461 {
462         float   speed;
463         float   up, down;
464
465         if (in_speed.state & 1)
466                 speed = cl.realframetime * cl_anglespeedkey.value;
467         else
468                 speed = cl.realframetime;
469
470         if (!(in_strafe.state & 1))
471         {
472                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
473                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
474         }
475         if (in_klook.state & 1)
476         {
477                 V_StopPitchDrift ();
478                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
479                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
480         }
481
482         up = CL_KeyState (&in_lookup);
483         down = CL_KeyState(&in_lookdown);
484
485         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
486         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
487
488         if (up || down)
489                 V_StopPitchDrift ();
490
491         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
492         if (cl.viewangles[YAW] >= 180)
493                 cl.viewangles[YAW] -= 360;
494         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
495         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
496 }
497
498 int cl_ignoremousemoves = 2;
499
500 /*
501 ================
502 CL_Input
503
504 Send the intended movement message to the server
505 ================
506 */
507 void CL_Input (void)
508 {
509         float mx, my;
510         static float old_mouse_x = 0, old_mouse_y = 0;
511
512         // clamp before the move to prevent starting with bad angles
513         CL_AdjustAngles ();
514
515         if(v_flipped.integer)
516                 cl.viewangles[YAW] = -cl.viewangles[YAW];
517
518         // reset some of the command fields
519         cl.cmd.forwardmove = 0;
520         cl.cmd.sidemove = 0;
521         cl.cmd.upmove = 0;
522
523         // get basic movement from keyboard
524         if (in_strafe.state & 1)
525         {
526                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
527                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
528         }
529
530         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
531         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
532
533         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
534         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
535
536         if (! (in_klook.state & 1) )
537         {
538                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
539                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
540         }
541
542         // adjust for speed key
543         if (in_speed.state & 1)
544         {
545                 cl.cmd.forwardmove *= cl_movespeedkey.value;
546                 cl.cmd.sidemove *= cl_movespeedkey.value;
547                 cl.cmd.upmove *= cl_movespeedkey.value;
548         }
549
550         in_mouse_x = 0;
551         in_mouse_y = 0;
552
553         // allow mice or other external controllers to add to the move
554         IN_Move ();
555
556         // ignore a mouse move if mouse was activated/deactivated this frame
557         if (cl_ignoremousemoves)
558         {
559                 cl_ignoremousemoves--;
560                 in_mouse_x = 0;
561                 in_mouse_y = 0;
562         }
563
564         // apply m_filter if it is on
565         mx = in_mouse_x;
566         my = in_mouse_y;
567         if (m_filter.integer)
568         {
569                 in_mouse_x = (mx + old_mouse_x) * 0.5;
570                 in_mouse_y = (my + old_mouse_y) * 0.5;
571         }
572         old_mouse_x = mx;
573         old_mouse_y = my;
574
575         // if not in menu, apply mouse move to viewangles/movement
576         if (!cl.csqc_wantsmousemove && in_client_mouse)
577         {
578                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
579                 if (cl_prydoncursor.integer)
580                 {
581                         // mouse interacting with the scene, mostly stationary view
582                         V_StopPitchDrift();
583                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
584                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
585                 }
586                 else if (in_strafe.state & 1)
587                 {
588                         // strafing mode, all looking is movement
589                         V_StopPitchDrift();
590                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
591                         if (noclip_anglehack)
592                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
593                         else
594                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
595                 }
596                 else if ((in_mlook.state & 1) || freelook.integer)
597                 {
598                         // mouselook, lookstrafe causes turning to become strafing
599                         V_StopPitchDrift();
600                         if (lookstrafe.integer)
601                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
602                         else
603                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
604                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
605                 }
606                 else
607                 {
608                         // non-mouselook, yaw turning and forward/back movement
609                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
610                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
611                 }
612         }
613
614         if(v_flipped.integer)
615         {
616                 cl.viewangles[YAW] = -cl.viewangles[YAW];
617                 cl.cmd.sidemove = -cl.cmd.sidemove;
618         }
619
620         // clamp after the move to prevent rendering with bad angles
621         CL_AdjustAngles ();
622 }
623
624 #include "cl_collision.h"
625
626 void CL_UpdatePrydonCursor(void)
627 {
628         vec3_t temp;
629
630         if (!cl_prydoncursor.integer)
631                 VectorClear(cl.cmd.cursor_screen);
632
633         /*
634         if (cl.cmd.cursor_screen[0] < -1)
635         {
636                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
637                 cl.cmd.cursor_screen[0] = -1;
638         }
639         if (cl.cmd.cursor_screen[0] > 1)
640         {
641                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
642                 cl.cmd.cursor_screen[0] = 1;
643         }
