]> git.xonotic.org Git - xonotic/darkplaces.git/blob - cl_input.c
Cvar onChange for qc menu for stable branch
[xonotic/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 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static 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 static 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 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f (void)
245 {
246         if(Cmd_Argc() == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(1),
250                         atoi(Cmd_Argv(2)),
251                         atoi(Cmd_Argv(3)),
252                         atoi(Cmd_Argv(4)),
253                         atoi(Cmd_Argv(5)),
254                         atoi(Cmd_Argv(6))
255                 );
256         }
257         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268         }
269 }
270
271 static void IN_BestWeapon (void)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc() < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc();i++)
281         {
282                 t = Cmd_Argv(i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308         int i, n;
309         int first = -1;
310         qboolean found = false;
311         const char *t;
312         if (Cmd_Argc() < 2)
313         {
314                 Con_Printf("bestweapon requires 1 or more parameters\n");
315                 return;
316         }
317         for (i = 1;i < Cmd_Argc();i++)
318         {
319                 t = Cmd_Argv(i);
320                 // figure out which weapon this character refers to
321                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322                 {
323                         if (!strcmp(in_bestweapon_info[n].name, t))
324                         {
325                                 // we found out what weapon this character refers to
326                                 // check if the inventory contains the weapon and enough ammo
327                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328                                 {
329                                         // we found one of the weapons the player wanted
330                                         if(first == -1)
331                                                 first = n;
332                                         if(found)
333                                         {
334                                                 in_impulse = in_bestweapon_info[n].impulse;
335                                                 return;
336                                         }
337                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338                                                 found = true;
339                                 }
340                                 break;
341                         }
342                 }
343                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344         }
345         if(first != -1)
346         {
347                 in_impulse = in_bestweapon_info[first].impulse;
348                 return;
349         }
350         // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
364 float CL_KeyState (kbutton_t *key)
365 {
366         float           val;
367         qboolean        impulsedown, impulseup, down;
368
369         impulsedown = (key->state & 2) != 0;
370         impulseup = (key->state & 4) != 0;
371         down = (key->state & 1) != 0;
372         val = 0;
373
374         if (impulsedown && !impulseup)
375         {
376                 if (down)
377                         val = 0.5;      // pressed and held this frame
378                 else
379                         val = 0;        //      I_Error ();
380         }
381         if (impulseup && !impulsedown)
382         {
383                 if (down)
384                         val = 0;        //      I_Error ();
385                 else
386                         val = 0;        // released this frame
387         }
388         if (!impulsedown && !impulseup)
389         {
390                 if (down)
391                         val = 1.0;      // held the entire frame
392                 else
393                         val = 0;        // up the entire frame
394         }
395         if (impulsedown && impulseup)
396         {
397                 if (down)
398                         val = 0.75;     // released and re-pressed this frame
399                 else
400                         val = 0.25;     // pressed and released this frame
401         }
402
403         key->state &= 1;                // clear impulses
404
405         return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 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"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 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)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 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"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 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"};
441 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"};
442 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)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445 cvar_t cl_nopred = {CVAR_SAVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
446
447 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
448 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
449
450 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; 
451 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
452 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
453 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
454 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
455 cvar_t m_accelerate_power_offset = {CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
456 cvar_t m_accelerate_power = {CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
457 cvar_t m_accelerate_power_senscap = {CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
458 cvar_t m_accelerate_power_strength = {CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
459
460 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
461 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)"};
462 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)"};
463
464 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
465
466 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
467
468 extern cvar_t v_flipped;
469
470 /*
471 ================
472 CL_AdjustAngles
473
474 Moves the local angle positions
475 ================
476 */
477 static void CL_AdjustAngles (void)
478 {
479         float   speed;
480         float   up, down;
481
482         if (in_speed.state & 1)
483                 speed = cl.realframetime * cl_anglespeedkey.value;
484         else
485                 speed = cl.realframetime;
486
487         if (!(in_strafe.state & 1))
488         {
489                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
490                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
491         }
492         if (in_klook.state & 1)
493         {
494                 V_StopPitchDrift ();
495                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
496                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
497         }
498
499         up = CL_KeyState (&in_lookup);
500         down = CL_KeyState(&in_lookdown);
501
502         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
503         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
504
505         if (up || down)
506                 V_StopPitchDrift ();
507
508         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
509         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
510         if (cl.viewangles[YAW] >= 180)
511                 cl.viewangles[YAW] -= 360;
512         if (cl.viewangles[PITCH] >= 180)
513                 cl.viewangles[PITCH] -= 360;
514         // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
515         // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
516         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
517         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
518 }
519
520 int cl_ignoremousemoves = 2;
521
522 /*
523 ================
524 CL_Input
525
526 Send the intended movement message to the server
527 ================
528 */
529 void CL_Input (void)
530 {
531         float mx, my;
532         static float old_mouse_x = 0, old_mouse_y = 0;
533
534         // clamp before the move to prevent starting with bad angles
535         CL_AdjustAngles ();
536
537         if(v_flipped.integer)
538                 cl.viewangles[YAW] = -cl.viewangles[YAW];
539
540         // reset some of the command fields
541         cl.cmd.forwardmove = 0;
542         cl.cmd.sidemove = 0;
543         cl.cmd.upmove = 0;
544
545         // get basic movement from keyboard
546         if (in_strafe.state & 1)
547         {
548                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
549                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
550         }
551
552         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
553         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
554
555         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
556         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
557
558         if (! (in_klook.state & 1) )
559         {
560                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
561                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
562         }
563
564         // adjust for speed key
565         if (in_speed.state & 1)
566         {
567                 cl.cmd.forwardmove *= cl_movespeedkey.value;
568                 cl.cmd.sidemove *= cl_movespeedkey.value;
569                 cl.cmd.upmove *= cl_movespeedkey.value;
570         }
571
572         // allow mice or other external controllers to add to the move
573         IN_Move ();
574
575         // send mouse move to csqc
576         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
577         {
578                 if (cl.csqc_wantsmousemove)
579                 {
580                         // event type 3 is a DP_CSQC thing
581                         static int oldwindowmouse[2];
582                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
583                         {
584                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
585                                 oldwindowmouse[0] = in_windowmouse_x;
586                                 oldwindowmouse[1] = in_windowmouse_y;
587                         }
588                 }
589                 else
590                 {
591                         if (in_mouse_x || in_mouse_y)
592                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
593                 }
594         }
595
596        // apply m_accelerate if it is on
597         if(m_accelerate.value > 0)
598         {
599                 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
600                 float speed = mouse_deltadist / cl.realframetime;
601                 static float averagespeed = 0;
602                 float f, mi, ma;
603                 if(m_accelerate_filter.value > 0)
604                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
605                 else
606                         f = 1;
607                 averagespeed = speed * f + averagespeed * (1 - f);
608
609                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
610                 if (m_accelerate.value != 1.0f)
611                 {
612                         // First do linear slope acceleration which was ripped "in
613                         // spirit" from many classic mouse driver implementations.
614                         // If m_accelerate.value == 1, this code does nothing at all.
