cl_main: Keep old CL_Disconnect for simplicity. Move guts to CL_DisconnectEx
[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 // LadyHavoc: 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 (cmd_state_t *cmd, kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(cmd, 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 (cmd_state_t *cmd, kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(cmd, 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(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
125 static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
126 static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
127 static void IN_MLookUp(cmd_state_t *cmd)
128 {
129         KeyUp(cmd, &in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift_f(cmd);
132 }
133 static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
134 static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
135 static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
136 static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
137 static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
138 static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
139 static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
140 static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
141 static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
142 static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
143 static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
144 static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
145 static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
146 static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
147 static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
148 static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
149 static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
150 static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
151 static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
152 static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
153
154 static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
155 static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
156 static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
157 static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
158
159 static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
160 static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
161
162 static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
163 static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
164
165 // LadyHavoc: added 6 new buttons
166 static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
167 static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
168 static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
169 static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
170 static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
171 static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
172 static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
173 static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
174 static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
175 static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
176 static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
177 static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
178
179 static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
180 static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
181 static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
182 static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
183 static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
184 static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
185 static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
186 static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
187 static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
188 static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
189 static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
190 static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
191 static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
192 static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
193 static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
194 static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
195
196 static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
197 static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
198
199 static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 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(cmd_state_t *cmd)
245 {
246         if(Cmd_Argc(cmd) == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(cmd, 1),
250                         atoi(Cmd_Argv(cmd, 2)),
251                         atoi(Cmd_Argv(cmd, 3)),
252                         atoi(Cmd_Argv(cmd, 4)),
253                         atoi(Cmd_Argv(cmd, 5)),
254                         atoi(Cmd_Argv(cmd, 6))
255                 );
256         }
257         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 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(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
268         }
269 }
270
271 static void IN_BestWeapon_f(cmd_state_t *cmd)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc(cmd) < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc(cmd);i++)
281         {
282                 t = Cmd_Argv(cmd, 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 /*
306 ===============
307 CL_KeyState
308
309 Returns 0.25 if a key was pressed and released during the frame,
310 0.5 if it was pressed and held
311 0 if held then released, and
312 1.0 if held for the entire time
313 ===============
314 */
315 float CL_KeyState (kbutton_t *key)
316 {
317         float           val;
318         qbool   impulsedown, impulseup, down;
319
320         impulsedown = (key->state & 2) != 0;
321         impulseup = (key->state & 4) != 0;
322         down = (key->state & 1) != 0;
323         val = 0;
324
325         if (impulsedown && !impulseup)
326         {
327                 if (down)
328                         val = 0.5;      // pressed and held this frame
329                 else
330                         val = 0;        //      I_Error ();
331         }
332         if (impulseup && !impulsedown)
333         {
334                 if (down)
335                         val = 0;        //      I_Error ();
336                 else
337                         val = 0;        // released this frame
338         }
339         if (!impulsedown && !impulseup)
340         {
341                 if (down)
342                         val = 1.0;      // held the entire frame
343                 else
344                         val = 0;        // up the entire frame
345         }
346         if (impulsedown && impulseup)
347         {
348                 if (down)
349                         val = 0.75;     // released and re-pressed this frame
350                 else
351                         val = 0.25;     // pressed and released this frame
352         }
353
354         key->state &= 1;                // clear impulses
355
356         return val;
357 }
358
359
360
361
362 //==========================================================================
363
364 cvar_t cl_upspeed = {CF_CLIENT | CF_ARCHIVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
365 cvar_t cl_forwardspeed = {CF_CLIENT | CF_ARCHIVE, "cl_forwardspeed","400","forward movement speed"};
366 cvar_t cl_backspeed = {CF_CLIENT | CF_ARCHIVE, "cl_backspeed","400","backward movement speed"};
367 cvar_t cl_sidespeed = {CF_CLIENT | CF_ARCHIVE, "cl_sidespeed","350","strafe movement speed"};
368
369 cvar_t cl_movespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
370 cvar_t cl_movecliptokeyboard = {CF_CLIENT, "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"};
371
372 cvar_t cl_yawspeed = {CF_CLIENT | CF_ARCHIVE, "cl_yawspeed","140","keyboard yaw turning speed"};
373 cvar_t cl_pitchspeed = {CF_CLIENT | CF_ARCHIVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
374
375 cvar_t cl_anglespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
376
377 cvar_t cl_movement = {CF_CLIENT | CF_ARCHIVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
378 cvar_t cl_movement_replay = {CF_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
379 cvar_t cl_movement_nettimeout = {CF_CLIENT | CF_ARCHIVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
380 cvar_t cl_movement_minping = {CF_CLIENT | CF_ARCHIVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
381 cvar_t cl_movement_track_canjump = {CF_CLIENT | CF_ARCHIVE, "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"};
382 cvar_t cl_movement_maxspeed = {CF_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
383 cvar_t cl_movement_maxairspeed = {CF_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
384 cvar_t cl_movement_stopspeed = {CF_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
385 cvar_t cl_movement_friction = {CF_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
386 cvar_t cl_movement_wallfriction = {CF_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
387 cvar_t cl_movement_waterfriction = {CF_CLIENT, "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"};
388 cvar_t cl_movement_edgefriction = {CF_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
389 cvar_t cl_movement_stepheight = {CF_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
390 cvar_t cl_movement_accelerate = {CF_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
391 cvar_t cl_movement_airaccelerate = {CF_CLIENT, "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"};
392 cvar_t cl_movement_wateraccelerate = {CF_CLIENT, "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"};
393 cvar_t cl_movement_jumpvelocity = {CF_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
394 cvar_t cl_movement_airaccel_qw = {CF_CLIENT, "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"};
395 cvar_t cl_movement_airaccel_sideways_friction = {CF_CLIENT, "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"};
396 cvar_t cl_nopred = {CF_CLIENT | CF_ARCHIVE, "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)"};
397
398 cvar_t in_pitch_min = {CF_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
399 cvar_t in_pitch_max = {CF_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
400
401 cvar_t m_filter = {CF_CLIENT | CF_ARCHIVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; 
402 cvar_t m_accelerate = {CF_CLIENT | CF_ARCHIVE, "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)"};
403 cvar_t m_accelerate_minspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
404 cvar_t m_accelerate_maxspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
405 cvar_t m_accelerate_filter = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
406 cvar_t m_accelerate_power_offset = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
407 cvar_t m_accelerate_power = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
408 cvar_t m_accelerate_power_senscap = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
409 cvar_t m_accelerate_power_strength = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
410
411 cvar_t cl_netfps = {CF_CLIENT | CF_ARCHIVE, "cl_netfps","72", "how many input packets to send to server each second"};
412 cvar_t cl_netrepeatinput = {CF_CLIENT | CF_ARCHIVE, "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)"};
413 cvar_t cl_netimmediatebuttons = {CF_CLIENT | CF_ARCHIVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
414
415 cvar_t cl_nodelta = {CF_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
416
417 cvar_t cl_csqc_generatemousemoveevents = {CF_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
418
419 extern cvar_t v_flipped;
420
421 /*
422 ================
423 CL_AdjustAngles
424
425 Moves the local angle positions
426 ================
427 */
428 static void CL_AdjustAngles (void)
429 {
430         float   speed;
431         float   up, down;
432
433         if (in_speed.state & 1)
434                 speed = cl.realframetime * cl_anglespeedkey.value;
435         else
436                 speed = cl.realframetime;
437
438         if (!(in_strafe.state & 1))
439         {
440                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
441                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
442         }
443         if (in_klook.state & 1)
444         {
445                 V_StopPitchDrift ();
446                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
447                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
448         }
449
450         up = CL_KeyState (&in_lookup);
451         down = CL_KeyState(&in_lookdown);
452
453         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
454         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
455
456         if (up || down)
457                 V_StopPitchDrift ();
458
459         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
460         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
461         if (cl.viewangles[YAW] >= 180)
462                 cl.viewangles[YAW] -= 360;
463         if (cl.viewangles[PITCH] >= 180)
464                 cl.viewangles[PITCH] -= 360;
465         // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
466         // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
467         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
468         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
469 }
470
471 int cl_ignoremousemoves = 2;
472
473 /*
474 ================
475 CL_Input
476
477 Send the intended movement message to the server
478 ================
479 */
480 void CL_Input (void)
481 {
482         float mx, my;
483         static float old_mouse_x = 0, old_mouse_y = 0;
484
485         // clamp before the move to prevent starting with bad angles
486         CL_AdjustAngles ();
487
488         if(v_flipped.integer)
489                 cl.viewangles[YAW] = -cl.viewangles[YAW];
490
491         // reset some of the command fields
492         cl.cmd.forwardmove = 0;
493         cl.cmd.sidemove = 0;
494         cl.cmd.upmove = 0;
495
496         // get basic movement from keyboard
497         if (in_strafe.state & 1)
498         {
499                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
500                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
501         }
502
503         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
504         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
505
506         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
507         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
508
509         if (! (in_klook.state & 1) )
510         {
511                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
512                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
513         }
514
515         // adjust for speed key
516         if (in_speed.state & 1)
517         {
518                 cl.cmd.forwardmove *= cl_movespeedkey.value;
519                 cl.cmd.sidemove *= cl_movespeedkey.value;
520                 cl.cmd.upmove *= cl_movespeedkey.value;
521         }
522
523         // allow mice or other external controllers to add to the move
524         IN_Move ();
525
526         // send mouse move to csqc
527         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
528         {
529                 if (cl.csqc_wantsmousemove)
530                 {
531                         // event type 3 is a DP_CSQC thing
532                         static int oldwindowmouse[2];
533                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
534                         {
535                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
536                                 oldwindowmouse[0] = in_windowmouse_x;
537                                 oldwindowmouse[1] = in_windowmouse_y;
538                         }
539                 }
540                 else
541                 {
542                         if (in_mouse_x || in_mouse_y)
543                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
544                 }
545         }
546
547        // apply m_accelerate if it is on
548         if(m_accelerate.value > 0)
549         {
550                 float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
551                 float speed = mouse_deltadist / cl.realframetime;
552                 static float averagespeed = 0;
553                 float f, mi, ma;
554                 if(m_accelerate_filter.value > 0)
555                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
556                 else
557                         f = 1;
558                 averagespeed = speed * f + averagespeed * (1 - f);
559
560                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
561                 if (m_accelerate.value != 1.0f)
562                 {
563                         // First do linear slope acceleration which was ripped "in
564                         // spirit" from many classic mouse driver implementations.
