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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
435 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
443
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
456
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458
459 extern cvar_t v_flipped;
460
461 /*
462 ================
463 CL_AdjustAngles
464
465 Moves the local angle positions
466 ================
467 */
468 void CL_AdjustAngles (void)
469 {
470         float   speed;
471         float   up, down;
472
473         if (in_speed.state & 1)
474                 speed = cl.realframetime * cl_anglespeedkey.value;
475         else
476                 speed = cl.realframetime;
477
478         if (!(in_strafe.state & 1))
479         {
480                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482         }
483         if (in_klook.state & 1)
484         {
485                 V_StopPitchDrift ();
486                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
488         }
489
490         up = CL_KeyState (&in_lookup);
491         down = CL_KeyState(&in_lookdown);
492
493         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495
496         if (up || down)
497                 V_StopPitchDrift ();
498
499         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501         if (cl.viewangles[YAW] >= 180)
502                 cl.viewangles[YAW] -= 360;
503         if (cl.viewangles[PITCH] >= 180)
504                 cl.viewangles[PITCH] -= 360;
505         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
507 }
508
509 int cl_ignoremousemoves = 2;
510
511 /*
512 ================
513 CL_Input
514
515 Send the intended movement message to the server
516 ================
517 */
518 void CL_Input (void)
519 {
520         float mx, my;
521         static float old_mouse_x = 0, old_mouse_y = 0;
522
523         // clamp before the move to prevent starting with bad angles
524         CL_AdjustAngles ();
525
526         if(v_flipped.integer)
527                 cl.viewangles[YAW] = -cl.viewangles[YAW];
528
529         // reset some of the command fields
530         cl.cmd.forwardmove = 0;
531         cl.cmd.sidemove = 0;
532         cl.cmd.upmove = 0;
533
534         // get basic movement from keyboard
535         if (in_strafe.state & 1)
536         {
537                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
539         }
540
541         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543
544         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546
547         if (! (in_klook.state & 1) )
548         {
549                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
551         }
552
553         // adjust for speed key
554         if (in_speed.state & 1)
555         {
556                 cl.cmd.forwardmove *= cl_movespeedkey.value;
557                 cl.cmd.sidemove *= cl_movespeedkey.value;
558                 cl.cmd.upmove *= cl_movespeedkey.value;
559         }
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // apply m_accelerate if it is on
565         if(m_accelerate.value > 1)
566         {
567                 static float averagespeed = 0;
568                 float speed, f, mi, ma;
569
570                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571                 if(m_accelerate_filter.value > 0)
572                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
573                 else
574                         f = 1;
575                 averagespeed = speed * f + averagespeed * (1 - f);
576
577                 mi = max(1, m_accelerate_minspeed.value);
578                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579
580                 if(averagespeed <= mi)
581                 {
582                         f = 1;
583                 }
584                 else if(averagespeed >= ma)
585                 {
586                         f = m_accelerate.value;
587                 }
588                 else
589                 {
590                         /*
591                         f = log(averagespeed);
592                         mi = log(mi);
593                         ma = log(ma);
594                         */
595                         f = averagespeed;
596                         mi = mi;
597                         ma = ma;
598                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599                 }
600
601                 in_mouse_x *= f;
602                 in_mouse_y *= f;
603         }
604
605         // apply m_filter if it is on
606         mx = in_mouse_x;
607         my = in_mouse_y;
608         if (m_filter.integer)
609         {
610                 in_mouse_x = (mx + old_mouse_x) * 0.5;
611                 in_mouse_y = (my + old_mouse_y) * 0.5;
612         }
613         old_mouse_x = mx;
614         old_mouse_y = my;
615
616         // ignore a mouse move if mouse was activated/deactivated this frame
617         if (cl_ignoremousemoves)
618         {
619                 cl_ignoremousemoves--;
620                 in_mouse_x = old_mouse_x = 0;
621                 in_mouse_y = old_mouse_y = 0;
622         }
623
624         // if not in menu, apply mouse move to viewangles/movement