615
616                         mi = max(1, m_accelerate_minspeed.value);
617                         ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
618
619                         if(averagespeed <= mi)
620                         {
621                                 f = 1;
622                         }
623                         else if(averagespeed >= ma)
624                         {
625                                 f = m_accelerate.value;
626                         }
627                         else
628                         {
629                                 f = averagespeed;
630                                 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
631                         }
632                         in_mouse_x *= f;
633                         in_mouse_y *= f;
634                 }
635
636                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
637                 if (m_accelerate_power_strength.value != 0.0f)
638                 {
639                         // Then do Quake Live-style power acceleration.
640                         // Note that this behavior REPLACES the usual
641                         // sensitivity, so we apply it but then dividie by
642                         // sensitivity.value so that the later multiplication
643                         // restores it again.
644                         float accelsens = 1.0f;
645                         float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
646                         float inv_sensitivity = 1.0f / sensitivity.value;
647                         if (adjusted_speed_pxms > 0)
648                         {
649                                 if (m_accelerate_power.value > 1.0f)
650                                 {
651                                         // TODO: How does this interact with sensitivity changes? Is this intended?
652                                         // Currently: more sensitivity = less acceleration at same pixel speed.
653                                         accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
654                                 }
655                                 else
656                                 {
657                                         // The limit of the then-branch for m_accelerate_power -> 1.
658                                         accelsens += inv_sensitivity;
659                                         // Note: QL had just accelsens = 1.0f.
660                                         // This is mathematically wrong though.
661                                 }
662                         }
663                         else
664                         {
665                                 // The limit of the then-branch for adjusted_speed -> 0.
666                                 // accelsens += 0.0f;
667                         }
668                         if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
669                         {
670                                 // TODO: How does this interact with sensitivity changes? Is this intended?
671                                 // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
672                                 accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
673                         }
674
675                         in_mouse_x *= accelsens;
676                         in_mouse_y *= accelsens;
677                 }
678         }
679
680         // apply m_filter if it is on
681         mx = in_mouse_x;
682         my = in_mouse_y;
683         if (m_filter.integer)
684         {
685                 in_mouse_x = (mx + old_mouse_x) * 0.5;
686                 in_mouse_y = (my + old_mouse_y) * 0.5;
687         }
688         old_mouse_x = mx;
689         old_mouse_y = my;
690
691         // ignore a mouse move if mouse was activated/deactivated this frame
692         if (cl_ignoremousemoves)
693         {
694                 cl_ignoremousemoves--;
695                 in_mouse_x = old_mouse_x = 0;
696                 in_mouse_y = old_mouse_y = 0;
697         }
698
699         // if not in menu, apply mouse move to viewangles/movement
700         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
701         {
702                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
703                 if (in_strafe.state & 1)
704                 {
705                         // strafing mode, all looking is movement
706                         V_StopPitchDrift();
707                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
708                         if (noclip_anglehack)
709                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
710                         else
711                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
712                 }
713                 else if ((in_mlook.state & 1) || freelook.integer)
714                 {
715                         // mouselook, lookstrafe causes turning to become strafing
716                         V_StopPitchDrift();
717                         if (lookstrafe.integer)
718                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
719                         else
720                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
721                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
722                 }
723                 else
724                 {
725                         // non-mouselook, yaw turning and forward/back movement
726                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
727                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
728                 }
729         }
730         else // don't pitch drift when csqc is controlling the mouse
731         {
732                 // mouse interacting with the scene, mostly stationary view
733                 V_StopPitchDrift();
734                 // update prydon cursor
735                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
736                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
737         }
738
739         if(v_flipped.integer)
740         {
741                 cl.viewangles[YAW] = -cl.viewangles[YAW];
742                 cl.cmd.sidemove = -cl.cmd.sidemove;
743         }
744
745         // clamp after the move to prevent rendering with bad angles
746         CL_AdjustAngles ();
747
748         if(cl_movecliptokeyboard.integer)
749         {
750                 vec_t f = 1;
751                 if (in_speed.state & 1)
752                         f *= cl_movespeedkey.value;
753                 if(cl_movecliptokeyboard.integer == 2)
754                 {
755                         // digital direction, analog amount
756                         vec_t wishvel_x, wishvel_y;
757                         wishvel_x = fabs(cl.cmd.forwardmove);
758                         wishvel_y = fabs(cl.cmd.sidemove);
759                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
760                         {
761                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
762                                 if(wishvel_x >= 2 * wishvel_y)
763                                 {
764                                         // pure X motion
765                                         if(cl.cmd.forwardmove > 0)
766                                                 cl.cmd.forwardmove = wishspeed;
767                                         else
768                                                 cl.cmd.forwardmove = -wishspeed;
769                                         cl.cmd.sidemove = 0;
770                                 }
771                                 else if(wishvel_y >= 2 * wishvel_x)
772                                 {
773                                         // pure Y motion
774                                         cl.cmd.forwardmove = 0;
775                                         if(cl.cmd.sidemove > 0)
776                                                 cl.cmd.sidemove = wishspeed;
777                                         else
778                                                 cl.cmd.sidemove = -wishspeed;
779                                 }
780                                 else
781                                 {
782                                         // diagonal
783                                         if(cl.cmd.forwardmove > 0)
784                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
785                                         else
786                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
787                                         if(cl.cmd.sidemove > 0)
788                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
789                                         else
790                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
791                                 }
792                         }
793                 }
794                 else if(cl_movecliptokeyboard.integer)
795                 {
796                         // digital direction, digital amount
797                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
798                                 cl.cmd.sidemove = cl_sidespeed.value * f;
799                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
800                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
801                         else
802                                 cl.cmd.sidemove = 0;
803                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
804                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
805                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
806                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
807                         else
808                                 cl.cmd.forwardmove = 0;
809                 }
810         }
811 }
812
813 #include "cl_collision.h"
814
815 static void CL_UpdatePrydonCursor(void)
816 {
817         vec3_t temp;
818
819         if (cl_prydoncursor.integer <= 0)
820                 VectorClear(cl.cmd.cursor_screen);
821
822         /*
823         if (cl.cmd.cursor_screen[0] < -1)
824         {
825                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
826                 cl.cmd.cursor_screen[0] = -1;
827         }
828         if (cl.cmd.cursor_screen[0] > 1)
829         {
830                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
831                 cl.cmd.cursor_screen[0] = 1;
832         }
833         if (cl.cmd.cursor_screen[1] < -1)
834         {
835                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
836                 cl.cmd.cursor_screen[1] = -1;
837         }
838         if (cl.cmd.cursor_screen[1] > 1)
839         {
840                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
841                 cl.cmd.cursor_screen[1] = 1;
842         }
843         */
844         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
845         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
846         cl.cmd.cursor_screen[2] = 1;
847
848         // calculate current view matrix
849         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
850         // calculate direction vector of cursor in viewspace by using frustum slopes
851         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);
852         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
853         // trace from view origin to the cursor
854         if (cl_prydoncursor_notrace.integer)
855         {
856                 cl.cmd.cursor_fraction = 1.0f;
857                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
858                 VectorClear(cl.cmd.cursor_normal);
859                 cl.cmd.cursor_entitynumber = 0;
860         }
861         else
862                 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);
863 }
864
865 #define NUMOFFSETS 27
866 static vec3_t offsets[NUMOFFSETS] =
867 {
868 // 1 no nudge (just return the original if this test passes)
869         { 0.000,  0.000,  0.000},
870 // 6 simple nudges
871         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
872         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
873         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
874 // 4 diagonal flat nudges
875         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
876         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
877 // 8 diagonal upward nudges
878         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
879         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
880         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
881         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
882 // 8 diagonal downward nudges
883         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
884         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
885         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
886         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
887 };
888
889 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
890 {
891         int i;
892         vec3_t neworigin;
893         for (i = 0;i < NUMOFFSETS;i++)
894         {
895                 VectorAdd(offsets[i], s->origin, neworigin);
896                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
897                 {
898                         VectorCopy(neworigin, s->origin);
899                         return true;
900                 }
901         }
902         // if all offsets failed, give up
903         return false;
904 }
905
906 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
907 {
908         vec_t f;
909         vec3_t origin1, origin2;
910         trace_t trace;
911
912         // make sure player is not stuck
913         CL_ClientMovement_Unstick(s);
914
915         // set crouched
916         if (s->cmd.crouch)
917         {
918                 // wants to crouch, this always works..