644         if (cl.cmd.cursor_screen[1] < -1)
645         {
646                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
647                 cl.cmd.cursor_screen[1] = -1;
648         }
649         if (cl.cmd.cursor_screen[1] > 1)
650         {
651                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
652                 cl.cmd.cursor_screen[1] = 1;
653         }
654         */
655         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
656         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
657         cl.cmd.cursor_screen[2] = 1;
658
659         // calculate current view matrix
660         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
661         // calculate direction vector of cursor in viewspace by using frustum slopes
662         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);
663         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
664         // trace from view origin to the cursor
665         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);
666 }
667
668 typedef enum waterlevel_e
669 {
670         WATERLEVEL_NONE,
671         WATERLEVEL_WETFEET,
672         WATERLEVEL_SWIMMING,
673         WATERLEVEL_SUBMERGED
674 }
675 waterlevel_t;
676
677 typedef struct cl_clientmovement_state_s
678 {
679         // position
680         vec3_t origin;
681         vec3_t velocity;
682         // current bounding box (different if crouched vs standing)
683         vec3_t mins;
684         vec3_t maxs;
685         // currently on the ground
686         qboolean onground;
687         // currently crouching
688         qboolean crouched;
689         // what kind of water (SUPERCONTENTS_LAVA for instance)
690         int watertype;
691         // how deep
692         waterlevel_t waterlevel;
693         // weird hacks when jumping out of water
694         // (this is in seconds and counts down to 0)
695         float waterjumptime;
696
697         // user command
698         usercmd_t cmd;
699 }
700 cl_clientmovement_state_t;
701
702 #define NUMOFFSETS 27
703 static vec3_t offsets[NUMOFFSETS] =
704 {
705 // 1 no nudge (just return the original if this test passes)
706         { 0.000,  0.000,  0.000},
707 // 6 simple nudges
708         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
709         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
710         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
711 // 4 diagonal flat nudges
712         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
713         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
714 // 8 diagonal upward nudges
715         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
716         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
717         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
718         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
719 // 8 diagonal downward nudges
720         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
721         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
722         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
723         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
724 };
725
726 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
727 {
728         int i;
729         vec3_t neworigin;
730         for (i = 0;i < NUMOFFSETS;i++)
731         {
732                 VectorAdd(offsets[i], s->origin, neworigin);
733                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
734                 {
735                         VectorCopy(neworigin, s->origin);
736                         return true;
737                 }
738         }
739         // if all offsets failed, give up
740         return false;
741 }
742
743 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
744 {
745         vec3_t origin1, origin2;
746         trace_t trace;
747
748         // make sure player is not stuck
749         CL_ClientMovement_Unstick(s);
750
751         // set crouched
752         if (s->cmd.crouch)
753         {
754                 // wants to crouch, this always works..
755                 if (!s->crouched)
756                         s->crouched = true;
757         }
758         else
759         {
760                 // wants to stand, if currently crouching we need to check for a
761                 // low ceiling first
762                 if (s->crouched)
763                 {
764                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
765                         if (!trace.startsolid)
766                                 s->crouched = false;
767                 }
768         }
769         if (s->crouched)
770         {
771                 VectorCopy(cl.playercrouchmins, s->mins);
772                 VectorCopy(cl.playercrouchmaxs, s->maxs);
773         }
774         else
775         {
776                 VectorCopy(cl.playerstandmins, s->mins);
777                 VectorCopy(cl.playerstandmaxs, s->maxs);
778         }
779
780         // set onground
781         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
782         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 2);
783         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
784         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
785
786         // set watertype/waterlevel
787         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
788         s->waterlevel = WATERLEVEL_NONE;
789         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
790         if (s->watertype)
791         {
792                 s->waterlevel = WATERLEVEL_WETFEET;
793                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
794                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
795                 {
796                         s->waterlevel = WATERLEVEL_SWIMMING;
797                         origin1[2] = s->origin[2] + 22;
798                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
799                                 s->waterlevel = WATERLEVEL_SUBMERGED;
800                 }
801         }
802
803         // water jump prediction
804         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
805                 s->waterjumptime = 0;
806 }
807
808 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
809 {
810         int bump;
811         double t;
812         vec_t f;
813         vec3_t neworigin;
814         vec3_t currentorigin2;
815         vec3_t neworigin2;
816         vec3_t primalvelocity;
817         trace_t trace;
818         trace_t trace2;
819         trace_t trace3;
820         CL_ClientMovement_UpdateStatus(s);
821         VectorCopy(s->velocity, primalvelocity);