625         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (cl_prydoncursor.integer > 0)
629                 {
630                         // mouse interacting with the scene, mostly stationary view
631                         V_StopPitchDrift();
632                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634                 }
635                 else if (in_strafe.state & 1)
636                 {
637                         // strafing mode, all looking is movement
638                         V_StopPitchDrift();
639                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640                         if (noclip_anglehack)
641                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642                         else
643                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644                 }
645                 else if ((in_mlook.state & 1) || freelook.integer)
646                 {
647                         // mouselook, lookstrafe causes turning to become strafing
648                         V_StopPitchDrift();
649                         if (lookstrafe.integer)
650                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         else
652                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654                 }
655                 else
656                 {
657                         // non-mouselook, yaw turning and forward/back movement
658                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661         }
662         else // don't pitch drift when csqc is controlling the mouse
663                 V_StopPitchDrift();
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (cl_prydoncursor.integer <= 0)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         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);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         if (cl_prydoncursor_notrace.integer)
782         {
783                 cl.cmd.cursor_fraction = 1.0f;
784                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
785                 VectorClear(cl.cmd.cursor_normal);
786                 cl.cmd.cursor_entitynumber = 0;
787         }
788         else
789                 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);
790 }
791
792 typedef enum waterlevel_e
793 {
794         WATERLEVEL_NONE,
795         WATERLEVEL_WETFEET,
796         WATERLEVEL_SWIMMING,
797         WATERLEVEL_SUBMERGED
798 }
799 waterlevel_t;
800
801 typedef struct cl_clientmovement_state_s
802 {
803         // position
804         vec3_t origin;
805         vec3_t velocity;
806         // current bounding box (different if crouched vs standing)
807         vec3_t mins;
808         vec3_t maxs;
809         // currently on the ground
810         qboolean onground;
811         // currently crouching
812         qboolean crouched;
813         // what kind of water (SUPERCONTENTS_LAVA for instance)
814         int watertype;
815         // how deep
816         waterlevel_t waterlevel;
817         // weird hacks when jumping out of water
818         // (this is in seconds and counts down to 0)
819         float waterjumptime;
820
821         // user command
822         usercmd_t cmd;
823 }
824 cl_clientmovement_state_t;
825
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
828 {
829 // 1 no nudge (just return the original if this test passes)
830         { 0.000,  0.000,  0.000},
831 // 6 simple nudges
832         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
833         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
834         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
835 // 4 diagonal flat nudges
836         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
837         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
838 // 8 diagonal upward nudges
839         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
840         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
841         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
842         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
843 // 8 diagonal downward nudges
844         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
845         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
846         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
848 };
849
850 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
851 {
852         int i;
853         vec3_t neworigin;
854         for (i = 0;i < NUMOFFSETS;i++)
855         {
856                 VectorAdd(offsets[i], s->origin, neworigin);
857                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
858                 {
859                         VectorCopy(neworigin, s->origin);
860                         return true;
861                 }
862         }
863         // if all offsets failed, give up
864         return false;
865 }
866
867 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 {
869         vec3_t origin1, origin2;
870         trace_t trace;
871
872         // make sure player is not stuck
873         CL_ClientMovement_Unstick(s);
874
875         // set crouched
876         if (s->cmd.crouch)
877         {
878                 // wants to crouch, this always works..