919                 if (!s->crouched)
920                         s->crouched = true;
921         }
922         else
923         {
924                 // wants to stand, if currently crouching we need to check for a
925                 // low ceiling first
926                 if (s->crouched)
927                 {
928                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
929                         if (!trace.startsolid)
930                                 s->crouched = false;
931                 }
932         }
933         if (s->crouched)
934         {
935                 VectorCopy(cl.playercrouchmins, s->mins);
936                 VectorCopy(cl.playercrouchmaxs, s->maxs);
937         }
938         else
939         {
940                 VectorCopy(cl.playerstandmins, s->mins);
941                 VectorCopy(cl.playerstandmaxs, s->maxs);
942         }
943
944         // set onground
945         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
946         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
947         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
948         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
949         {
950                 s->onground = true;
951
952                 // this code actually "predicts" an impact; so let's clip velocity first
953                 f = DotProduct(s->velocity, trace.plane.normal);
954                 if(f < 0) // only if moving downwards actually
955                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
956         }
957         else
958                 s->onground = false;
959
960         // set watertype/waterlevel
961         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
962         s->waterlevel = WATERLEVEL_NONE;
963         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
964         if (s->watertype)
965         {
966                 s->waterlevel = WATERLEVEL_WETFEET;
967                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
968                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
969                 {
970                         s->waterlevel = WATERLEVEL_SWIMMING;
971                         origin1[2] = s->origin[2] + 22;
972                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
973                                 s->waterlevel = WATERLEVEL_SUBMERGED;
974                 }
975         }
976
977         // water jump prediction
978         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
979                 s->waterjumptime = 0;
980 }
981
982 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
983 {
984         int bump;
985         double t;
986         vec_t f;
987         vec3_t neworigin;
988         vec3_t currentorigin2;
989         vec3_t neworigin2;
990         vec3_t primalvelocity;
991         trace_t trace;
992         trace_t trace2;
993         trace_t trace3;
994         CL_ClientMovement_UpdateStatus(s);
995         VectorCopy(s->velocity, primalvelocity);
996         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
997         {
998                 VectorMA(s->origin, t, s->velocity, neworigin);
999                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1000                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
1001                 {
1002                         // may be a step or wall, try stepping up
1003                         // first move forward at a higher level
1004                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
1005                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
1006                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1007                         if (!trace2.startsolid)
1008                         {
1009                                 // then move down from there
1010                                 VectorCopy(trace2.endpos, currentorigin2);
1011                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
1012                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1013                                 //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]);
1014                                 // accept the new trace if it made some progress
1015                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
1016                                 {
1017                                         trace = trace2;
1018                                         VectorCopy(trace3.endpos, trace.endpos);
1019                                 }
1020                         }
1021                 }
1022
1023                 // check if it moved at all
1024                 if (trace.fraction >= 0.001)
1025                         VectorCopy(trace.endpos, s->origin);
1026
1027                 // check if it moved all the way
1028                 if (trace.fraction == 1)
1029                         break;
1030
1031                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
1032                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
1033                 // this got commented out in a change that supposedly makes the code match QW better
1034                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
1035                 if (trace.plane.normal[2] > 0.7)
1036                         s->onground = true;
1037
1038                 t -= t * trace.fraction;
1039
1040                 f = DotProduct(s->velocity, trace.plane.normal);
1041                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1042         }
1043         if (s->waterjumptime > 0)
1044                 VectorCopy(primalvelocity, s->velocity);
1045 }
1046
1047
1048 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1049 {
1050         vec_t wishspeed;
1051         vec_t f;
1052         vec3_t wishvel;
1053         vec3_t wishdir;
1054
1055         // water jump only in certain situations
1056         // this mimics quakeworld code
1057         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1058         {
1059                 vec3_t forward;
1060                 vec3_t yawangles;
1061                 vec3_t spot;
1062                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1063                 AngleVectors(yawangles, forward, NULL, NULL);
1064                 VectorMA(s->origin, 24, forward, spot);
1065                 spot[2] += 8;
1066                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1067                 {
1068                         spot[2] += 24;
1069                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1070                         {
1071                                 VectorScale(forward, 50, s->velocity);
1072                                 s->velocity[2] = 310;
1073                                 s->waterjumptime = 2;
1074                                 s->onground = false;
1075                                 s->cmd.canjump = false;
1076                         }
1077                 }
1078         }
1079
1080         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1081         {
1082                 // drift towards bottom
1083                 VectorSet(wishvel, 0, 0, -60);
1084         }
1085         else
1086         {
1087                 // swim
1088                 vec3_t forward;
1089                 vec3_t right;
1090                 vec3_t up;
1091                 // calculate movement vector
1092                 AngleVectors(s->cmd.viewangles, forward, right, up);
1093                 VectorSet(up, 0, 0, 1);
1094                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1095         }
1096
1097         // split wishvel into wishspeed and wishdir
1098         wishspeed = VectorLength(wishvel);
1099         if (wishspeed)
1100                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1101         else
1102                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1103         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1104
1105         if (s->crouched)
1106                 wishspeed *= 0.5;
1107
1108         if (s->waterjumptime <= 0)
1109         {
1110                 // water friction
1111                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1112                 f = bound(0, f, 1);
1113                 VectorScale(s->velocity, f, s->velocity);
1114
1115                 // water acceleration
1116                 f = wishspeed - DotProduct(s->velocity, wishdir);
1117                 if (f > 0)
1118                 {
1119                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1120                         VectorMA(s->velocity, f, wishdir, s->velocity);
1121                 }
1122
1123                 // holding jump button swims upward slowly
1124                 if (s->cmd.jump)
1125                 {
1126                         if (s->watertype & SUPERCONTENTS_LAVA)
1127                                 s->velocity[2] =  50;
1128                         else if (s->watertype & SUPERCONTENTS_SLIME)
1129                                 s->velocity[2] =  80;
1130                         else
1131                         {
1132                                 if (IS_NEXUIZ_DERIVED(gamemode))
1133                                         s->velocity[2] = 200;
1134                                 else
1135                                         s->velocity[2] = 100;
1136                         }
1137                 }
1138         }
1139
1140         CL_ClientMovement_Move(s);
1141 }
1142
1143 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1144 {
1145         if(forward == 0 && side == 0)
1146                 return 0; // avoid division by zero
1147         angle -= RAD2DEG(atan2(side, forward));
1148         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1149         if(angle >  1)
1150                 return 0;
1151         if(angle < -1)
1152                 return 0;
1153         return 1 - fabs(angle);
1154 }
1155
1156 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1157 {
1158         if(a == 0)
1159         {
1160                 if(lerp < 1)
1161                         return 0;
1162                 else
1163                         return b;
1164         }
1165         if(b == 0)
1166         {
1167                 if(lerp > 0)
1168                         return 0;
1169                 else
1170                         return a;
1171         }
1172         return a * pow(fabs(b / a), lerp);
1173 }
1174