565                         // If m_accelerate.value == 1, this code does nothing at all.
566
567                         mi = max(1, m_accelerate_minspeed.value);
568                         ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
569
570                         if(averagespeed <= mi)
571                         {
572                                 f = 1;
573                         }
574                         else if(averagespeed >= ma)
575                         {
576                                 f = m_accelerate.value;
577                         }
578                         else
579                         {
580                                 f = averagespeed;
581                                 f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
582                         }
583                         in_mouse_x *= f;
584                         in_mouse_y *= f;
585                 }
586
587                 // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
588                 if (m_accelerate_power_strength.value != 0.0f)
589                 {
590                         // Then do Quake Live-style power acceleration.
591                         // Note that this behavior REPLACES the usual
592                         // sensitivity, so we apply it but then dividie by
593                         // sensitivity.value so that the later multiplication
594                         // restores it again.
595                         float accelsens = 1.0f;
596                         float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
597                         float inv_sensitivity = 1.0f / sensitivity.value;
598                         if (adjusted_speed_pxms > 0)
599                         {
600                                 if (m_accelerate_power.value > 1.0f)
601                                 {
602                                         // TODO: How does this interact with sensitivity changes? Is this intended?
603                                         // Currently: more sensitivity = less acceleration at same pixel speed.
604                                         accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
605                                 }
606                                 else
607                                 {
608                                         // The limit of the then-branch for m_accelerate_power -> 1.
609                                         accelsens += inv_sensitivity;
610                                         // Note: QL had just accelsens = 1.0f.
611                                         // This is mathematically wrong though.
612                                 }
613                         }
614                         else
615                         {
616                                 // The limit of the then-branch for adjusted_speed -> 0.
617                                 // accelsens += 0.0f;
618                         }
619                         if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
620                         {
621                                 // TODO: How does this interact with sensitivity changes? Is this intended?
622                                 // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
623                                 accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
624                         }
625
626                         in_mouse_x *= accelsens;
627                         in_mouse_y *= accelsens;
628                 }
629         }
630
631         // apply m_filter if it is on
632         mx = in_mouse_x;
633         my = in_mouse_y;
634         if (m_filter.integer)
635         {
636                 in_mouse_x = (mx + old_mouse_x) * 0.5;
637                 in_mouse_y = (my + old_mouse_y) * 0.5;
638         }
639         old_mouse_x = mx;
640         old_mouse_y = my;
641
642         // ignore a mouse move if mouse was activated/deactivated this frame
643         if (cl_ignoremousemoves)
644         {
645                 cl_ignoremousemoves--;
646                 in_mouse_x = old_mouse_x = 0;
647                 in_mouse_y = old_mouse_y = 0;
648         }
649
650         // if not in menu, apply mouse move to viewangles/movement
651         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
652         {
653                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
654                 if (in_strafe.state & 1)
655                 {
656                         // strafing mode, all looking is movement
657                         V_StopPitchDrift();
658                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
659                         if (noclip_anglehack)
660                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
661                         else
662                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
663                 }
664                 else if ((in_mlook.state & 1) || freelook.integer)
665                 {
666                         // mouselook, lookstrafe causes turning to become strafing
667                         V_StopPitchDrift();
668                         if (lookstrafe.integer)
669                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
670                         else
671                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
672                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
673                 }
674                 else
675                 {
676                         // non-mouselook, yaw turning and forward/back movement
677                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
678                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
679                 }
680         }
681         else // don't pitch drift when csqc is controlling the mouse
682         {
683                 // mouse interacting with the scene, mostly stationary view
684                 V_StopPitchDrift();
685                 // update prydon cursor
686                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
687                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
688         }
689
690         if(v_flipped.integer)
691         {
692                 cl.viewangles[YAW] = -cl.viewangles[YAW];
693                 cl.cmd.sidemove = -cl.cmd.sidemove;
694         }
695
696         // clamp after the move to prevent rendering with bad angles
697         CL_AdjustAngles ();
698
699         if(cl_movecliptokeyboard.integer)
700         {
701                 vec_t f = 1;
702                 if (in_speed.state & 1)
703                         f *= cl_movespeedkey.value;
704                 if(cl_movecliptokeyboard.integer == 2)
705                 {
706                         // digital direction, analog amount
707                         vec_t wishvel_x, wishvel_y;
708                         wishvel_x = fabs(cl.cmd.forwardmove);
709                         wishvel_y = fabs(cl.cmd.sidemove);
710                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
711                         {
712                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
713                                 if(wishvel_x >= 2 * wishvel_y)
714                                 {
715                                         // pure X motion
716                                         if(cl.cmd.forwardmove > 0)
717                                                 cl.cmd.forwardmove = wishspeed;
718                                         else
719                                                 cl.cmd.forwardmove = -wishspeed;
720                                         cl.cmd.sidemove = 0;
721                                 }
722                                 else if(wishvel_y >= 2 * wishvel_x)
723                                 {
724                                         // pure Y motion
725                                         cl.cmd.forwardmove = 0;
726                                         if(cl.cmd.sidemove > 0)
727                                                 cl.cmd.sidemove = wishspeed;
728                                         else
729                                                 cl.cmd.sidemove = -wishspeed;
730                                 }
731                                 else
732                                 {
733                                         // diagonal
734                                         if(cl.cmd.forwardmove > 0)
735                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
736                                         else
737                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
738                                         if(cl.cmd.sidemove > 0)
739                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
740                                         else
741                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
742                                 }
743                         }
744                 }
745                 else if(cl_movecliptokeyboard.integer)
746                 {
747                         // digital direction, digital amount
748                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
749                                 cl.cmd.sidemove = cl_sidespeed.value * f;
750                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
751                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
752                         else
753                                 cl.cmd.sidemove = 0;
754                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
755                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
756                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
757                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
758                         else
759                                 cl.cmd.forwardmove = 0;
760                 }
761         }
762 }
763
764 #include "cl_collision.h"
765
766 static void CL_UpdatePrydonCursor(void)
767 {
768         vec3_t temp;
769
770         if (cl_prydoncursor.integer <= 0)
771                 VectorClear(cl.cmd.cursor_screen);
772
773         /*
774         if (cl.cmd.cursor_screen[0] < -1)
775         {
776                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
777                 cl.cmd.cursor_screen[0] = -1;
778         }
779         if (cl.cmd.cursor_screen[0] > 1)
780         {
781                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
782                 cl.cmd.cursor_screen[0] = 1;
783         }
784         if (cl.cmd.cursor_screen[1] < -1)
785         {
786                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
787                 cl.cmd.cursor_screen[1] = -1;
788         }
789         if (cl.cmd.cursor_screen[1] > 1)
790         {
791                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
792                 cl.cmd.cursor_screen[1] = 1;
793         }
794         */
795         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
796         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
797         cl.cmd.cursor_screen[2] = 1;
798
799         // calculate current view matrix
800         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
801         // calculate direction vector of cursor in viewspace by using frustum slopes
802         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);
803         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
804         // trace from view origin to the cursor
805         if (cl_prydoncursor_notrace.integer)
806         {
807                 cl.cmd.cursor_fraction = 1.0f;
808                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
809                 VectorClear(cl.cmd.cursor_normal);
810                 cl.cmd.cursor_entitynumber = 0;