879                 if (!s->crouched)
880                         s->crouched = true;
881         }
882         else
883         {
884                 // wants to stand, if currently crouching we need to check for a
885                 // low ceiling first
886                 if (s->crouched)
887                 {
888                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
889                         if (!trace.startsolid)
890                                 s->crouched = false;
891                 }
892         }
893         if (s->crouched)
894         {
895                 VectorCopy(cl.playercrouchmins, s->mins);
896                 VectorCopy(cl.playercrouchmaxs, s->maxs);
897         }
898         else
899         {
900                 VectorCopy(cl.playerstandmins, s->mins);
901                 VectorCopy(cl.playerstandmaxs, s->maxs);
902         }
903
904         // set onground
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
906         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
907         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
908         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
909
910         // set watertype/waterlevel
911         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
912         s->waterlevel = WATERLEVEL_NONE;
913         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
914         if (s->watertype)
915         {
916                 s->waterlevel = WATERLEVEL_WETFEET;
917                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
918                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
919                 {
920                         s->waterlevel = WATERLEVEL_SWIMMING;
921                         origin1[2] = s->origin[2] + 22;
922                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
923                                 s->waterlevel = WATERLEVEL_SUBMERGED;
924                 }
925         }
926
927         // water jump prediction
928         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
929                 s->waterjumptime = 0;
930 }
931
932 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
933 {
934         int bump;
935         double t;
936         vec_t f;
937         vec3_t neworigin;
938         vec3_t currentorigin2;
939         vec3_t neworigin2;
940         vec3_t primalvelocity;
941         trace_t trace;
942         trace_t trace2;
943         trace_t trace3;
944         CL_ClientMovement_UpdateStatus(s);
945         VectorCopy(s->velocity, primalvelocity);
946         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
947         {
948                 VectorMA(s->origin, t, s->velocity, neworigin);
949                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
950                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
951                 {
952                         // may be a step or wall, try stepping up
953                         // first move forward at a higher level
954                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
955                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
956                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
957                         if (!trace2.startsolid)
958                         {
959                                 // then move down from there
960                                 VectorCopy(trace2.endpos, currentorigin2);
961                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
962                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
963                                 //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]);
964                                 // accept the new trace if it made some progress
965                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
966                                 {
967                                         trace = trace2;
968                                         VectorCopy(trace3.endpos, trace.endpos);
969                                 }
970                         }
971                 }
972
973                 // check if it moved at all
974                 if (trace.fraction >= 0.001)
975                         VectorCopy(trace.endpos, s->origin);
976
977                 // check if it moved all the way
978                 if (trace.fraction == 1)
979                         break;
980
981                 //if (trace.plane.normal[2] > 0.7)
982                 //      s->onground = true;
983
984                 t -= t * trace.fraction;
985
986                 f = DotProduct(s->velocity, trace.plane.normal);
987                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
988         }
989         if (s->waterjumptime > 0)
990                 VectorCopy(primalvelocity, s->velocity);
991 }
992
993
994 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
995 {
996         vec_t wishspeed;
997         vec_t f;
998         vec3_t wishvel;
999         vec3_t wishdir;
1000
1001         // water jump only in certain situations
1002         // this mimics quakeworld code
1003         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1004         {
1005                 vec3_t forward;
1006                 vec3_t yawangles;
1007                 vec3_t spot;
1008                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1009                 AngleVectors(yawangles, forward, NULL, NULL);
1010                 VectorMA(s->origin, 24, forward, spot);
1011                 spot[2] += 8;
1012                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1013                 {
1014                         spot[2] += 24;
1015                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1016                         {
1017                                 VectorScale(forward, 50, s->velocity);
1018                                 s->velocity[2] = 310;
1019                                 s->waterjumptime = 2;
1020                                 s->onground = false;
1021                                 s->cmd.canjump = false;
1022                         }
1023                 }
1024         }
1025
1026         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1027         {
1028                 // drift towards bottom
1029                 VectorSet(wishvel, 0, 0, -60);
1030         }
1031         else
1032         {
1033                 // swim
1034                 vec3_t forward;
1035                 vec3_t right;
1036                 vec3_t up;
1037                 // calculate movement vector
1038                 AngleVectors(s->cmd.viewangles, forward, right, up);
1039                 VectorSet(up, 0, 0, 1);
1040                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1041         }
1042
1043         // split wishvel into wishspeed and wishdir
1044         wishspeed = VectorLength(wishvel);
1045         if (wishspeed)