1175 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1176 {
1177         vec_t zspeed, speed, dot, k;
1178
1179 #if 0
1180         // this doesn't play well with analog input
1181         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1182                 return;
1183         k = 32;
1184 #else
1185         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1186         if(k <= 0)
1187                 return;
1188 #endif
1189
1190         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1191
1192         zspeed = s->velocity[2];
1193         s->velocity[2] = 0;
1194         speed = VectorNormalizeLength(s->velocity);
1195
1196         dot = DotProduct(s->velocity, wishdir);
1197
1198         if(dot > 0) { // we can't change direction while slowing down
1199                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1200                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1201                 k *= cl.movevars_aircontrol;
1202                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1203                 VectorNormalize(s->velocity);
1204         }
1205
1206         VectorScale(s->velocity, speed, s->velocity);
1207         s->velocity[2] = zspeed;
1208 }
1209
1210 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1211 {
1212         return
1213                 (accelqw < 0 ? -1 : +1)
1214                 *
1215                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1216 }
1217
1218 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1219 {
1220         vec_t vel_straight;
1221         vec_t vel_z;
1222         vec3_t vel_perpend;
1223         vec_t step;
1224         vec3_t vel_xy;
1225         vec_t vel_xy_current;
1226         vec_t vel_xy_backward, vel_xy_forward;
1227         vec_t speedclamp;
1228
1229         if(stretchfactor > 0)
1230                 speedclamp = stretchfactor;
1231         else if(accelqw < 0)
1232                 speedclamp = 1;
1233         else
1234                 speedclamp = -1; // no clamping
1235
1236         if(accelqw < 0)
1237                 accelqw = -accelqw;
1238
1239         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1240                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1241
1242         vel_straight = DotProduct(s->velocity, wishdir);
1243         vel_z = s->velocity[2];
1244         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1245         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1246
1247         step = accel * s->cmd.frametime * wishspeed0;
1248
1249         vel_xy_current  = VectorLength(vel_xy);
1250         if(speedlimit > 0)
1251                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1252         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1253         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1254         if(vel_xy_backward < 0)
1255                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1256
1257         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1258
1259         if(sidefric < 0 && VectorLength2(vel_perpend))
1260                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1261         {
1262                 vec_t f, fmin;
1263                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1264                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1265                 // assume: fmin > 1
1266                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1267                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1268                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1269                 // obviously, this cannot be
1270                 if(fmin <= 0)
1271                         VectorScale(vel_perpend, f, vel_perpend);
1272                 else
1273                 {
1274                         fmin = sqrt(fmin);
1275                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1276                 }
1277         }
1278         else
1279                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1280
1281         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1282
1283         if(speedclamp >= 0)
1284         {
1285                 vec_t vel_xy_preclamp;
1286                 vel_xy_preclamp = VectorLength(s->velocity);
1287                 if(vel_xy_preclamp > 0) // prevent division by zero
1288                 {
1289                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1290                         if(vel_xy_current < vel_xy_preclamp)
1291                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1292                 }
1293         }
1294
1295         s->velocity[2] += vel_z;
1296 }
1297
1298 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1299 {
1300     vec3_t curvel, wishvel, acceldir, curdir;
1301     float addspeed, accelspeed, curspeed;
1302     float dot;
1303
1304     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1305     float bunnyaccel = cl.movevars_warsowbunny_accel;
1306     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1307     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1308     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1309
1310     if( !wishspeed )
1311         return;
1312
1313     VectorCopy( s->velocity, curvel );
1314     curvel[2] = 0;
1315     curspeed = VectorLength( curvel );
1316
1317     if( wishspeed > curspeed * 1.01f )
1318     {
1319         float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1320         if( faccelspeed < wishspeed )
1321             wishspeed = faccelspeed;
1322     }
1323     else
1324     {
1325         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1326         if( f < 0 )
1327             f = 0;
1328         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1329     }
1330     VectorScale( wishdir, wishspeed, wishvel );
1331     VectorSubtract( wishvel, curvel, acceldir );
1332     addspeed = VectorNormalizeLength( acceldir );
1333
1334     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1335     if( accelspeed > addspeed )
1336         accelspeed = addspeed;
1337
1338     if( backtosideratio < 1.0f )
1339     {
1340         VectorNormalize2( curvel, curdir );
1341         dot = DotProduct( acceldir, curdir );
1342         if( dot < 0 )
1343             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1344     }
1345
1346     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1347 }
1348
1349 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1350 {
1351         vec_t friction;
1352         vec_t wishspeed;
1353         vec_t addspeed;
1354         vec_t accelspeed;
1355         vec_t f;
1356         vec_t gravity;
1357         vec3_t forward;
1358         vec3_t right;
1359         vec3_t up;
1360         vec3_t wishvel;
1361         vec3_t wishdir;
1362         vec3_t yawangles;
1363         trace_t trace;
1364
1365         // jump if on ground with jump button pressed but only if it has been
1366         // released at least once since the last jump
1367         if (s->cmd.jump)
1368         {
1369                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1370                 {
1371                         s->velocity[2] += cl.movevars_jumpvelocity;
1372                         s->onground = false;
1373                         s->cmd.canjump = false;
1374                 }
1375         }
1376         else
1377                 s->cmd.canjump = true;
1378
1379         // calculate movement vector
1380         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1381         AngleVectors(yawangles, forward, right, up);
1382         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1383
1384         // split wishvel into wishspeed and wishdir
1385         wishspeed = VectorLength(wishvel);
1386         if (wishspeed)
1387                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1388         else
1389                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1390         // check if onground
1391         if (s->onground)
1392         {
1393                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1394                 if (s->crouched)
1395                         wishspeed *= 0.5;
1396
1397                 // apply edge friction
1398                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1399                 if (f > 0)
1400                 {
1401                         friction = cl.movevars_friction;
1402                         if (cl.movevars_edgefriction != 1)
1403                         {
1404                                 vec3_t neworigin2;
1405                                 vec3_t neworigin3;
1406                                 // note: QW uses the full player box for the trace, and yet still
1407                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1408                                 // this mimics it for compatibility
1409                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1410                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1411                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1412                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
1413                                 else
1414                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
1415                                 if (trace.fraction == 1 && !trace.startsolid)
1416                                         friction *= cl.movevars_edgefriction;
1417                         }
1418                         // apply ground friction
1419                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1420                         f = max(f, 0);
1421                         VectorScale(s->velocity, f, s->velocity);
1422                 }
1423                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1424                 if (addspeed > 0)
1425                 {
1426                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1427                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1428                 }
1429                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1430                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1431                 {
1432                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1433                                 s->velocity[2] -= gravity * 0.5f;
1434                         else
1435                                 s->velocity[2] -= gravity;