811         }
812         else
813                 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);
814 }
815
816 #define NUMOFFSETS 27
817 static vec3_t offsets[NUMOFFSETS] =
818 {
819 // 1 no nudge (just return the original if this test passes)
820         { 0.000,  0.000,  0.000},
821 // 6 simple nudges
822         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
823         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
824         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
825 // 4 diagonal flat nudges
826         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
827         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
828 // 8 diagonal upward nudges
829         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
830         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
831         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
832         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
833 // 8 diagonal downward nudges
834         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
835         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
836         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
837         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
838 };
839
840 static qbool CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
841 {
842         int i;
843         vec3_t neworigin;
844         for (i = 0;i < NUMOFFSETS;i++)
845         {
846                 VectorAdd(offsets[i], s->origin, neworigin);
847                 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)
848                 {
849                         VectorCopy(neworigin, s->origin);
850                         return true;
851                 }
852         }
853         // if all offsets failed, give up
854         return false;
855 }
856
857 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
858 {
859         vec_t f;
860         vec3_t origin1, origin2;
861         trace_t trace;
862
863         // make sure player is not stuck
864         CL_ClientMovement_Unstick(s);
865
866         // set crouched
867         if (s->cmd.crouch)
868         {
869                 // wants to crouch, this always works..
870                 if (!s->crouched)
871                         s->crouched = true;
872         }
873         else
874         {
875                 // wants to stand, if currently crouching we need to check for a
876                 // low ceiling first
877                 if (s->crouched)
878                 {
879                         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);
880                         if (!trace.startsolid)
881                                 s->crouched = false;
882                 }
883         }
884         if (s->crouched)
885         {
886                 VectorCopy(cl.playercrouchmins, s->mins);
887                 VectorCopy(cl.playercrouchmaxs, s->maxs);
888         }
889         else
890         {
891                 VectorCopy(cl.playerstandmins, s->mins);
892                 VectorCopy(cl.playerstandmaxs, s->maxs);
893         }
894
895         // set onground
896         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
897         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
898         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);
899         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
900         {
901                 s->onground = true;
902
903                 // this code actually "predicts" an impact; so let's clip velocity first
904                 f = DotProduct(s->velocity, trace.plane.normal);
905                 if(f < 0) // only if moving downwards actually
906                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
907         }
908         else
909                 s->onground = false;
910
911         // set watertype/waterlevel
912         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
913         s->waterlevel = WATERLEVEL_NONE;
914         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
915         if (s->watertype)
916         {
917                 s->waterlevel = WATERLEVEL_WETFEET;
918                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
919                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
920                 {
921                         s->waterlevel = WATERLEVEL_SWIMMING;
922                         origin1[2] = s->origin[2] + 22;
923                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
924                                 s->waterlevel = WATERLEVEL_SUBMERGED;
925                 }
926         }
927
928         // water jump prediction
929         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
930                 s->waterjumptime = 0;
931 }
932
933 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
934 {
935         int bump;
936         double t;
937         vec_t f;
938         vec3_t neworigin;
939         vec3_t currentorigin2;
940         vec3_t neworigin2;
941         vec3_t primalvelocity;
942         trace_t trace;
943         trace_t trace2;
944         trace_t trace3;
945         CL_ClientMovement_UpdateStatus(s);
946         VectorCopy(s->velocity, primalvelocity);
947         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
948         {
949                 VectorMA(s->origin, t, s->velocity, neworigin);
950                 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);
951                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
952                 {
953                         // may be a step or wall, try stepping up
954                         // first move forward at a higher level
955                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
956                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
957                         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);
958                         if (!trace2.startsolid)
959                         {
960                                 // then move down from there
961                                 VectorCopy(trace2.endpos, currentorigin2);
962                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
963                                 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);
964                                 //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]);
965                                 // accept the new trace if it made some progress
966                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
967                                 {
968                                         trace = trace2;
969                                         VectorCopy(trace3.endpos, trace.endpos);
970                                 }
971                         }
972                 }
973
974                 // check if it moved at all
975                 if (trace.fraction >= 0.001)
976                         VectorCopy(trace.endpos, s->origin);
977
978                 // check if it moved all the way
979                 if (trace.fraction == 1)
980                         break;
981
982                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
983                 // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
984                 // this got commented out in a change that supposedly makes the code match QW better
985                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
986                 if (trace.plane.normal[2] > 0.7)
987                         s->onground = true;
988
989                 t -= t * trace.fraction;
990
991                 f = DotProduct(s->velocity, trace.plane.normal);
992                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
993         }
994         if (s->waterjumptime > 0)
995                 VectorCopy(primalvelocity, s->velocity);
996 }
997
998
999 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1000 {
1001         vec_t wishspeed;
1002         vec_t f;
1003         vec3_t wishvel;
1004         vec3_t wishdir;
1005
1006         // water jump only in certain situations
1007         // this mimics quakeworld code
1008         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1009         {
1010                 vec3_t forward;
1011                 vec3_t yawangles;
1012                 vec3_t spot;
1013                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1014                 AngleVectors(yawangles, forward, NULL, NULL);
1015                 VectorMA(s->origin, 24, forward, spot);
1016                 spot[2] += 8;
1017                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1018                 {
1019                         spot[2] += 24;
1020                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
1021                         {
1022                                 VectorScale(forward, 50, s->velocity);
1023                                 s->velocity[2] = 310;
1024                                 s->waterjumptime = 2;
1025                                 s->onground = false;
1026                                 s->cmd.canjump = false;
1027                         }
1028                 }
1029         }
1030
1031         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1032         {
1033                 // drift towards bottom
1034                 VectorSet(wishvel, 0, 0, -60);
1035         }
1036         else
1037         {
1038                 // swim
1039                 vec3_t forward;
1040                 vec3_t right;
1041                 vec3_t up;
1042                 // calculate movement vector
1043                 AngleVectors(s->cmd.viewangles, forward, right, up);
1044                 VectorSet(up, 0, 0, 1);
1045                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1046         }
1047
1048         // split wishvel into wishspeed and wishdir
1049         VectorCopy(wishvel, wishdir);
1050         wishspeed = VectorNormalizeLength(wishdir);
1051         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1052
1053         if (s->crouched)
1054                 wishspeed *= 0.5;
1055
1056         if (s->waterjumptime <= 0)
1057         {
1058                 // water friction
1059                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1060                 f = bound(0, f, 1);
1061                 VectorScale(s->velocity, f, s->velocity);
1062
1063                 // water acceleration
1064                 f = wishspeed - DotProduct(s->velocity, wishdir);
1065                 if (f > 0)
1066                 {
1067                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1068                         VectorMA(s->velocity, f, wishdir, s->velocity);
1069                 }
1070
1071                 // holding jump button swims upward slowly
1072                 if (s->cmd.jump)
1073                 {
1074                         if (s->watertype & SUPERCONTENTS_LAVA)
1075                                 s->velocity[2] =  50;
1076                         else if (s->watertype & SUPERCONTENTS_SLIME)
1077                                 s->velocity[2] =  80;
1078                         else
1079                         {
1080                                 if (IS_NEXUIZ_DERIVED(gamemode))
1081                                         s->velocity[2] = 200;
1082                                 else
1083                                         s->velocity[2] = 100;
1084                         }
1085                 }
1086         }
1087
1088         CL_ClientMovement_Move(s);
1089 }
1090
1091 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1092 {
1093         if(forward == 0 && side == 0)
1094                 return 0; // avoid division by zero
1095         angle -= RAD2DEG(atan2(side, forward));
1096         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1097         if(angle >  1)