1046                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1047         else
1048                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1049         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1050
1051         if (s->crouched)
1052                 wishspeed *= 0.5;
1053
1054         if (s->waterjumptime <= 0)
1055         {
1056                 // water friction
1057                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1058                 f = bound(0, f, 1);
1059                 VectorScale(s->velocity, f, s->velocity);
1060
1061                 // water acceleration
1062                 f = wishspeed - DotProduct(s->velocity, wishdir);
1063                 if (f > 0)
1064                 {
1065                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1066                         VectorMA(s->velocity, f, wishdir, s->velocity);
1067                 }
1068
1069                 // holding jump button swims upward slowly
1070                 if (s->cmd.jump)
1071                 {
1072                         if (s->watertype & SUPERCONTENTS_LAVA)
1073                                 s->velocity[2] =  50;
1074                         else if (s->watertype & SUPERCONTENTS_SLIME)
1075                                 s->velocity[2] =  80;
1076                         else
1077                         {
1078                                 if (gamemode == GAME_NEXUIZ)
1079                                         s->velocity[2] = 200;
1080                                 else
1081                                         s->velocity[2] = 100;
1082                         }
1083                 }
1084         }
1085
1086         CL_ClientMovement_Move(s);
1087 }
1088
1089 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1090 {
1091         if(forward == 0 && side == 0)
1092                 return 0; // avoid division by zero
1093         angle -= RAD2DEG(atan2(side, forward));
1094         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1095         if(angle >  1)
1096                 return 0;
1097         if(angle < -1)
1098                 return 0;
1099         return 1 - fabs(angle);
1100 }
1101
1102 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1103 {
1104         if(a == 0)
1105         {
1106                 if(lerp < 1)
1107                         return 0;
1108                 else
1109                         return b;
1110         }
1111         if(b == 0)
1112         {
1113                 if(lerp > 0)
1114                         return 0;
1115                 else
1116                         return a;
1117         }
1118         return a * pow(fabs(b / a), lerp);
1119 }
1120
1121 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1122 {
1123         vec_t zspeed, speed, dot, k;
1124
1125 #if 0
1126         // this doesn't play well with analog input
1127         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1128                 return;
1129         k = 32;
1130 #else
1131         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1132         if(k <= 0)
1133                 return;
1134 #endif
1135
1136         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1137
1138         zspeed = s->velocity[2];
1139         s->velocity[2] = 0;
1140         speed = VectorNormalizeLength(s->velocity);
1141
1142         dot = DotProduct(s->velocity, wishdir);
1143
1144         if(dot > 0) { // we can't change direction while slowing down
1145                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1146                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1147                 k *= cl.movevars_aircontrol;
1148                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1149                 VectorNormalize(s->velocity);
1150         }
1151
1152         VectorScale(s->velocity, speed, s->velocity);
1153         s->velocity[2] = zspeed;
1154 }
1155
1156 float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1157 {
1158         return
1159                 (accelqw < 0 ? -1 : +1)
1160                 *
1161                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1162 }
1163
1164 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 sidefric, vec_t speedlimit)
1165 {
1166         vec_t vel_straight;
1167         vec_t vel_z;
1168         vec3_t vel_perpend;
1169         vec_t step;
1170         vec3_t vel_xy;
1171         vec_t vel_xy_current;
1172         vec_t vel_xy_backward, vel_xy_forward;
1173         qboolean speedclamp;
1174
1175         speedclamp = (accelqw < 0);
1176         if(speedclamp)
1177                 accelqw = -accelqw;
1178
1179         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1180                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181
1182         vel_straight = DotProduct(s->velocity, wishdir);
1183         vel_z = s->velocity[2];
1184         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1185         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186
1187         step = accel * s->cmd.frametime * wishspeed0;
1188
1189         vel_xy_current  = VectorLength(vel_xy);
1190         if(speedlimit > 0)
1191                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1192         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1193         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1194         if(vel_xy_backward < 0)
1195                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196
1197         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1198
1199         if(sidefric < 0 && VectorLength2(vel_perpend))
1200                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1201         {
1202                 vec_t f, fmin;
1203                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1204                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205                 // assume: fmin > 1
1206                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1207                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1208                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1209                 // obviously, this cannot be
1210                 if(fmin <= 0)
1211                         VectorScale(vel_perpend, f, vel_perpend);
1212                 else
1213                 {
1214                         fmin = sqrt(fmin);
1215                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1216                 }
1217         }
1218         else
1219                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220
1221         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1222
1223         if(speedclamp)
1224         {
1225                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1226                 if(vel_xy_current > 0) // prevent division by zero
1227                 {
1228                         VectorNormalize(s->velocity);