1436                 }
1437                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1438                         s->velocity[2] = 0;
1439                 if (VectorLength2(s->velocity))
1440                         CL_ClientMovement_Move(s);
1441                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1442                 {
1443                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1444                                 s->velocity[2] -= gravity * 0.5f;
1445                 }
1446         }
1447         else
1448         {
1449                 if (s->waterjumptime <= 0)
1450                 {
1451                         // apply air speed limit
1452                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1453                         qboolean accelerating;
1454
1455                         accelqw = cl.movevars_airaccel_qw;
1456                         wishspeed0 = wishspeed;
1457                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1458                         if (s->crouched)
1459                                 wishspeed *= 0.5;
1460                         accel = cl.movevars_airaccelerate;
1461
1462                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1463                         wishspeed2 = wishspeed;
1464
1465                         // CPM: air control
1466                         if(cl.movevars_airstopaccelerate != 0)
1467                         {
1468                                 vec3_t curdir;
1469                                 curdir[0] = s->velocity[0];
1470                                 curdir[1] = s->velocity[1];
1471                                 curdir[2] = 0;
1472                                 VectorNormalize(curdir);
1473                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1474                         }
1475                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1476                         if(cl.movevars_maxairstrafespeed)
1477                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1478                         if(cl.movevars_airstrafeaccelerate)
1479                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1480                         if(cl.movevars_airstrafeaccel_qw)
1481                                 accelqw =
1482                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1483                                         *
1484                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1485                         // !CPM
1486
1487                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1488                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1489                         else
1490                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1491
1492                         if(cl.movevars_aircontrol)
1493                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1494                 }
1495                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1496                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1497                         s->velocity[2] -= gravity * 0.5f;
1498                 else
1499                         s->velocity[2] -= gravity;
1500                 CL_ClientMovement_Move(s);
1501                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1502                 {
1503                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1504                                 s->velocity[2] -= gravity * 0.5f;
1505                 }
1506         }
1507 }
1508
1509 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1510 {
1511         //Con_Printf(" %f", frametime);
1512         if (!s->cmd.jump)
1513                 s->cmd.canjump = true;
1514         s->waterjumptime -= s->cmd.frametime;
1515         CL_ClientMovement_UpdateStatus(s);
1516         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1517                 CL_ClientMovement_Physics_Swim(s);
1518         else
1519                 CL_ClientMovement_Physics_Walk(s);
1520 }
1521
1522 extern cvar_t slowmo;
1523 void CL_UpdateMoveVars(void)
1524 {
1525         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1526         {
1527                 cl.moveflags = 0;
1528         }
1529         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1530         {
1531                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1532                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1533                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1534                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1535                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1536                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1537                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1538                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1539                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1540                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1541                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1542                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1543                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1544                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1545                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1546                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1547                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1548                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1549                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1550                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1551                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1552                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1553                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1554                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1555                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1556                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1557                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1558                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1559                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1560                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1561                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1562                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1563                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1564                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1565         }
1566         else
1567         {
1568                 cl.moveflags = 0;
1569                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1570                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1571                 cl.movevars_gravity = sv_gravity.value;
1572                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1573                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1574                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1575                 cl.movevars_accelerate = cl_movement_accelerate.value;
1576                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1577                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1578                 cl.movevars_friction = cl_movement_friction.value;
1579                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1580                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1581                 cl.movevars_entgravity = 1;
1582                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1583                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1584                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1585                 cl.movevars_stepheight = cl_movement_stepheight.value;
1586                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1587                 cl.movevars_airaccel_qw_stretchfactor = 0;
1588                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1589                 cl.movevars_airstopaccelerate = 0;
1590                 cl.movevars_airstrafeaccelerate = 0;
1591                 cl.movevars_maxairstrafespeed = 0;
1592                 cl.movevars_airstrafeaccel_qw = 0;
1593                 cl.movevars_aircontrol = 0;
1594                 cl.movevars_aircontrol_power = 2;
1595                 cl.movevars_aircontrol_penalty = 0;
1596                 cl.movevars_warsowbunny_airforwardaccel = 0;
1597                 cl.movevars_warsowbunny_accel = 0;
1598                 cl.movevars_warsowbunny_topspeed = 0;
1599                 cl.movevars_warsowbunny_turnaccel = 0;
1600                 cl.movevars_warsowbunny_backtosideratio = 0;
1601                 cl.movevars_airspeedlimit_nonqw = 0;
1602         }
1603
1604         if(!(cl.moveflags & MOVEFLAG_VALID))
1605         {
1606                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1607                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1608         }
1609
1610         if(cl.movevars_aircontrol_power <= 0)
1611                 cl.movevars_aircontrol_power = 2; // CPMA default
1612 }
1613
1614 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1615 {
1616         // if a move is more than 50ms, do it as two moves (matching qwsv)
1617         //Con_Printf("%i ", s.cmd.msec);
1618         if(s->cmd.frametime > 0.0005)
1619         {
1620                 if (s->cmd.frametime > 0.05)
1621                 {
1622                         s->cmd.frametime /= 2;
1623                         CL_ClientMovement_PlayerMove(s);
1624                 }
1625                 CL_ClientMovement_PlayerMove(s);
1626         }
1627         else
1628         {
1629                 // we REALLY need this handling to happen, even if the move is not executed
1630                 if (!s->cmd.jump)
1631                         s->cmd.canjump = true;
1632         }
1633 }
1634
1635 void CL_ClientMovement_Replay(void)
1636 {
1637         int i;
1638         double totalmovemsec;
1639         cl_clientmovement_state_t s;
1640
1641         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1642