1098                 return 0;
1099         if(angle < -1)
1100                 return 0;
1101         return 1 - fabs(angle);
1102 }
1103
1104 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1105 {
1106         if(a == 0)
1107         {
1108                 if(lerp < 1)
1109                         return 0;
1110                 else
1111                         return b;
1112         }
1113         if(b == 0)
1114         {
1115                 if(lerp > 0)
1116                         return 0;
1117                 else
1118                         return a;
1119         }
1120         return a * pow(fabs(b / a), lerp);
1121 }
1122
1123 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1124 {
1125         vec_t zspeed, speed, dot, k;
1126
1127 #if 0
1128         // this doesn't play well with analog input
1129         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1130                 return;
1131         k = 32;
1132 #else
1133         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1134         if(k <= 0)
1135                 return;
1136 #endif
1137
1138         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1139
1140         zspeed = s->velocity[2];
1141         s->velocity[2] = 0;
1142         speed = VectorNormalizeLength(s->velocity);
1143
1144         dot = DotProduct(s->velocity, wishdir);
1145
1146         if(dot > 0) { // we can't change direction while slowing down
1147                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1148                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1149                 k *= cl.movevars_aircontrol;
1150                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1151                 VectorNormalize(s->velocity);
1152         }
1153
1154         VectorScale(s->velocity, speed, s->velocity);
1155         s->velocity[2] = zspeed;
1156 }
1157
1158 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1159 {
1160         return
1161                 (accelqw < 0 ? -1 : +1)
1162                 *
1163                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1164 }
1165
1166 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)
1167 {
1168         vec_t vel_straight;
1169         vec_t vel_z;
1170         vec3_t vel_perpend;
1171         vec_t step;
1172         vec3_t vel_xy;
1173         vec_t vel_xy_current;
1174         vec_t vel_xy_backward, vel_xy_forward;
1175         vec_t speedclamp;
1176
1177         if(stretchfactor > 0)
1178                 speedclamp = stretchfactor;
1179         else if(accelqw < 0)
1180                 speedclamp = 1;
1181         else
1182                 speedclamp = -1; // no clamping
1183
1184         if(accelqw < 0)
1185                 accelqw = -accelqw;
1186
1187         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1188                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1189
1190         vel_straight = DotProduct(s->velocity, wishdir);
1191         vel_z = s->velocity[2];
1192         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1193         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1194
1195         step = accel * s->cmd.frametime * wishspeed0;
1196
1197         vel_xy_current  = VectorLength(vel_xy);
1198         if(speedlimit > 0)
1199                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1200         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1201         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1202         if(vel_xy_backward < 0)
1203                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1204
1205         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1206
1207         if(sidefric < 0 && VectorLength2(vel_perpend))
1208                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1209         {
1210                 vec_t f, fmin;
1211                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1212                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1213                 // assume: fmin > 1
1214                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1215                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1216                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1217                 // obviously, this cannot be
1218                 if(fmin <= 0)
1219                         VectorScale(vel_perpend, f, vel_perpend);
1220                 else
1221                 {
1222                         fmin = sqrt(fmin);
1223                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1224                 }
1225         }
1226         else
1227                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1228
1229         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1230
1231         if(speedclamp >= 0)
1232         {
1233                 vec_t vel_xy_preclamp;
1234                 vel_xy_preclamp = VectorLength(s->velocity);
1235                 if(vel_xy_preclamp > 0) // prevent division by zero
1236                 {
1237                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1238                         if(vel_xy_current < vel_xy_preclamp)
1239                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1240                 }
1241         }
1242
1243         s->velocity[2] += vel_z;
1244 }
1245
1246 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1247 {
1248     vec3_t curvel, wishvel, acceldir, curdir;
1249     float addspeed, accelspeed, curspeed;
1250     float dot;
1251
1252     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1253     float bunnyaccel = cl.movevars_warsowbunny_accel;
1254     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1255     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1256     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1257
1258     if( !wishspeed )
1259         return;
1260
1261     VectorCopy( s->velocity, curvel );
1262     curvel[2] = 0;
1263     curspeed = VectorLength( curvel );
1264
1265     if( wishspeed > curspeed * 1.01f )
1266     {
1267         float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1268         if( faccelspeed < wishspeed )
1269             wishspeed = faccelspeed;
1270     }
1271     else
1272     {
1273         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1274         if( f < 0 )
1275             f = 0;
1276         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1277     }
1278     VectorScale( wishdir, wishspeed, wishvel );
1279     VectorSubtract( wishvel, curvel, acceldir );
1280     addspeed = VectorNormalizeLength( acceldir );
1281
1282     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1283     if( accelspeed > addspeed )
1284         accelspeed = addspeed;
1285
1286     if( backtosideratio < 1.0f )
1287     {
1288         VectorNormalize2( curvel, curdir );
1289         dot = DotProduct( acceldir, curdir );
1290         if( dot < 0 )
1291             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1292     }
1293
1294     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1295 }
1296
1297 static void CL_ClientMovement_Physics_CheckJump(cl_clientmovement_state_t *s)
1298 {
1299         // jump if on ground with jump button pressed but only if it has been
1300         // released at least once since the last jump
1301         if (s->cmd.jump)
1302         {
1303                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1304                 {
1305                         s->velocity[2] += cl.movevars_jumpvelocity;
1306                         s->onground = false;
1307                         s->cmd.canjump = false;
1308                 }
1309         }
1310         else
1311                 s->cmd.canjump = true;
1312 }
1313
1314 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1315 {
1316         vec_t friction;
1317         vec_t wishspeed;
1318         vec_t addspeed;
1319         vec_t accelspeed;
1320         vec_t speed;
1321         vec_t gravity;
1322         vec3_t forward;
1323         vec3_t right;
1324         vec3_t up;
1325         vec3_t wishvel;
1326         vec3_t wishdir;
1327         vec3_t yawangles;
1328         trace_t trace;
1329
1330         CL_ClientMovement_Physics_CheckJump(s);
1331
1332         // calculate movement vector
1333         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1334         AngleVectors(yawangles, forward, right, up);
1335         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1336
1337         // split wishvel into wishspeed and wishdir
1338         VectorCopy(wishvel, wishdir);
1339         wishspeed = VectorNormalizeLength(wishdir);
1340
1341         // check if onground
1342         if (s->onground)
1343         {
1344                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1345                 if (s->crouched)
1346                         wishspeed *= 0.5;
1347
1348                 // apply edge friction
1349                 speed = VectorLength2(s->velocity);
1350                 if (speed > 0)
1351                 {
1352                         friction = cl.movevars_friction;
1353                         if (cl.movevars_edgefriction != 1)
1354                         {
1355                                 vec3_t neworigin2;
1356                                 vec3_t neworigin3;
1357                                 // note: QW uses the full player box for the trace, and yet still
1358                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1359                                 // this mimics it for compatibility
1360                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/speed), s->origin[1] + s->velocity[1]*(16/speed), s->origin[2] + s->mins[2]);
1361                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1362                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1363                                         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);
1364                                 else
1365                                         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);
1366                                 if (trace.fraction == 1 && !trace.startsolid)
1367                                         friction *= cl.movevars_edgefriction;
1368                         }
1369                         // apply ground friction
1370                         speed = 1 - s->cmd.frametime * friction * ((speed < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / speed) : 1);
1371                         speed = max(speed, 0);
1372                         VectorScale(s->velocity, speed, s->velocity);
1373                 }
1374                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1375                 if (addspeed > 0)
1376                 {
1377                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1378                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1379                 }
1380                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1381                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1382                 {
1383                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1384                                 s->velocity[2] -= gravity * 0.5f;
1385                         else
1386                                 s->velocity[2] -= gravity;
1387                 }
1388                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1389                         s->velocity[2] = 0;
1390                 if (VectorLength2(s->velocity))
1391                         CL_ClientMovement_Move(s);
1392                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1393                 {
1394                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1395                                 s->velocity[2] -= gravity * 0.5f;
1396                 }