822         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
823         {
824                 VectorMA(s->origin, t, s->velocity, neworigin);
825                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
826                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
827                 {
828                         // may be a step or wall, try stepping up
829                         // first move forward at a higher level
830                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
831                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
832                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
833                         if (!trace2.startsolid)
834                         {
835                                 // then move down from there
836                                 VectorCopy(trace2.endpos, currentorigin2);
837                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
838                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
839                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
840                                 // accept the new trace if it made some progress
841                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
842                                 {
843                                         trace = trace2;
844                                         VectorCopy(trace3.endpos, trace.endpos);
845                                 }
846                         }
847                 }
848
849                 // check if it moved at all
850                 if (trace.fraction >= 0.001)
851                         VectorCopy(trace.endpos, s->origin);
852
853                 // check if it moved all the way
854                 if (trace.fraction == 1)
855                         break;
856
857                 //if (trace.plane.normal[2] > 0.7)
858                 //      s->onground = true;
859
860                 t -= t * trace.fraction;
861
862                 f = DotProduct(s->velocity, trace.plane.normal);
863                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
864         }
865         if (s->waterjumptime > 0)
866                 VectorCopy(primalvelocity, s->velocity);
867 }
868
869
870 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
871 {
872         vec_t wishspeed;
873         vec_t f;
874         vec3_t wishvel;
875         vec3_t wishdir;
876
877         // water jump only in certain situations
878         // this mimics quakeworld code
879         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
880         {
881                 vec3_t forward;
882                 vec3_t yawangles;
883                 vec3_t spot;
884                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
885                 AngleVectors(yawangles, forward, NULL, NULL);
886                 VectorMA(s->origin, 24, forward, spot);
887                 spot[2] += 8;
888                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
889                 {
890                         spot[2] += 24;
891                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
892                         {
893                                 VectorScale(forward, 50, s->velocity);
894                                 s->velocity[2] = 310;
895                                 s->waterjumptime = 2;
896                                 s->onground = false;
897                                 s->cmd.canjump = false;
898                         }
899                 }
900         }
901
902         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
903         {
904                 // drift towards bottom
905                 VectorSet(wishvel, 0, 0, -60);
906         }
907         else
908         {
909                 // swim
910                 vec3_t forward;
911                 vec3_t right;
912                 vec3_t up;
913                 // calculate movement vector
914                 AngleVectors(s->cmd.viewangles, forward, right, up);
915                 VectorSet(up, 0, 0, 1);
916                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
917         }
918
919         // split wishvel into wishspeed and wishdir
920         wishspeed = VectorLength(wishvel);
921         if (wishspeed)
922                 VectorScale(wishvel, 1 / wishspeed, wishdir);
923         else
924                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
925         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
926
927         if (s->crouched)
928                 wishspeed *= 0.5;
929
930         if (s->waterjumptime <= 0)
931         {
932                 // water friction
933                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * s->waterlevel;
934                 f = bound(0, f, 1);
935                 VectorScale(s->velocity, f, s->velocity);
936
937                 // water acceleration
938                 f = wishspeed - DotProduct(s->velocity, wishdir);
939                 if (f > 0)
940                 {
941                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
942                         VectorMA(s->velocity, f, wishdir, s->velocity);
943                 }
944
945                 // holding jump button swims upward slowly
946                 if (s->cmd.jump)
947                 {
948                         if (s->watertype & SUPERCONTENTS_LAVA)
949                                 s->velocity[2] =  50;
950                         else if (s->watertype & SUPERCONTENTS_SLIME)
951                                 s->velocity[2] =  80;
952                         else
953                         {
954                                 if (gamemode == GAME_NEXUIZ)
955                                         s->velocity[2] = 200;
956                                 else
957                                         s->velocity[2] = 100;
958                         }
959                 }
960         }
961
962         CL_ClientMovement_Move(s);
963 }
964
965 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
966 {
967         vec_t friction;
968         vec_t wishspeed;
969         vec_t addspeed;
970         vec_t accelspeed;
971         vec_t f;
972         vec3_t forward;
973         vec3_t right;
974         vec3_t up;
975         vec3_t wishvel;
976         vec3_t wishdir;
977         vec3_t yawangles;
978         trace_t trace;
979
980         // jump if on ground with jump button pressed but only if it has been
981         // released at least once since the last jump
982         if (s->cmd.jump)
983         {
984                 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"