1229                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1230                 }
1231         }
1232
1233         s->velocity[2] += vel_z;
1234 }
1235
1236 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1237 {
1238     vec3_t curvel, wishvel, acceldir, curdir;
1239     float addspeed, accelspeed, curspeed;
1240     float dot;
1241
1242     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1243     float bunnyaccel = cl.movevars_warsowbunny_accel;
1244     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1245     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1246     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1247
1248     if( !wishspeed )
1249         return;
1250
1251     VectorCopy( s->velocity, curvel );
1252     curvel[2] = 0;
1253     curspeed = VectorLength( curvel );
1254
1255     if( wishspeed > curspeed * 1.01f )
1256     {
1257         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1258         if( accelspeed < wishspeed )
1259             wishspeed = accelspeed;
1260     }
1261     else
1262     {
1263         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1264         if( f < 0 )
1265             f = 0;
1266         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1267     }
1268     VectorScale( wishdir, wishspeed, wishvel );
1269     VectorSubtract( wishvel, curvel, acceldir );
1270     addspeed = VectorNormalizeLength( acceldir );
1271
1272     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1273     if( accelspeed > addspeed )
1274         accelspeed = addspeed;
1275
1276     if( backtosideratio < 1.0f )
1277     {
1278         VectorNormalize2( curvel, curdir );
1279         dot = DotProduct( acceldir, curdir );
1280         if( dot < 0 )
1281             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1282     }
1283
1284     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1285 }
1286
1287 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1288 {
1289         vec_t friction;
1290         vec_t wishspeed;
1291         vec_t addspeed;
1292         vec_t accelspeed;
1293         vec_t f;
1294         vec_t gravity;
1295         vec3_t forward;
1296         vec3_t right;
1297         vec3_t up;
1298         vec3_t wishvel;
1299         vec3_t wishdir;
1300         vec3_t yawangles;
1301         trace_t trace;
1302
1303         // jump if on ground with jump button pressed but only if it has been
1304         // released at least once since the last jump
1305         if (s->cmd.jump)
1306         {
1307                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1308                 {
1309                         s->velocity[2] += cl.movevars_jumpvelocity;
1310                         s->onground = false;
1311                         s->cmd.canjump = false;
1312                 }
1313         }
1314         else
1315                 s->cmd.canjump = true;
1316
1317         // calculate movement vector
1318         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1319         AngleVectors(yawangles, forward, right, up);
1320         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1321
1322         // split wishvel into wishspeed and wishdir
1323         wishspeed = VectorLength(wishvel);
1324         if (wishspeed)
1325                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1326         else
1327                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1328         // check if onground
1329         if (s->onground)
1330         {
1331                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1332                 if (s->crouched)
1333                         wishspeed *= 0.5;
1334
1335                 // apply edge friction
1336                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1337                 if (f > 0)
1338                 {
1339                         friction = cl.movevars_friction;
1340                         if (cl.movevars_edgefriction != 1)
1341                         {
1342                                 vec3_t neworigin2;
1343                                 vec3_t neworigin3;
1344                                 // note: QW uses the full player box for the trace, and yet still
1345                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1346                                 // this mimics it for compatibility
1347                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1348                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1349                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1350                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1351                                 else
1352                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1353                                 if (trace.fraction == 1 && !trace.startsolid)
1354                                         friction *= cl.movevars_edgefriction;
1355                         }
1356                         // apply ground friction
1357                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1358                         f = max(f, 0);
1359                         VectorScale(s->velocity, f, s->velocity);
1360                 }
1361                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1362                 if (addspeed > 0)
1363                 {
1364                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1365                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1366                 }
1367                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1368                         gravity = 0;
1369                 else
1370                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1371                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1372                         s->velocity[2] -= gravity * 0.5f;
1373                 else
1374                         s->velocity[2] -= gravity;
1375                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1376                         s->velocity[2] = 0;
1377                 if (VectorLength2(s->velocity))
1378                         CL_ClientMovement_Move(s);
1379                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1380                         s->velocity[2] -= gravity * 0.5f;
1381         }
1382         else
1383         {
1384                 if (s->waterjumptime <= 0)
1385                 {
1386                         // apply air speed limit
1387                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1388                         qboolean accelerating;
1389
1390                         accelqw = cl.movevars_airaccel_qw;
1391                         wishspeed0 = wishspeed;
1392                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1393                         if (s->crouched)
1394                                 wishspeed *= 0.5;
1395                         accel = cl.movevars_airaccelerate;