1397         }
1398         else
1399         {
1400                 if (s->waterjumptime <= 0)
1401                 {
1402                         // apply air speed limit
1403                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1404                         qbool accelerating;
1405
1406                         accelqw = cl.movevars_airaccel_qw;
1407                         wishspeed0 = wishspeed;
1408                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1409                         if (s->crouched)
1410                                 wishspeed *= 0.5;
1411                         accel = cl.movevars_airaccelerate;
1412
1413                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1414                         wishspeed2 = wishspeed;
1415
1416                         // CPM: air control
1417                         if(cl.movevars_airstopaccelerate != 0)
1418                         {
1419                                 vec3_t curdir;
1420                                 curdir[0] = s->velocity[0];
1421                                 curdir[1] = s->velocity[1];
1422                                 curdir[2] = 0;
1423                                 VectorNormalize(curdir);
1424                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1425                         }
1426                         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
1427                         if(cl.movevars_maxairstrafespeed)
1428                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1429                         if(cl.movevars_airstrafeaccelerate)
1430                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1431                         if(cl.movevars_airstrafeaccel_qw)
1432                                 accelqw =
1433                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1434                                         *
1435                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1436                         // !CPM
1437
1438                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1439                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1440                         else
1441                                 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);
1442
1443                         if(cl.movevars_aircontrol)
1444                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1445                 }
1446                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1447                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1448                         s->velocity[2] -= gravity * 0.5f;
1449                 else
1450                         s->velocity[2] -= gravity;
1451                 CL_ClientMovement_Move(s);
1452                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1453                 {
1454                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1455                                 s->velocity[2] -= gravity * 0.5f;
1456                 }
1457         }
1458 }
1459
1460 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1461 {
1462         //Con_Printf(" %f", frametime);
1463         if (!s->cmd.jump)
1464                 s->cmd.canjump = true;
1465         s->waterjumptime -= s->cmd.frametime;
1466         CL_ClientMovement_UpdateStatus(s);
1467         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1468                 CL_ClientMovement_Physics_Swim(s);
1469         else
1470                 CL_ClientMovement_Physics_Walk(s);
1471 }
1472
1473 extern cvar_t host_timescale;
1474 void CL_UpdateMoveVars(void)
1475 {
1476         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1477         {
1478                 cl.moveflags = 0;
1479         }
1480         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1481         {
1482                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1483                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1484                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1485                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1486                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1487                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1488                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1489                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1490                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1491                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1492                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1493                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1494                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1495                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1496                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1497                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1498                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1499                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1500                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1501                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1502                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1503                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1504                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1505                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1506                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1507                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1508                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1509                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1510                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1511                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1512                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1513                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1514                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1515                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1516         }
1517         else
1518         {
1519                 cl.moveflags = 0;
1520                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(10.0f, cl_netfps.value, 1000.0f);
1521                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
1522                 cl.movevars_gravity = sv_gravity.value;
1523                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1524                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1525                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1526                 cl.movevars_accelerate = cl_movement_accelerate.value;
1527                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1528                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1529                 cl.movevars_friction = cl_movement_friction.value;
1530                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1531                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1532                 cl.movevars_entgravity = 1;
1533                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1534                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1535                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1536                 cl.movevars_stepheight = cl_movement_stepheight.value;
1537                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1538                 cl.movevars_airaccel_qw_stretchfactor = 0;
1539                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1540                 cl.movevars_airstopaccelerate = 0;
1541                 cl.movevars_airstrafeaccelerate = 0;
1542                 cl.movevars_maxairstrafespeed = 0;
1543                 cl.movevars_airstrafeaccel_qw = 0;
1544                 cl.movevars_aircontrol = 0;
1545                 cl.movevars_aircontrol_power = 2;
1546                 cl.movevars_aircontrol_penalty = 0;
1547                 cl.movevars_warsowbunny_airforwardaccel = 0;
1548                 cl.movevars_warsowbunny_accel = 0;
1549                 cl.movevars_warsowbunny_topspeed = 0;
1550                 cl.movevars_warsowbunny_turnaccel = 0;
1551                 cl.movevars_warsowbunny_backtosideratio = 0;
1552                 cl.movevars_airspeedlimit_nonqw = 0;
1553         }
1554
1555         if(!(cl.moveflags & MOVEFLAG_VALID))
1556         {
1557                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1558                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1559         }
1560
1561         if(cl.movevars_aircontrol_power <= 0)
1562                 cl.movevars_aircontrol_power = 2; // CPMA default
1563 }
1564
1565 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1566 {
1567         // if a move is more than 50ms, do it as two moves (matching qwsv)
1568         //Con_Printf("%i ", s.cmd.msec);
1569         if(s->cmd.frametime > 0.0005)
1570         {
1571                 if (s->cmd.frametime > 0.05)
1572                 {
1573                         s->cmd.frametime /= 2;
1574                         CL_ClientMovement_PlayerMove(s);
1575                 }
1576                 CL_ClientMovement_PlayerMove(s);
1577         }
1578         else
1579         {
1580                 // we REALLY need this handling to happen, even if the move is not executed
1581                 if (!s->cmd.jump)
1582                         s->cmd.canjump = true;
1583         }
1584 }
1585
1586 void CL_ClientMovement_Replay(void)
1587 {
1588         int i;
1589         double totalmovemsec;
1590         cl_clientmovement_state_t s;
1591
1592         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1593
1594         if (cl.movement_predicted && !cl.movement_replay)
1595                 return;
1596
1597         if (!cl_movement_replay.integer)
1598                 return;
1599
1600         // set up starting state for the series of moves
1601         memset(&s, 0, sizeof(s));
1602         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1603         VectorCopy(cl.mvelocity[0], s.velocity);
1604         s.crouched = true; // will be updated on first move
1605         //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]);
1606
1607         totalmovemsec = 0;
1608         for (i = 0;i < CL_MAX_USERCMDS;i++)
1609                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1610                         totalmovemsec += cl.movecmd[i].msec;
1611         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);
1612         //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);
1613         if (cl.movement_predicted)
1614         {
1615                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1616
1617                 // replay the input queue to predict current location
1618                 // note: this relies on the fact there's always one queue item at the end
1619
1620                 // find how many are still valid
1621                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1622                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1623                                 break;
1624                 // now walk them in oldest to newest order
1625                 for (i--;i >= 0;i--)
1626                 {
1627                         s.cmd = cl.movecmd[i];
1628                         if (i < CL_MAX_USERCMDS - 1)
1629                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1630
1631                         CL_ClientMovement_PlayerMove_Frame(&s);
1632
1633                         cl.movecmd[i].canjump = s.cmd.canjump;