1643         if (cl.movement_predicted && !cl.movement_replay)
1644                 return;
1645
1646         if (!cl_movement_replay.integer)
1647                 return;
1648
1649         // set up starting state for the series of moves
1650         memset(&s, 0, sizeof(s));
1651         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1652         VectorCopy(cl.mvelocity[0], s.velocity);
1653         s.crouched = true; // will be updated on first move
1654         //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]);
1655
1656         totalmovemsec = 0;
1657         for (i = 0;i < CL_MAX_USERCMDS;i++)
1658                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1659                         totalmovemsec += cl.movecmd[i].msec;
1660         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);
1661         //Con_Printf("%i = %.0f >= %.0f && %u && (%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);
1662         if (cl.movement_predicted)
1663         {
1664                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1665
1666                 // replay the input queue to predict current location
1667                 // note: this relies on the fact there's always one queue item at the end
1668
1669                 // find how many are still valid
1670                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1671                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1672                                 break;
1673                 // now walk them in oldest to newest order
1674                 for (i--;i >= 0;i--)
1675                 {
1676                         s.cmd = cl.movecmd[i];
1677                         if (i < CL_MAX_USERCMDS - 1)
1678                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1679
1680                         CL_ClientMovement_PlayerMove_Frame(&s);
1681
1682                         cl.movecmd[i].canjump = s.cmd.canjump;
1683                 }
1684                 //Con_Printf("\n");
1685                 CL_ClientMovement_UpdateStatus(&s);
1686         }
1687         else
1688         {
1689                 // get the first movement queue entry to know whether to crouch and such
1690                 s.cmd = cl.movecmd[0];
1691         }
1692
1693         if (!cls.demoplayback) // for bob, speedometer
1694         {
1695                 cl.movement_replay = false;
1696                 // update the interpolation target position and velocity
1697                 VectorCopy(s.origin, cl.movement_origin);
1698                 VectorCopy(s.velocity, cl.movement_velocity);
1699         }
1700
1701         // update the onground flag if appropriate
1702         if (cl.movement_predicted)
1703         {
1704                 // when predicted we simply set the flag according to the UpdateStatus
1705                 cl.onground = s.onground;
1706         }
1707         else
1708         {
1709                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1710                 // an update packet is received, but can be forced on here to hide
1711                 // server inconsistencies in the onground flag
1712                 // (which mostly occur when stepping up stairs at very high framerates
1713                 //  where after the step up the move continues forward and not
1714                 //  downward so the ground is not detected)
1715                 //
1716                 // such onground inconsistencies can cause jittery gun bobbing and
1717                 // stair smoothing, so we set onground if UpdateStatus says so
1718                 if (s.onground)
1719                         cl.onground = true;
1720         }
1721 }
1722
1723 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1724 {
1725         int bits;
1726
1727         bits = 0;
1728         if (to->viewangles[0] != from->viewangles[0])
1729                 bits |= QW_CM_ANGLE1;
1730         if (to->viewangles[1] != from->viewangles[1])
1731                 bits |= QW_CM_ANGLE2;
1732         if (to->viewangles[2] != from->viewangles[2])
1733                 bits |= QW_CM_ANGLE3;
1734         if (to->forwardmove != from->forwardmove)
1735                 bits |= QW_CM_FORWARD;
1736         if (to->sidemove != from->sidemove)
1737                 bits |= QW_CM_SIDE;
1738         if (to->upmove != from->upmove)
1739                 bits |= QW_CM_UP;
1740         if (to->buttons != from->buttons)
1741                 bits |= QW_CM_BUTTONS;
1742         if (to->impulse != from->impulse)
1743                 bits |= QW_CM_IMPULSE;
1744
1745         MSG_WriteByte(buf, bits);
1746         if (bits & QW_CM_ANGLE1)
1747                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1748         if (bits & QW_CM_ANGLE2)
1749                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1750         if (bits & QW_CM_ANGLE3)
1751                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1752         if (bits & QW_CM_FORWARD)
1753                 MSG_WriteShort(buf, (short) to->forwardmove);
1754         if (bits & QW_CM_SIDE)
1755                 MSG_WriteShort(buf, (short) to->sidemove);
1756         if (bits & QW_CM_UP)
1757                 MSG_WriteShort(buf, (short) to->upmove);
1758         if (bits & QW_CM_BUTTONS)
1759                 MSG_WriteByte(buf, to->buttons);
1760         if (bits & QW_CM_IMPULSE)
1761                 MSG_WriteByte(buf, to->impulse);
1762         MSG_WriteByte(buf, to->msec);
1763 }
1764
1765 void CL_NewFrameReceived(int num)
1766 {
1767         if (developer_networkentities.integer >= 10)
1768                 Con_Printf("recv: svc_entities %i\n", num);
1769         cl.latestframenums[cl.latestframenumsposition] = num;
1770         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1771         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1772 }
1773
1774 void CL_RotateMoves(const matrix4x4_t *m)
1775 {
1776         // rotate viewangles in all previous moves
1777         vec3_t v;
1778         vec3_t f, r, u;
1779         int i;
1780         for (i = 0;i < CL_MAX_USERCMDS;i++)
1781         {
1782                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1783                 {
1784                         usercmd_t *c = &cl.movecmd[i];
1785                         AngleVectors(c->viewangles, f, r, u);
1786                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1787                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1788                         AnglesFromVectors(c->viewangles, f, u, false);
1789                 }
1790         }
1791 }
1792
1793 /*
1794 ==============
1795 CL_SendMove
1796 ==============
1797 */
1798 usercmd_t nullcmd; // for delta compression of qw moves
1799 void CL_SendMove(void)
1800 {
1801         int i, j, packetloss;
1802         int checksumindex;
1803         int bits;
1804         int maxusercmds;
1805         usercmd_t *cmd;
1806         sizebuf_t buf;
1807         unsigned char data[1024];
1808         double packettime;
1809         int msecdelta;
1810         qboolean quemove;
1811         qboolean important;
1812
1813         // if playing a demo, do nothing
1814         if (!cls.netcon)
1815                 return;
1816
1817         // we don't que moves during a lag spike (potential network timeout)
1818         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1819
1820         // we build up cl.cmd and then decide whether to send or not
1821         // we store this into cl.movecmd[0] for prediction each frame even if we
1822         // do not send, to make sure that prediction is instant
1823         cl.cmd.time = cl.time;
1824         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1825
1826         // set button bits
1827         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1828         bits = 0;
1829         if (in_attack.state   & 3) bits |=   1;
1830         if (in_jump.state     & 3) bits |=   2;
1831         if (in_button3.state  & 3) bits |=   4;
1832         if (in_button4.state  & 3) bits |=   8;
1833         if (in_button5.state  & 3) bits |=  16;
1834         if (in_button6.state  & 3) bits |=  32;
1835         if (in_button7.state  & 3) bits |=  64;
1836         if (in_button8.state  & 3) bits |= 128;
1837         if (in_use.state      & 3) bits |= 256;
1838         if (key_dest != key_game || key_consoleactive) bits |= 512;
1839         if (cl_prydoncursor.integer > 0) bits |= 1024;
1840         if (in_button9.state  & 3)  bits |=   2048;
1841         if (in_button10.state  & 3) bits |=   4096;
1842         if (in_button11.state  & 3) bits |=   8192;
1843         if (in_button12.state  & 3) bits |=  16384;
1844         if (in_button13.state  & 3) bits |=  32768;
1845         if (in_button14.state  & 3) bits |=  65536;
1846         if (in_button15.state  & 3) bits |= 131072;
1847         if (in_button16.state  & 3) bits |= 262144;
1848         // button bits 19-31 unused currently
1849         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1850         if(cl_prydoncursor.integer > 0)
1851         {
1852                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1853                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1854                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1855                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1856         }
1857
1858         // set buttons and impulse
1859         cl.cmd.buttons = bits;
1860         cl.cmd.impulse = in_impulse;
1861
1862         // set viewangles
1863         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1864
1865         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1866         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1867         // ridiculous value rejection (matches qw)
1868         if (cl.cmd.msec > 250)
1869                 cl.cmd.msec = 100;
1870         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1871
1872         switch(cls.protocol)
1873         {
1874         case PROTOCOL_QUAKEWORLD:
1875                 // quakeworld uses a different cvar with opposite meaning, for compatibility
1876                 cl.cmd.predicted = cl_nopred.integer == 0;
1877                 break;
1878         case PROTOCOL_DARKPLACES6:
1879         case PROTOCOL_DARKPLACES7:
1880                 cl.cmd.predicted = cl_movement.integer != 0;
1881                 break;
1882         default:
1883                 cl.cmd.predicted = false;
1884                 break;