985                 {
986                         s->velocity[2] += cl.movevars_jumpvelocity;
987                         s->onground = false;
988                         s->cmd.canjump = false;
989                 }
990         }
991         else
992                 s->cmd.canjump = true;
993
994         // calculate movement vector
995         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
996         AngleVectors(yawangles, forward, right, up);
997         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
998
999         // split wishvel into wishspeed and wishdir
1000         wishspeed = VectorLength(wishvel);
1001         if (wishspeed)
1002                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1003         else
1004                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1005         wishspeed = min(wishspeed, cl.movevars_maxspeed);
1006         if (s->crouched)
1007                 wishspeed *= 0.5;
1008
1009         // check if onground
1010         if (s->onground)
1011         {
1012                 // apply edge friction
1013                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1014                 friction = cl.movevars_friction;
1015                 if (f > 0 && cl.movevars_edgefriction != 1)
1016                 {
1017                         vec3_t neworigin2;
1018                         vec3_t neworigin3;
1019                         // note: QW uses the full player box for the trace, and yet still
1020                         // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1021                         // this mimics it for compatibility
1022                         VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1023                         VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1024                         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1025                                 trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1026                         else
1027                                 trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1028                         if (trace.fraction == 1 && !trace.startsolid)
1029                                 friction *= cl.movevars_edgefriction;
1030                 }
1031                 // apply ground friction
1032                 f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1033                 f = max(f, 0);
1034                 VectorScale(s->velocity, f, s->velocity);
1035                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1036                 if (addspeed > 0)
1037                 {
1038                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1039                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1040                 }
1041                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1042                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1043                         s->velocity[2] = 0;
1044                 if (VectorLength2(s->velocity))
1045                         CL_ClientMovement_Move(s);
1046         }
1047         else
1048         {
1049                 if (s->waterjumptime <= 0)
1050                 {
1051                         vec_t f;
1052                         vec_t vel_straight;
1053                         vec_t vel_z;
1054                         vec3_t vel_perpend;
1055
1056                         // apply air speed limit
1057                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1058
1059                         /*
1060                         addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1061                         if (addspeed > 0)
1062                         {
1063                                 accelspeed = min(cl.movevars_accelerate * s->q.frametime * wishspeed, addspeed);
1064                                 VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1065                         }
1066                         */
1067
1068                         vel_straight = DotProduct(s->velocity, wishdir);
1069                         vel_z = s->velocity[2];
1070                         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend);
1071                         vel_perpend[2] -= vel_z;
1072
1073                         f = wishspeed - vel_straight;
1074                         if(f > 0)
1075                                 vel_straight += min(f, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * cl.movevars_airaccel_qw;
1076                         if(wishspeed > 0)
1077                                 vel_straight += min(wishspeed, cl.movevars_airaccelerate * s->cmd.frametime * wishspeed) * (1 - cl.movevars_airaccel_qw);
1078
1079                         VectorM(1 - (s->cmd.frametime * (wishspeed / cl.movevars_maxairspeed) * cl.movevars_airaccel_sideways_friction), vel_perpend, vel_perpend);
1080
1081                         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1082                         s->velocity[2] += vel_z;
1083                 }
1084                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1085                 CL_ClientMovement_Move(s);
1086         }
1087 }
1088
1089 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1090 {
1091         //Con_Printf(" %f", frametime);
1092         if (!s->cmd.jump)
1093                 s->cmd.canjump = true;
1094         s->waterjumptime -= s->cmd.frametime;
1095         CL_ClientMovement_UpdateStatus(s);
1096         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1097                 CL_ClientMovement_Physics_Swim(s);
1098         else
1099                 CL_ClientMovement_Physics_Walk(s);
1100 }
1101
1102 extern cvar_t slowmo;
1103 void CL_UpdateMoveVars(void)
1104 {
1105         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1106         {
1107         }
1108         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1109         {
1110                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1111                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1112                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1113                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1114                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1115                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1116                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1117                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1118                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1119                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1120                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1121                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1122                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1123                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1124                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1125                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1126                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1127                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1128         }