1634                 }
1635                 //Con_Printf("\n");
1636                 CL_ClientMovement_UpdateStatus(&s);
1637         }
1638         else
1639         {
1640                 // get the first movement queue entry to know whether to crouch and such
1641                 s.cmd = cl.movecmd[0];
1642         }
1643
1644         if (!cls.demoplayback) // for bob, speedometer
1645         {
1646                 cl.movement_replay = false;
1647                 // update the interpolation target position and velocity
1648                 VectorCopy(s.origin, cl.movement_origin);
1649                 VectorCopy(s.velocity, cl.movement_velocity);
1650         }
1651
1652         // update the onground flag if appropriate
1653         if (cl.movement_predicted)
1654         {
1655                 // when predicted we simply set the flag according to the UpdateStatus
1656                 cl.onground = s.onground;
1657         }
1658         else
1659         {
1660                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1661                 // an update packet is received, but can be forced on here to hide
1662                 // server inconsistencies in the onground flag
1663                 // (which mostly occur when stepping up stairs at very high framerates
1664                 //  where after the step up the move continues forward and not
1665                 //  downward so the ground is not detected)
1666                 //
1667                 // such onground inconsistencies can cause jittery gun bobbing and
1668                 // stair smoothing, so we set onground if UpdateStatus says so
1669                 if (s.onground)
1670                         cl.onground = true;
1671         }
1672 }
1673
1674 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1675 {
1676         int bits;
1677
1678         bits = 0;
1679         if (to->viewangles[0] != from->viewangles[0])
1680                 bits |= QW_CM_ANGLE1;
1681         if (to->viewangles[1] != from->viewangles[1])
1682                 bits |= QW_CM_ANGLE2;
1683         if (to->viewangles[2] != from->viewangles[2])
1684                 bits |= QW_CM_ANGLE3;
1685         if (to->forwardmove != from->forwardmove)
1686                 bits |= QW_CM_FORWARD;
1687         if (to->sidemove != from->sidemove)
1688                 bits |= QW_CM_SIDE;
1689         if (to->upmove != from->upmove)
1690                 bits |= QW_CM_UP;
1691         if (to->buttons != from->buttons)
1692                 bits |= QW_CM_BUTTONS;
1693         if (to->impulse != from->impulse)
1694                 bits |= QW_CM_IMPULSE;
1695
1696         MSG_WriteByte(buf, bits);
1697         if (bits & QW_CM_ANGLE1)
1698                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1699         if (bits & QW_CM_ANGLE2)
1700                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1701         if (bits & QW_CM_ANGLE3)
1702                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1703         if (bits & QW_CM_FORWARD)
1704                 MSG_WriteShort(buf, (short) to->forwardmove);
1705         if (bits & QW_CM_SIDE)
1706                 MSG_WriteShort(buf, (short) to->sidemove);
1707         if (bits & QW_CM_UP)
1708                 MSG_WriteShort(buf, (short) to->upmove);
1709         if (bits & QW_CM_BUTTONS)
1710                 MSG_WriteByte(buf, to->buttons);
1711         if (bits & QW_CM_IMPULSE)
1712                 MSG_WriteByte(buf, to->impulse);
1713         MSG_WriteByte(buf, to->msec);
1714 }
1715
1716 void CL_NewFrameReceived(int num)
1717 {
1718         if (developer_networkentities.integer >= 10)
1719                 Con_Printf("recv: svc_entities %i\n", num);
1720         cl.latestframenums[cl.latestframenumsposition] = num;
1721         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1722         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1723 }
1724
1725 void CL_RotateMoves(const matrix4x4_t *m)
1726 {
1727         // rotate viewangles in all previous moves
1728         vec3_t v;
1729         vec3_t f, r, u;
1730         int i;
1731         for (i = 0;i < CL_MAX_USERCMDS;i++)
1732         {
1733                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1734                 {
1735                         usercmd_t *c = &cl.movecmd[i];
1736                         AngleVectors(c->viewangles, f, r, u);
1737                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1738                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1739                         AnglesFromVectors(c->viewangles, f, u, false);
1740                 }
1741         }
1742 }
1743
1744 /*
1745 ==============
1746 CL_SendMove
1747 ==============
1748 */
1749 usercmd_t nullcmd; // for delta compression of qw moves
1750 void CL_SendMove(void)
1751 {
1752         int i, j, packetloss;
1753         int checksumindex;
1754         int bits;
1755         int maxusercmds;
1756         usercmd_t *cmd;
1757         sizebuf_t buf;
1758         unsigned char data[1024];
1759         float packettime;
1760         qbool quemove;
1761         qbool important;
1762
1763         // if playing a demo, do nothing
1764         if (!cls.netcon)
1765                 return;
1766
1767         // we don't que moves during a lag spike (potential network timeout)
1768         quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
1769
1770         // we build up cl.cmd and then decide whether to send or not
1771         // we store this into cl.movecmd[0] for prediction each frame even if we
1772         // do not send, to make sure that prediction is instant
1773         cl.cmd.time = cl.time;
1774         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1775
1776         // set button bits
1777         // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1778         bits = 0;
1779         if (in_attack.state   & 3) bits |=   1;
1780         if (in_jump.state     & 3) bits |=   2;
1781         if (in_button3.state  & 3) bits |=   4;
1782         if (in_button4.state  & 3) bits |=   8;
1783         if (in_button5.state  & 3) bits |=  16;
1784         if (in_button6.state  & 3) bits |=  32;
1785         if (in_button7.state  & 3) bits |=  64;
1786         if (in_button8.state  & 3) bits |= 128;
1787         if (in_use.state      & 3) bits |= 256;
1788         if (key_dest != key_game || key_consoleactive) bits |= 512;
1789         if (cl_prydoncursor.integer > 0) bits |= 1024;
1790         if (in_button9.state  & 3)  bits |=   2048;
1791         if (in_button10.state  & 3) bits |=   4096;
1792         if (in_button11.state  & 3) bits |=   8192;
1793         if (in_button12.state  & 3) bits |=  16384;
1794         if (in_button13.state  & 3) bits |=  32768;
1795         if (in_button14.state  & 3) bits |=  65536;
1796         if (in_button15.state  & 3) bits |= 131072;
1797         if (in_button16.state  & 3) bits |= 262144;
1798         // button bits 19-31 unused currently
1799         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1800         if(cl_prydoncursor.integer > 0)
1801         {
1802                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1803                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1804                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1805                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1806         }
1807
1808         // set buttons and impulse
1809         cl.cmd.buttons = bits;
1810         cl.cmd.impulse = in_impulse;
1811
1812         // set viewangles
1813         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1814
1815         // bones_was_here: previously cl.cmd.frametime was floored to nearest millisec
1816         // this meant the smoothest async movement required integer millisec
1817         // client and server frame times (eg 125fps)
1818         cl.cmd.frametime = bound(0.0, cl.cmd.time - cl.movecmd[1].time, 0.255);
1819         // ridiculous value rejection (matches qw)
1820         if (cl.cmd.frametime > 0.25)
1821                 cl.cmd.frametime = 0.1;
1822         cl.cmd.msec = (unsigned char)floor(cl.cmd.frametime * 1000);
1823
1824         switch(cls.protocol)
1825         {
1826         case PROTOCOL_QUAKEWORLD:
1827                 // quakeworld uses a different cvar with opposite meaning, for compatibility
1828                 cl.cmd.predicted = cl_nopred.integer == 0;
1829                 break;
1830         case PROTOCOL_DARKPLACES6:
1831         case PROTOCOL_DARKPLACES7:
1832         case PROTOCOL_DARKPLACES8:
1833                 cl.cmd.predicted = cl_movement.integer != 0;
1834                 break;
1835         default:
1836                 cl.cmd.predicted = false;
1837                 break;
1838         }
1839
1840         // movement is set by input code (forwardmove/sidemove/upmove)
1841         // always dump the first two moves, because they may contain leftover inputs from the last level
1842         if (cl.cmd.sequence <= 2)
1843                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1844
1845         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1846         cl.cmd.crouch = 0;
1847         switch (cls.protocol)
1848         {
1849         case PROTOCOL_QUAKEWORLD:
1850         case PROTOCOL_QUAKE:
1851         case PROTOCOL_QUAKEDP:
1852         case PROTOCOL_NEHAHRAMOVIE:
1853         case PROTOCOL_NEHAHRABJP:
1854         case PROTOCOL_NEHAHRABJP2:
1855         case PROTOCOL_NEHAHRABJP3:
1856         case PROTOCOL_DARKPLACES1:
1857         case PROTOCOL_DARKPLACES2:
1858         case PROTOCOL_DARKPLACES3:
1859         case PROTOCOL_DARKPLACES4:
1860         case PROTOCOL_DARKPLACES5:
1861                 break;
1862         case PROTOCOL_DARKPLACES6:
1863         case PROTOCOL_DARKPLACES7:
1864         case PROTOCOL_DARKPLACES8:
1865                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1866                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1867                 break;
1868         case PROTOCOL_UNKNOWN:
1869                 break;
1870         }
1871
1872         if (quemove)
1873                 cl.movecmd[0] = cl.cmd;
1874
1875         // don't predict more than 200fps
1876         if (cl.timesincepacket >= 0.005)
1877                 cl.movement_replay = true; // redo the prediction
1878
1879         // now decide whether to actually send this move
1880         // (otherwise it is only for prediction)
1881
1882         // do not send 0ms packets because they mess up physics
1883         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1884                 return;
1885
1886         // don't send too often or else network connections can get clogged by a
1887         // high renderer framerate
1888         packettime = 1.0f / bound(10.0f, cl_netfps.value, 1000.0f);
1889         if (cl.movevars_timescale && cl.movevars_ticrate)
1890         {
1891                 // try to ensure at least 1 packet per server frame
1892                 // and apply soft limit of 2, hard limit < 4 (packettime reduced further below)
1893                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1894                 packettime = bound(maxtic * 0.5f, packettime, maxtic);
1895         }
1896         // bones_was_here: reduce packettime to (largest multiple of realframetime) <= packettime
1897         // prevents packet rates lower than cl_netfps or server frame rate
1898         // eg: cl_netfps 60 and cl_maxfps 250 would otherwise send only 50 netfps
1899         // with this line that config sends 62.5 netfps
1900         // (this causes it to emit packets at a steady beat)
1901         packettime = floor(packettime / (float)cl.realframetime) * (float)cl.realframetime;
1902
1903         // always send if buttons changed or an impulse is pending
1904         // even if it violates the rate limit!