1885         }
1886
1887         // movement is set by input code (forwardmove/sidemove/upmove)
1888         // always dump the first two moves, because they may contain leftover inputs from the last level
1889         if (cl.cmd.sequence <= 2)
1890                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1891
1892         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1893         cl.cmd.crouch = 0;
1894         switch (cls.protocol)
1895         {
1896         case PROTOCOL_QUAKEWORLD:
1897         case PROTOCOL_QUAKE:
1898         case PROTOCOL_QUAKEDP:
1899         case PROTOCOL_NEHAHRAMOVIE:
1900         case PROTOCOL_NEHAHRABJP:
1901         case PROTOCOL_NEHAHRABJP2:
1902         case PROTOCOL_NEHAHRABJP3:
1903         case PROTOCOL_DARKPLACES1:
1904         case PROTOCOL_DARKPLACES2:
1905         case PROTOCOL_DARKPLACES3:
1906         case PROTOCOL_DARKPLACES4:
1907         case PROTOCOL_DARKPLACES5:
1908                 break;
1909         case PROTOCOL_DARKPLACES6:
1910         case PROTOCOL_DARKPLACES7:
1911                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1912                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1913                 break;
1914         case PROTOCOL_UNKNOWN:
1915                 break;
1916         }
1917
1918         if (quemove)
1919                 cl.movecmd[0] = cl.cmd;
1920
1921         // don't predict more than 200fps
1922         if (realtime >= cl.lastpackettime + 0.005)
1923                 cl.movement_replay = true; // redo the prediction
1924
1925         // now decide whether to actually send this move
1926         // (otherwise it is only for prediction)
1927
1928         // don't send too often or else network connections can get clogged by a
1929         // high renderer framerate
1930         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1931         if (cl.movevars_timescale && cl.movevars_ticrate)
1932         {
1933                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1934                 packettime = min(packettime, maxtic);
1935         }
1936
1937         // do not send 0ms packets because they mess up physics
1938         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1939                 return;
1940         // always send if buttons changed or an impulse is pending
1941         // even if it violates the rate limit!
1942         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1943         // don't send too often (cl_netfps)
1944         if (!important && realtime < cl.lastpackettime + packettime)
1945                 return;
1946         // don't choke the connection with packets (obey rate limit)
1947         // it is important that this check be last, because it adds a new
1948         // frame to the shownetgraph output and any cancelation after this
1949         // will produce a nasty spike-like look to the netgraph
1950         // we also still send if it is important
1951         if (!NetConn_CanSend(cls.netcon) && !important)
1952                 return;
1953         // try to round off the lastpackettime to a multiple of the packet interval
1954         // (this causes it to emit packets at a steady beat)
1955         if (packettime > 0)
1956                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1957         else
1958                 cl.lastpackettime = realtime;
1959
1960         buf.maxsize = sizeof(data);
1961         buf.cursize = 0;
1962         buf.data = data;
1963
1964         // send the movement message
1965         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1966         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1967         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1968         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1969         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1970         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1971         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1972         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1973         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1974         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1975         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1976
1977         // set prydon cursor info
1978         CL_UpdatePrydonCursor();
1979
1980         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1981         {
1982                 switch (cls.protocol)
1983                 {
1984                 case PROTOCOL_QUAKEWORLD:
1985                         MSG_WriteByte(&buf, qw_clc_move);
1986                         // save the position for a checksum byte
1987                         checksumindex = buf.cursize;
1988                         MSG_WriteByte(&buf, 0);
1989                         // packet loss percentage
1990                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1991                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1992                                         packetloss++;
1993                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1994                         MSG_WriteByte(&buf, packetloss);
1995                         // write most recent 3 moves
1996                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1997                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1998                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1999                         // calculate the checksum
2000                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
2001                         // if delta compression history overflows, request no delta
2002                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
2003                                 cl.qw_validsequence = 0;
2004                         // request delta compression if appropriate
2005                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
2006                         {
2007                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
2008                                 MSG_WriteByte(&buf, qw_clc_delta);
2009                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
2010                         }
2011                         else
2012                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
2013                         break;
2014                 case PROTOCOL_QUAKE:
2015                 case PROTOCOL_QUAKEDP:
2016                 case PROTOCOL_NEHAHRAMOVIE:
2017                 case PROTOCOL_NEHAHRABJP:
2018                 case PROTOCOL_NEHAHRABJP2:
2019                 case PROTOCOL_NEHAHRABJP3:
2020                         // 5 bytes
2021                         MSG_WriteByte (&buf, clc_move);
2022                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2023                         // 3 bytes (6 bytes in proquake)
2024                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
2025                         {
2026                                 for (i = 0;i < 3;i++)
2027                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2028                         }
2029                         else
2030                         {
2031                                 for (i = 0;i < 3;i++)
2032                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
2033                         }
2034                         // 6 bytes
2035                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2036                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2037                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2038                         // 2 bytes
2039                         MSG_WriteByte (&buf, cl.cmd.buttons);
2040                         MSG_WriteByte (&buf, cl.cmd.impulse);
2041                         break;
2042                 case PROTOCOL_DARKPLACES2:
2043                 case PROTOCOL_DARKPLACES3:
2044                         // 5 bytes
2045                         MSG_WriteByte (&buf, clc_move);
2046                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2047                         // 12 bytes
2048                         for (i = 0;i < 3;i++)
2049                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2050                         // 6 bytes
2051                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2052                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2053                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2054                         // 2 bytes
2055                         MSG_WriteByte (&buf, cl.cmd.buttons);
2056                         MSG_WriteByte (&buf, cl.cmd.impulse);
2057                         break;
2058                 case PROTOCOL_DARKPLACES1:
2059                 case PROTOCOL_DARKPLACES4:
2060                 case PROTOCOL_DARKPLACES5:
2061                         // 5 bytes
2062                         MSG_WriteByte (&buf, clc_move);
2063                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2064                         // 6 bytes
2065                         for (i = 0;i < 3;i++)
2066                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2067                         // 6 bytes
2068                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2069                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2070                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2071                         // 2 bytes
2072                         MSG_WriteByte (&buf, cl.cmd.buttons);
2073                         MSG_WriteByte (&buf, cl.cmd.impulse);
2074                 case PROTOCOL_DARKPLACES6:
2075                 case PROTOCOL_DARKPLACES7:
2076                         // set the maxusercmds variable to limit how many should be sent
2077                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2078                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2079                         if (!cl.cmd.predicted)
2080                                 maxusercmds = 1;
2081
2082                         // send the latest moves in order, the old ones will be
2083                         // ignored by the server harmlessly, however if the previous
2084                         // packets were lost these moves will be used
2085                         //
2086                         // this reduces packet loss impact on gameplay.