1129         else
1130         {
1131                 cl.movevars_timescale = slowmo.value;
1132                 cl.movevars_gravity = sv_gravity.value;
1133                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1134                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1135                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1136                 cl.movevars_accelerate = cl_movement_accelerate.value;
1137                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1138                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1139                 cl.movevars_friction = cl_movement_friction.value;
1140                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1141                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1142                 cl.movevars_entgravity = 1;
1143                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1144                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1145                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1146                 cl.movevars_stepheight = cl_movement_stepheight.value;
1147                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1148                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1149         }
1150 }
1151
1152 void CL_ClientMovement_Replay(void)
1153 {
1154         int i;
1155         double totalmovemsec;
1156         cl_clientmovement_state_t s;
1157
1158         if (cl.movement_predicted && !cl.movement_replay)
1159                 return;
1160
1161         // set up starting state for the series of moves
1162         memset(&s, 0, sizeof(s));
1163         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1164         VectorCopy(cl.mvelocity[0], s.velocity);
1165         s.crouched = true; // will be updated on first move
1166         //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]);
1167
1168         totalmovemsec = 0;
1169         for (i = 0;i < CL_MAX_USERCMDS;i++)
1170                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1171                         totalmovemsec += cl.movecmd[i].msec;
1172         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);
1173         //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);
1174         if (cl.movement_predicted)
1175         {
1176                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1177
1178                 // replay the input queue to predict current location
1179                 // note: this relies on the fact there's always one queue item at the end
1180
1181                 // find how many are still valid
1182                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1183                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1184                                 break;
1185                 // now walk them in oldest to newest order
1186                 for (i--;i >= 0;i--)
1187                 {
1188                         s.cmd = cl.movecmd[i];
1189                         if (i < CL_MAX_USERCMDS - 1)
1190                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1191                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1192                         //Con_Printf("%i ", s.cmd.msec);
1193                         if (s.cmd.frametime > 0.05)
1194                         {
1195                                 s.cmd.frametime /= 2;
1196                                 CL_ClientMovement_PlayerMove(&s);
1197                         }
1198                         CL_ClientMovement_PlayerMove(&s);
1199                         cl.movecmd[i].canjump = s.cmd.canjump;
1200                 }
1201                 //Con_Printf("\n");
1202         }
1203         else
1204         {
1205                 // get the first movement queue entry to know whether to crouch and such
1206                 s.cmd = cl.movecmd[0];
1207         }
1208         CL_ClientMovement_UpdateStatus(&s);
1209
1210         if (cls.demoplayback) // for bob, speedometer
1211                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1212         else
1213         {
1214                 cl.movement_replay = false;
1215                 // update the interpolation target position and velocity
1216                 VectorCopy(s.origin, cl.movement_origin);
1217                 VectorCopy(s.velocity, cl.movement_velocity);
1218         }
1219
1220         // update the onground flag if appropriate
1221         if (cl.movement_predicted)
1222         {
1223                 // when predicted we simply set the flag according to the UpdateStatus
1224                 cl.onground = s.onground;
1225         }
1226         else
1227         {
1228                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1229                 // an update packet is received, but can be forced on here to hide
1230                 // server inconsistencies in the onground flag
1231                 // (which mostly occur when stepping up stairs at very high framerates
1232                 //  where after the step up the move continues forward and not
1233                 //  downward so the ground is not detected)
1234                 //
1235                 // such onground inconsistencies can cause jittery gun bobbing and
1236                 // stair smoothing, so we set onground if UpdateStatus says so
1237                 if (s.onground)
1238                         cl.onground = true;
1239         }
1240
1241         // react to onground state changes (for gun bob)
1242         if (cl.onground)
1243         {
1244                 if (!cl.oldonground)
1245                         cl.hitgroundtime = cl.movecmd[0].time;
1246                 cl.lastongroundtime = cl.movecmd[0].time;
1247         }
1248         cl.oldonground = cl.onground;
1249 }
1250
1251 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1252 {
1253         int bits;
1254
1255         bits = 0;
1256         if (to->viewangles[0] != from->viewangles[0])
1257                 bits |= QW_CM_ANGLE1;