1905         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1906
1907         // don't send too often (cl_netfps), allowing a small margin for float error
1908         // bones_was_here: accumulate realframetime to prevent low packet rates
1909         // previously with cl_maxfps == cl_netfps it did not send every frame as
1910         // host.realtime - cl.lastpackettime was often well below (or above) packettime
1911         if (!important && cl.timesincepacket < packettime * 0.99999f)
1912         {
1913                 cl.timesincepacket += cl.realframetime;
1914                 return;
1915         }
1916
1917         // don't choke the connection with packets (obey rate limit)
1918         // it is important that this check be last, because it adds a new
1919         // frame to the shownetgraph output and any cancelation after this
1920         // will produce a nasty spike-like look to the netgraph
1921         // we also still send if it is important
1922         if (!NetConn_CanSend(cls.netcon) && !important)
1923                 return;
1924
1925         // reset the packet timing accumulator
1926         cl.timesincepacket = cl.realframetime;
1927
1928         buf.maxsize = sizeof(data);
1929         buf.cursize = 0;
1930         buf.data = data;
1931
1932         // send the movement message
1933         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1934         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1935         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1936         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1937         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1938         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1939         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1940         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1941         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1942         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1943         // PROTOCOL_DARKPLACES8  clc_move = 56 bytes total per move (can be up to 16 moves)
1944         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1945
1946         // set prydon cursor info
1947         CL_UpdatePrydonCursor();
1948
1949         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1950         {
1951                 switch (cls.protocol)
1952                 {
1953                 case PROTOCOL_QUAKEWORLD:
1954                         MSG_WriteByte(&buf, qw_clc_move);
1955                         // save the position for a checksum byte
1956                         checksumindex = buf.cursize;
1957                         MSG_WriteByte(&buf, 0);
1958                         // packet loss percentage
1959                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1960                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1961                                         packetloss++;
1962                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1963                         MSG_WriteByte(&buf, packetloss);
1964                         // write most recent 3 moves
1965                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1966                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1967                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1968                         // calculate the checksum
1969                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1970                         // if delta compression history overflows, request no delta
1971                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1972                                 cl.qw_validsequence = 0;
1973                         // request delta compression if appropriate
1974                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1975                         {
1976                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1977                                 MSG_WriteByte(&buf, qw_clc_delta);
1978                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1979                         }
1980                         else
1981                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1982                         break;
1983                 case PROTOCOL_QUAKE:
1984                 case PROTOCOL_QUAKEDP:
1985                 case PROTOCOL_NEHAHRAMOVIE:
1986                 case PROTOCOL_NEHAHRABJP:
1987                 case PROTOCOL_NEHAHRABJP2:
1988                 case PROTOCOL_NEHAHRABJP3:
1989                         // 5 bytes
1990                         MSG_WriteByte (&buf, clc_move);
1991                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1992                         // 3 bytes (6 bytes in proquake)
1993                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1994                         {
1995                                 for (i = 0;i < 3;i++)
1996                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1997                         }
1998                         else
1999                         {
2000                                 for (i = 0;i < 3;i++)
2001                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
2002                         }
2003                         // 6 bytes
2004                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2005                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2006                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2007                         // 2 bytes
2008                         MSG_WriteByte (&buf, cl.cmd.buttons);
2009                         MSG_WriteByte (&buf, cl.cmd.impulse);
2010                         break;
2011                 case PROTOCOL_DARKPLACES2:
2012                 case PROTOCOL_DARKPLACES3:
2013                         // 5 bytes
2014                         MSG_WriteByte (&buf, clc_move);
2015                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2016                         // 12 bytes
2017                         for (i = 0;i < 3;i++)
2018                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
2019                         // 6 bytes
2020                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2021                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2022                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2023                         // 2 bytes
2024                         MSG_WriteByte (&buf, cl.cmd.buttons);
2025                         MSG_WriteByte (&buf, cl.cmd.impulse);
2026                         break;
2027                 case PROTOCOL_DARKPLACES1:
2028                 case PROTOCOL_DARKPLACES4:
2029                 case PROTOCOL_DARKPLACES5:
2030                         // 5 bytes
2031                         MSG_WriteByte (&buf, clc_move);
2032                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2033                         // 6 bytes
2034                         for (i = 0;i < 3;i++)
2035                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2036                         // 6 bytes
2037                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2038                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2039                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2040                         // 2 bytes
2041                         MSG_WriteByte (&buf, cl.cmd.buttons);
2042                         MSG_WriteByte (&buf, cl.cmd.impulse);
2043                 case PROTOCOL_DARKPLACES6:
2044                 case PROTOCOL_DARKPLACES7:
2045                 case PROTOCOL_DARKPLACES8:
2046                         // set the maxusercmds variable to limit how many should be sent
2047                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2048                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2049                         if (!cl.cmd.predicted)
2050                                 maxusercmds = 1;
2051
2052                         // send the latest moves in order, the old ones will be
2053                         // ignored by the server harmlessly, however if the previous
2054                         // packets were lost these moves will be used
2055                         //
2056                         // this reduces packet loss impact on gameplay.
2057                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2058                         {
2059                                 // don't repeat any stale moves
2060                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2061                                         continue;
2062                                 // 5/9 bytes
2063                                 MSG_WriteByte (&buf, clc_move);
2064                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2065                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2066                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2067                                 // 6 bytes
2068                                 for (i = 0;i < 3;i++)
2069                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2070                                 // 6 bytes
2071                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2072                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2073                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2074                                 // 5 bytes
2075                                 MSG_WriteLong (&buf, cmd->buttons);
2076                                 MSG_WriteByte (&buf, cmd->impulse);
2077                                 // PRYDON_CLIENTCURSOR
2078                                 // 30 bytes
2079                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2080                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2081                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2082                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2083                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2084                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2085                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2086                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2087                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2088                         }
2089                         break;
2090                 case PROTOCOL_UNKNOWN:
2091                         break;
2092                 }
2093         }
2094
2095         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2096         {
2097                 // ack entity frame numbers received since the last input was sent
2098                 // (redundent to improve handling of client->server packet loss)
2099                 // if cl_netrepeatinput is 1 and client framerate matches server
2100                 // framerate, this is 10 bytes, if client framerate is lower this
2101                 // will be more...
