+ cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
+ break;
+ case PROTOCOL_QUAKE:
+ case PROTOCOL_QUAKEDP:
+ case PROTOCOL_NEHAHRAMOVIE:
+ case PROTOCOL_NEHAHRABJP:
+ case PROTOCOL_NEHAHRABJP2:
+ case PROTOCOL_NEHAHRABJP3:
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 3 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle8i (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ break;
+ case PROTOCOL_DARKPLACES2:
+ case PROTOCOL_DARKPLACES3:
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 12 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle32f (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ break;
+ case PROTOCOL_DARKPLACES1:
+ case PROTOCOL_DARKPLACES4:
+ case PROTOCOL_DARKPLACES5:
+ // 5 bytes
+ MSG_WriteByte (&buf, clc_move);
+ MSG_WriteFloat (&buf, cl.movecmd[0].time); // last server packet time
+ // 6 bytes
+ for (i = 0;i < 3;i++)
+ MSG_WriteAngle16i (&buf, cl.movecmd[0].viewangles[i]);
+ // 6 bytes
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].forwardmove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].sidemove);
+ MSG_WriteCoord16i (&buf, cl.movecmd[0].upmove);
+ // 2 bytes
+ MSG_WriteByte (&buf, cl.movecmd[0].buttons);
+ MSG_WriteByte (&buf, cl.movecmd[0].impulse);
+ case PROTOCOL_DARKPLACES6:
+ case PROTOCOL_DARKPLACES7:
+ // set the maxusercmds variable to limit how many should be sent
+ maxusercmds = bound(1, cl_netrepeatinput.integer + 1, CL_MAX_USERCMDS);
+ // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
+ if (!cl.cmd.predicted)
+ maxusercmds = 1;
+
+ // send the latest moves in order, the old ones will be
+ // ignored by the server harmlessly, however if the previous
+ // packets were lost these moves will be used
+ //
+ // this reduces packet loss impact on gameplay.
+ for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)