2087                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2088                         {
2089                                 // don't repeat any stale moves
2090                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2091                                         continue;
2092                                 // 5/9 bytes
2093                                 MSG_WriteByte (&buf, clc_move);
2094                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2095                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2096                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2097                                 // 6 bytes
2098                                 for (i = 0;i < 3;i++)
2099                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2100                                 // 6 bytes
2101                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2102                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2103                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2104                                 // 5 bytes
2105                                 MSG_WriteLong (&buf, cmd->buttons);
2106                                 MSG_WriteByte (&buf, cmd->impulse);
2107                                 // PRYDON_CLIENTCURSOR
2108                                 // 30 bytes
2109                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2110                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2111                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2112                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2113                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2114                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2115                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2116                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2117                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2118                         }
2119                         break;
2120                 case PROTOCOL_UNKNOWN:
2121                         break;
2122                 }
2123         }
2124
2125         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2126         {
2127                 // ack entity frame numbers received since the last input was sent
2128                 // (redundent to improve handling of client->server packet loss)
2129                 // if cl_netrepeatinput is 1 and client framerate matches server
2130                 // framerate, this is 10 bytes, if client framerate is lower this
2131                 // will be more...
2132                 unsigned int oldsequence = cl.cmd.sequence;
2133                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2134                 if (oldsequence > delta)
2135                         oldsequence = oldsequence - delta;
2136                 else
2137                         oldsequence = 1;
2138                 for (i = 0;i < LATESTFRAMENUMS;i++)
2139                 {
2140                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2141                         if (cl.latestsendnums[j] >= oldsequence)
2142                         {
2143                                 if (developer_networkentities.integer >= 10)
2144                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2145                                 MSG_WriteByte(&buf, clc_ackframe);
2146                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2147                         }
2148                 }
2149         }
2150
2151         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2152         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2153
2154         // acknowledge any recently received data blocks
2155         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2156         {
2157                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2158                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2159                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2160                 cls.dp_downloadack[i].start = 0;
2161                 cls.dp_downloadack[i].size = 0;
2162         }
2163
2164         // send the reliable message (forwarded commands) if there is one
2165         if (buf.cursize || cls.netcon->message.cursize)
2166                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2167
2168         if (quemove)
2169         {
2170                 // update the cl.movecmd array which holds the most recent moves,
2171                 // because we now need a new slot for the next input
2172                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2173                         cl.movecmd[i] = cl.movecmd[i-1];
2174                 cl.movecmd[0].msec = 0;
2175                 cl.movecmd[0].frametime = 0;
2176         }
2177
2178         // clear button 'click' states
2179         in_attack.state  &= ~2;
2180         in_jump.state    &= ~2;
2181         in_button3.state &= ~2;
2182         in_button4.state &= ~2;
2183         in_button5.state &= ~2;
2184         in_button6.state &= ~2;
2185         in_button7.state &= ~2;
2186         in_button8.state &= ~2;
2187         in_use.state     &= ~2;
2188         in_button9.state  &= ~2;
2189         in_button10.state &= ~2;
2190         in_button11.state &= ~2;
2191         in_button12.state &= ~2;
2192         in_button13.state &= ~2;
2193         in_button14.state &= ~2;
2194         in_button15.state &= ~2;
2195         in_button16.state &= ~2;
2196         // clear impulse
2197         in_impulse = 0;
2198
2199         if (cls.netcon->message.overflowed)
2200         {
2201                 Con_Print("CL_SendMove: lost server connection\n");
2202                 CL_Disconnect();
2203                 SV_LockThreadMutex();
2204                 Host_ShutdownServer();
2205                 SV_UnlockThreadMutex();
2206         }
2207 }
2208
2209 /*
2210 ============
2211 CL_InitInput
2212 ============
2213 */
2214 void CL_InitInput (void)
2215 {
2216         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2217         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2218         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2219         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2220         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2221         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2222         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2223         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2224         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2225         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2226         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2227         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2228         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2229         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2230         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2231         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2232         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2233         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2234         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2235         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2236         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2237         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2238         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2239         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2240         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2241         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2242         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2243         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2244         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2245         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2246         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2247         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2248         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2249
2250         // LordHavoc: added use button
2251         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2252         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2253
2254         // LordHavoc: added 6 new buttons
2255         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2256         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2257         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2258         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2259         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2260         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2261         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2262         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2263         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2264         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2265         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2266         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2267         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2268         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2269         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2270         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2271         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2272         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2273         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2274         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2275         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2276         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2277         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2278         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2279         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2280         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2281         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2282         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2283
2284         // LordHavoc: added bestweapon command
2285         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)");
2286 #if 0
2287         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");
2288 #endif
2289         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2290
2291         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2292         Cvar_RegisterVariable(&cl_movement);
2293         Cvar_RegisterVariable(&cl_movement_replay);
2294         Cvar_RegisterVariable(&cl_movement_nettimeout);
2295         Cvar_RegisterVariable(&cl_movement_minping);
2296         Cvar_RegisterVariable(&cl_movement_track_canjump);
2297         Cvar_RegisterVariable(&cl_movement_maxspeed);
2298         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2299         Cvar_RegisterVariable(&cl_movement_stopspeed);
2300         Cvar_RegisterVariable(&cl_movement_friction);
2301         Cvar_RegisterVariable(&cl_movement_wallfriction);
2302         Cvar_RegisterVariable(&cl_movement_waterfriction);
2303         Cvar_RegisterVariable(&cl_movement_edgefriction);
2304         Cvar_RegisterVariable(&cl_movement_stepheight);
2305         Cvar_RegisterVariable(&cl_movement_accelerate);
2306         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2307         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2308         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2309         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2310         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2311         Cvar_RegisterVariable(&cl_nopred);
2312
2313         Cvar_RegisterVariable(&in_pitch_min);
2314         Cvar_RegisterVariable(&in_pitch_max);
2315         Cvar_RegisterVariable(&m_filter);
2316         Cvar_RegisterVariable(&m_accelerate);
2317         Cvar_RegisterVariable(&m_accelerate_minspeed);
2318         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2319         Cvar_RegisterVariable(&m_accelerate_filter);
2320         Cvar_RegisterVariable(&m_accelerate_power);
2321         Cvar_RegisterVariable(&m_accelerate_power_offset);
2322         Cvar_RegisterVariable(&m_accelerate_power_senscap);
2323         Cvar_RegisterVariable(&m_accelerate_power_strength);
2324
2325         Cvar_RegisterVariable(&cl_netfps);
2326         Cvar_RegisterVariable(&cl_netrepeatinput);
2327         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2328
2329         Cvar_RegisterVariable(&cl_nodelta);
2330
2331         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2332 }
2333