2102                 unsigned int oldsequence = cl.cmd.sequence;
2103                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2104                 if (oldsequence > delta)
2105                         oldsequence = oldsequence - delta;
2106                 else
2107                         oldsequence = 1;
2108                 for (i = 0;i < LATESTFRAMENUMS;i++)
2109                 {
2110                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2111                         if (cl.latestsendnums[j] >= oldsequence)
2112                         {
2113                                 if (developer_networkentities.integer >= 10)
2114                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2115                                 MSG_WriteByte(&buf, clc_ackframe);
2116                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2117                         }
2118                 }
2119         }
2120
2121         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2122         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2123
2124         // acknowledge any recently received data blocks
2125         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2126         {
2127                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2128                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2129                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2130                 cls.dp_downloadack[i].start = 0;
2131                 cls.dp_downloadack[i].size = 0;
2132         }
2133
2134         // send the reliable message (forwarded commands) if there is one
2135         if (buf.cursize || cls.netcon->message.cursize)
2136                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2137
2138         if (quemove)
2139         {
2140                 // update the cl.movecmd array which holds the most recent moves,
2141                 // because we now need a new slot for the next input
2142                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2143                         cl.movecmd[i] = cl.movecmd[i-1];
2144                 cl.movecmd[0].msec = 0;
2145                 cl.movecmd[0].frametime = 0;
2146         }
2147
2148         // clear button 'click' states
2149         in_attack.state  &= ~2;
2150         in_jump.state    &= ~2;
2151         in_button3.state &= ~2;
2152         in_button4.state &= ~2;
2153         in_button5.state &= ~2;
2154         in_button6.state &= ~2;
2155         in_button7.state &= ~2;
2156         in_button8.state &= ~2;
2157         in_use.state     &= ~2;
2158         in_button9.state  &= ~2;
2159         in_button10.state &= ~2;
2160         in_button11.state &= ~2;
2161         in_button12.state &= ~2;
2162         in_button13.state &= ~2;
2163         in_button14.state &= ~2;
2164         in_button15.state &= ~2;
2165         in_button16.state &= ~2;
2166         // clear impulse
2167         in_impulse = 0;
2168
2169         if (cls.netcon->message.overflowed)
2170                 CL_DisconnectEx(true, "Lost connection to server");
2171 }
2172
2173 /*
2174 ============
2175 CL_InitInput
2176 ============
2177 */
2178 void CL_InitInput (void)
2179 {
2180         Cmd_AddCommand(CF_CLIENT, "+moveup",IN_UpDown, "swim upward");
2181         Cmd_AddCommand(CF_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
2182         Cmd_AddCommand(CF_CLIENT, "+movedown",IN_DownDown, "swim downward");
2183         Cmd_AddCommand(CF_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
2184         Cmd_AddCommand(CF_CLIENT, "+left",IN_LeftDown, "turn left");
2185         Cmd_AddCommand(CF_CLIENT, "-left",IN_LeftUp, "stop turning left");
2186         Cmd_AddCommand(CF_CLIENT, "+right",IN_RightDown, "turn right");
2187         Cmd_AddCommand(CF_CLIENT, "-right",IN_RightUp, "stop turning right");
2188         Cmd_AddCommand(CF_CLIENT, "+forward",IN_ForwardDown, "move forward");
2189         Cmd_AddCommand(CF_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
2190         Cmd_AddCommand(CF_CLIENT, "+back",IN_BackDown, "move backward");
2191         Cmd_AddCommand(CF_CLIENT, "-back",IN_BackUp, "stop moving backward");
2192         Cmd_AddCommand(CF_CLIENT, "+lookup", IN_LookupDown, "look upward");
2193         Cmd_AddCommand(CF_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
2194         Cmd_AddCommand(CF_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
2195         Cmd_AddCommand(CF_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
2196         Cmd_AddCommand(CF_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2197         Cmd_AddCommand(CF_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
2198         Cmd_AddCommand(CF_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
2199         Cmd_AddCommand(CF_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
2200         Cmd_AddCommand(CF_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
2201         Cmd_AddCommand(CF_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
2202         Cmd_AddCommand(CF_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2203         Cmd_AddCommand(CF_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
2204         Cmd_AddCommand(CF_CLIENT, "+attack", IN_AttackDown, "begin firing");
2205         Cmd_AddCommand(CF_CLIENT, "-attack", IN_AttackUp, "stop firing");
2206         Cmd_AddCommand(CF_CLIENT, "+jump", IN_JumpDown, "jump");
2207         Cmd_AddCommand(CF_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
2208         Cmd_AddCommand(CF_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2209         Cmd_AddCommand(CF_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2210         Cmd_AddCommand(CF_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
2211         Cmd_AddCommand(CF_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2212         Cmd_AddCommand(CF_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
2213
2214         // LadyHavoc: added lots of buttons
2215         Cmd_AddCommand(CF_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
2216         Cmd_AddCommand(CF_CLIENT, "-use", IN_UseUp, "stop using something");
2217         Cmd_AddCommand(CF_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2218         Cmd_AddCommand(CF_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
2219         Cmd_AddCommand(CF_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2220         Cmd_AddCommand(CF_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
2221         Cmd_AddCommand(CF_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2222         Cmd_AddCommand(CF_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
2223         Cmd_AddCommand(CF_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2224         Cmd_AddCommand(CF_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
2225         Cmd_AddCommand(CF_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2226         Cmd_AddCommand(CF_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
2227         Cmd_AddCommand(CF_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2228         Cmd_AddCommand(CF_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
2229         Cmd_AddCommand(CF_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2230         Cmd_AddCommand(CF_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
2231         Cmd_AddCommand(CF_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2232         Cmd_AddCommand(CF_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
2233         Cmd_AddCommand(CF_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2234         Cmd_AddCommand(CF_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
2235         Cmd_AddCommand(CF_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2236         Cmd_AddCommand(CF_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
2237         Cmd_AddCommand(CF_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2238         Cmd_AddCommand(CF_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
2239         Cmd_AddCommand(CF_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2240         Cmd_AddCommand(CF_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
2241         Cmd_AddCommand(CF_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2242         Cmd_AddCommand(CF_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
2243         Cmd_AddCommand(CF_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2244         Cmd_AddCommand(CF_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
2245
2246         // LadyHavoc: added bestweapon command
2247         Cmd_AddCommand(CF_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2248         Cmd_AddCommand(CF_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2249
2250         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2251         Cvar_RegisterVariable(&cl_movement);
2252         Cvar_RegisterVariable(&cl_movement_replay);
2253         Cvar_RegisterVariable(&cl_movement_nettimeout);
2254         Cvar_RegisterVariable(&cl_movement_minping);
2255         Cvar_RegisterVariable(&cl_movement_track_canjump);
2256         Cvar_RegisterVariable(&cl_movement_maxspeed);
2257         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2258         Cvar_RegisterVariable(&cl_movement_stopspeed);
2259         Cvar_RegisterVariable(&cl_movement_friction);
2260         Cvar_RegisterVariable(&cl_movement_wallfriction);
2261         Cvar_RegisterVariable(&cl_movement_waterfriction);
2262         Cvar_RegisterVariable(&cl_movement_edgefriction);
2263         Cvar_RegisterVariable(&cl_movement_stepheight);
2264         Cvar_RegisterVariable(&cl_movement_accelerate);
2265         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2266         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2267         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2268         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2269         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2270         Cvar_RegisterVariable(&cl_nopred);
2271
2272         Cvar_RegisterVariable(&in_pitch_min);
2273         Cvar_RegisterVariable(&in_pitch_max);
2274         Cvar_RegisterVariable(&m_filter);
2275         Cvar_RegisterVariable(&m_accelerate);
2276         Cvar_RegisterVariable(&m_accelerate_minspeed);
2277         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2278         Cvar_RegisterVariable(&m_accelerate_filter);
2279         Cvar_RegisterVariable(&m_accelerate_power);
2280         Cvar_RegisterVariable(&m_accelerate_power_offset);
2281         Cvar_RegisterVariable(&m_accelerate_power_senscap);
2282         Cvar_RegisterVariable(&m_accelerate_power_strength);
2283
2284         Cvar_RegisterVariable(&cl_netfps);
2285         Cvar_RegisterVariable(&cl_netrepeatinput);
2286         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2287
2288         Cvar_RegisterVariable(&cl_nodelta);
2289
2290         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2291 }
2292