1258         if (to->viewangles[1] != from->viewangles[1])
1259                 bits |= QW_CM_ANGLE2;
1260         if (to->viewangles[2] != from->viewangles[2])
1261                 bits |= QW_CM_ANGLE3;
1262         if (to->forwardmove != from->forwardmove)
1263                 bits |= QW_CM_FORWARD;
1264         if (to->sidemove != from->sidemove)
1265                 bits |= QW_CM_SIDE;
1266         if (to->upmove != from->upmove)
1267                 bits |= QW_CM_UP;
1268         if (to->buttons != from->buttons)
1269                 bits |= QW_CM_BUTTONS;
1270         if (to->impulse != from->impulse)
1271                 bits |= QW_CM_IMPULSE;
1272
1273         MSG_WriteByte(buf, bits);
1274         if (bits & QW_CM_ANGLE1)
1275                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1276         if (bits & QW_CM_ANGLE2)
1277                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1278         if (bits & QW_CM_ANGLE3)
1279                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1280         if (bits & QW_CM_FORWARD)
1281                 MSG_WriteShort(buf, to->forwardmove);
1282         if (bits & QW_CM_SIDE)
1283                 MSG_WriteShort(buf, to->sidemove);
1284         if (bits & QW_CM_UP)
1285                 MSG_WriteShort(buf, to->upmove);
1286         if (bits & QW_CM_BUTTONS)
1287                 MSG_WriteByte(buf, to->buttons);
1288         if (bits & QW_CM_IMPULSE)
1289                 MSG_WriteByte(buf, to->impulse);
1290         MSG_WriteByte(buf, to->msec);
1291 }
1292
1293 /*
1294 ==============
1295 CL_SendMove
1296 ==============
1297 */
1298 usercmd_t nullcmd; // for delta compression of qw moves
1299 void CL_SendMove(void)
1300 {
1301         int i, j, packetloss;
1302         int checksumindex;
1303         int bits;
1304         int maxusercmds;
1305         usercmd_t *cmd;
1306         sizebuf_t buf;
1307         unsigned char data[1024];
1308         double packettime;
1309         int msecdelta;
1310
1311         // if playing a demo, do nothing
1312         if (!cls.netcon)
1313                 return;
1314
1315         // we build up cl.movecmd[0] and then decide whether to send or not
1316         // the prediction code will use this command even though it has not been
1317         // sent yet
1318         cl.cmd.time = cl.time;
1319         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1320
1321         // set button bits
1322         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1323         bits = 0;
1324         if (in_attack.state   & 3) bits |=   1;
1325         if (in_jump.state     & 3) bits |=   2;
1326         if (in_button3.state  & 3) bits |=   4;
1327         if (in_button4.state  & 3) bits |=   8;
1328         if (in_button5.state  & 3) bits |=  16;
1329         if (in_button6.state  & 3) bits |=  32;
1330         if (in_button7.state  & 3) bits |=  64;
1331         if (in_button8.state  & 3) bits |= 128;
1332         if (in_use.state      & 3) bits |= 256;
1333         if (key_dest != key_game || key_consoleactive) bits |= 512;
1334         if (cl_prydoncursor.integer) bits |= 1024;
1335         if (in_button9.state  & 3)  bits |=   2048;
1336         if (in_button10.state  & 3) bits |=   4096;
1337         if (in_button11.state  & 3) bits |=   8192;
1338         if (in_button12.state  & 3) bits |=  16384;
1339         if (in_button13.state  & 3) bits |=  32768;
1340         if (in_button14.state  & 3) bits |=  65536;
1341         if (in_button15.state  & 3) bits |= 131072;
1342         if (in_button16.state  & 3) bits |= 262144;
1343         // button bits 19-31 unused currently
1344         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1345         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1346         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1347         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1348         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1349
1350         // set buttons and impulse
1351         cl.cmd.buttons = bits;
1352         cl.cmd.impulse = in_impulse;
1353
1354         // set viewangles
1355         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1356
1357         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1358         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1359         // ridiculous value rejection (matches qw)
1360         if (cl.cmd.msec > 250)
1361                 cl.cmd.msec = 100;
1362         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1363
1364         cl.cmd.predicted = cl_movement.integer;
1365
1366         // movement is set by input code (forwardmove/sidemove/upmove)
1367         // always dump the first two moves, because they may contain leftover inputs from the last level
1368         if (cl.cmd.sequence <= 2)
1369                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1370
1371         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1372         cl.cmd.crouch = 0;
1373         switch (cls.protocol)
1374         {
1375         case PROTOCOL_QUAKEWORLD:
1376         case PROTOCOL_QUAKE:
1377         case PROTOCOL_QUAKEDP:
1378         case PROTOCOL_NEHAHRAMOVIE:
1379         case PROTOCOL_NEHAHRABJP:
1380         case PROTOCOL_NEHAHRABJP2:
1381         case PROTOCOL_NEHAHRABJP3:
1382         case PROTOCOL_DARKPLACES1:
1383         case PROTOCOL_DARKPLACES2:
1384         case PROTOCOL_DARKPLACES3:
1385         case PROTOCOL_DARKPLACES4:
1386         case PROTOCOL_DARKPLACES5:
1387                 break;
1388         case PROTOCOL_DARKPLACES6:
1389         case PROTOCOL_DARKPLACES7:
1390                 // FIXME: cl.movecmd[0].buttons & 16 is +button5, Nexuiz specific
1391                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1392                 break;
1393         case PROTOCOL_UNKNOWN:
1394                 break;
1395         }
1396
1397         cl.movecmd[0] = cl.cmd;
1398
1399         // don't predict more than 200fps
1400         if (realtime >= cl.lastpackettime + 0.005)
1401                 cl.movement_replay = true; // redo the prediction
1402
1403         // now decide whether to actually send this move
1404         // (otherwise it is only for prediction)
1405
1406         // don't send too often or else network connections can get clogged by a
1407         // high renderer framerate
1408         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1409         // send input every frame in singleplayer
1410         if (cl.islocalgame)
1411                 packettime = 0;
1412         // always send if buttons changed or an impulse is pending
1413         // even if it violates the rate limit!
1414         if (!cl_netimmediatebuttons.integer || (cl.movecmd[0].buttons == cl.movecmd[1].buttons && !cl.movecmd[0].impulse))
1415         {
1416                 // don't choke the connection with packets (obey rate limit)
1417                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1418                         return;
1419                 // don't send too often (cl_netfps)
1420                 if (realtime < cl.lastpackettime + packettime)
1421                         return;
1422         }
1423         // try to round off the lastpackettime to a multiple of the packet interval
1424         // (this causes it to emit packets at a steady beat)
1425         if (packettime > 0)
1426                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1427         else
1428                 cl.lastpackettime = realtime;
1429
1430         buf.maxsize = sizeof(data);
1431         buf.cursize = 0;
1432         buf.data = data;
1433
1434         // send the movement message
1435         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1436         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1437         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1438         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1439         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1440         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1441         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1442         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1443         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1444         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1445         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1446
1447         // set prydon cursor info
1448         CL_UpdatePrydonCursor();
1449
1450         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1451         {
1452                 switch (cls.protocol)
1453                 {
1454                 case PROTOCOL_QUAKEWORLD:
1455                         MSG_WriteByte(&buf, qw_clc_move);
1456                         // save the position for a checksum byte
1457                         checksumindex = buf.cursize;
1458                         MSG_WriteByte(&buf, 0);
1459                         // packet loss percentage
1460                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1461                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1462                                         packetloss++;
1463                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1464                         MSG_WriteByte(&buf, packetloss);
1465                         // write most recent 3 moves
1466                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1467                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1468                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.movecmd[0]);
1469                         // calculate the checksum
1470                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1471                         // if delta compression history overflows, request no delta
1472                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1473                                 cl.qw_validsequence = 0;
1474                         // request delta compression if appropriate
1475                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1476                         {
1477                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1478                                 MSG_WriteByte(&buf, qw_clc_delta);
1479                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1480                         }
1481                         else
1482                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1483                         break;
1484                 case PROTOCOL_QUAKE:
1485                 case PROTOCOL_QUAKEDP:
1486                 case PROTOCOL_NEHAHRAMOVIE:
1487                 case PROTOCOL_NEHAHRABJP:
1488                 case PROTOCOL_NEHAHRABJP2:
1489                 case PROTOCOL_NEHAHRABJP3:
1490                         // 5 bytes
1491                         MSG_WriteByte (&buf, clc_move);
1492                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1493                         // 3 bytes
1494                         for (i = 0;i < 3;i++)
1495                                 MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
1496                         // 6 bytes
1497                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1498                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1499                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1500                         // 2 bytes
1501                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1502                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1503                         break;
1504                 case PROTOCOL_DARKPLACES2:
1505                 case PROTOCOL_DARKPLACES3:
1506                         // 5 bytes
1507                         MSG_WriteByte (&buf, clc_move);
1508                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1509                         // 12 bytes
1510                         for (i = 0;i < 3;i++)
1511                                 MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
1512                         // 6 bytes
1513                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1514                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1515                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1516                         // 2 bytes
1517                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1518                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1519                         break;
1520                 case PROTOCOL_DARKPLACES1:
1521                 case PROTOCOL_DARKPLACES4:
1522                 case PROTOCOL_DARKPLACES5:
1523                         // 5 bytes
1524                         MSG_WriteByte (&buf, clc_move);
1525                         MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
1526                         // 6 bytes
1527                         for (i = 0;i < 3;i++)
1528                                 MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
1529                         // 6 bytes
1530                         MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
1531                         MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
1532                         MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
1533                         // 2 bytes
1534                         MSG_WriteByte (&buf, cl.movecmd[0].buttons);
1535                         MSG_WriteByte (&buf, cl.movecmd[0].impulse);
1536                 case PROTOCOL_DARKPLACES6:
1537                 case PROTOCOL_DARKPLACES7:
1538                         // set the maxusercmds variable to limit how many should be sent
1539                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
1540                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1541                         if (!cl.cmd.predicted)
1542                                 maxusercmds = 1;
1543
1544                         // send the latest moves in order, the old ones will be
1545                         // ignored by the server harmlessly, however if the previous
1546                         // packets were lost these moves will be used
1547                         //
1548                         // this reduces packet loss impact on gameplay.
1549                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1550                         {
1551                                 // don't repeat any stale moves
1552                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1553                                         continue;
1554                                 // 5/9 bytes
1555                                 MSG_WriteByte (&buf, clc_move);
1556                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1557                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1558                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1559                                 // 6 bytes
1560                                 for (i = 0;i < 3;i++)
1561                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1562                                 // 6 bytes
1563                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1564                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1565                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1566                                 // 5 bytes
1567                                 MSG_WriteLong (&buf, cmd->buttons);
1568                                 MSG_WriteByte (&buf, cmd->impulse);
1569                                 // PRYDON_CLIENTCURSOR
1570                                 // 30 bytes
1571                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1572                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1573                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1574                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1575                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1576                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1577                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1578                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1579                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1580                         }
1581                         break;
1582                 case PROTOCOL_UNKNOWN:
1583                         break;
1584                 }
1585         }
1586
1587         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1588         {
1589                 // ack the last few frame numbers
1590                 // (redundent to improve handling of client->server packet loss)
1591                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1592                 for (i = 0;i < LATESTFRAMENUMS;i++)
1593                 {
1594                         if (cl.latestframenums[i] > 0)
1595                         {
1596                                 if (developer_networkentities.integer >= 10)
1597                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1598                                 MSG_WriteByte(&buf, clc_ackframe);
1599                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1600                         }
1601                 }
1602         }
1603
1604         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1605         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1606
1607         // acknowledge any recently received data blocks
1608         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1609         {
1610                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1611                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1612                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1613                 cls.dp_downloadack[i].start = 0;
1614                 cls.dp_downloadack[i].size = 0;
1615         }
1616
1617         // send the reliable message (forwarded commands) if there is one
1618         if (buf.cursize || cls.netcon->message.cursize)
1619                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1620
1621         // update the cl.movecmd array which holds the most recent moves,
1622         // because we now need a new slot for the next input
1623         for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1624                 cl.movecmd[i] = cl.movecmd[i-1];
1625         cl.movecmd[0].msec = 0;
1626         cl.movecmd[0].frametime = 0;
1627
1628         // clear button 'click' states
1629         in_attack.state  &= ~2;
1630         in_jump.state    &= ~2;
1631         in_button3.state &= ~2;
1632         in_button4.state &= ~2;
1633         in_button5.state &= ~2;
1634         in_button6.state &= ~2;
1635         in_button7.state &= ~2;
1636         in_button8.state &= ~2;
1637         in_use.state     &= ~2;
1638         in_button9.state  &= ~2;
1639         in_button10.state &= ~2;
1640         in_button11.state &= ~2;
1641         in_button12.state &= ~2;
1642         in_button13.state &= ~2;
1643         in_button14.state &= ~2;
1644         in_button15.state &= ~2;
1645         in_button16.state &= ~2;
1646         // clear impulse
1647         in_impulse = 0;
1648
1649         if (cls.netcon->message.overflowed)
1650         {
1651                 Con_Print("CL_SendMove: lost server connection\n");
1652                 CL_Disconnect();
1653                 Host_ShutdownServer();
1654         }
1655 }
1656
1657 /*
1658 ============
1659 CL_InitInput
1660 ============
1661 */
1662 void CL_InitInput (void)
1663 {
1664         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1665         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1666         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1667         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1668         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1669         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1670         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1671         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1672         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1673         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1674         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1675         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1676         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1677         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1678         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1679         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1680         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1681         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1682         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1683         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1684         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1685         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1686         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1687         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1688         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1689         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1690         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1691         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1692         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1693         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1694         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1695         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1696         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1697
1698         // LordHavoc: added use button
1699         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1700         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1701
1702         // LordHavoc: added 6 new buttons
1703         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1704         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1705         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1706         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1707         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1708         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1709         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1710         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1711         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1712         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1713         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1714         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1715         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1716         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
1717         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
1718         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
1719         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
1720         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
1721         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
1722         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
1723         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
1724         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
1725         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
1726         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
1727         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
1728         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
1729         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
1730         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
1731
1732         // LordHavoc: added bestweapon command
1733         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)");
1734         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");
1735         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
1736
1737         Cvar_RegisterVariable(&cl_movement);
1738         Cvar_RegisterVariable(&cl_movement_minping);
1739         Cvar_RegisterVariable(&cl_movement_track_canjump);
1740         Cvar_RegisterVariable(&cl_movement_maxspeed);
1741         Cvar_RegisterVariable(&cl_movement_maxairspeed);
1742         Cvar_RegisterVariable(&cl_movement_stopspeed);
1743         Cvar_RegisterVariable(&cl_movement_friction);
1744         Cvar_RegisterVariable(&cl_movement_wallfriction);
1745         Cvar_RegisterVariable(&cl_movement_waterfriction);
1746         Cvar_RegisterVariable(&cl_movement_edgefriction);
1747         Cvar_RegisterVariable(&cl_movement_stepheight);
1748         Cvar_RegisterVariable(&cl_movement_accelerate);
1749         Cvar_RegisterVariable(&cl_movement_airaccelerate);
1750         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
1751         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
1752         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
1753         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
1754
1755         Cvar_RegisterVariable(&in_pitch_min);
1756         Cvar_RegisterVariable(&in_pitch_max);
1757         Cvar_RegisterVariable(&m_filter);
1758
1759         Cvar_RegisterVariable(&cl_netfps);
1760         Cvar_RegisterVariable(&cl_netrepeatinput);
1761         Cvar_RegisterVariable(&cl_netimmediatebuttons);
1762
1763         Cvar_RegisterVariable(&cl_nodelta);
1764 }
1765