1396
1397                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1398                         wishspeed2 = wishspeed;
1399
1400                         // CPM: air control
1401                         if(cl.movevars_airstopaccelerate != 0)
1402                         {
1403                                 vec3_t curdir;
1404                                 curdir[0] = s->velocity[0];
1405                                 curdir[1] = s->velocity[1];
1406                                 curdir[2] = 0;
1407                                 VectorNormalize(curdir);
1408                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1409                         }
1410                         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
1411                         if(cl.movevars_maxairstrafespeed)
1412                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1413                         if(cl.movevars_airstrafeaccelerate)
1414                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1415                         if(cl.movevars_airstrafeaccel_qw)
1416                                 accelqw =
1417                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1418                                         *
1419                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1420                         // !CPM
1421
1422                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1423                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1424                         else
1425                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1426
1427                         if(cl.movevars_aircontrol)
1428                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1429                 }
1430                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1431                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1432                         s->velocity[2] -= gravity * 0.5f;
1433                 else
1434                         s->velocity[2] -= gravity;
1435                 CL_ClientMovement_Move(s);
1436                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1437                         s->velocity[2] -= gravity * 0.5f;
1438         }
1439 }
1440
1441 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1442 {
1443         //Con_Printf(" %f", frametime);
1444         if (!s->cmd.jump)
1445                 s->cmd.canjump = true;
1446         s->waterjumptime -= s->cmd.frametime;
1447         CL_ClientMovement_UpdateStatus(s);
1448         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1449                 CL_ClientMovement_Physics_Swim(s);
1450         else
1451                 CL_ClientMovement_Physics_Walk(s);
1452 }
1453
1454 extern cvar_t slowmo;
1455 void CL_UpdateMoveVars(void)
1456 {
1457         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1458         {
1459                 cl.moveflags = 0;
1460         }
1461         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1462         {
1463                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1464                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1465                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1466                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1467                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1468                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1469                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1470                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1471                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1472                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1473                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1474                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1475                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1476                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1477                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1478                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1479                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1480                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1481                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1482                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1483                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1484                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1485                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1486                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1487                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1488                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1489                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1490                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1491                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1492                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1493                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1494                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1495                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1496         }
1497         else
1498         {
1499                 cl.moveflags = 0;
1500                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1501                 cl.movevars_timescale = slowmo.value;
1502                 cl.movevars_gravity = sv_gravity.value;
1503                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1504                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1505                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1506                 cl.movevars_accelerate = cl_movement_accelerate.value;
1507                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1508                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1509                 cl.movevars_friction = cl_movement_friction.value;
1510                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1511                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1512                 cl.movevars_entgravity = 1;
1513                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1514                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1515                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1516                 cl.movevars_stepheight = cl_movement_stepheight.value;
1517                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1518                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1519                 cl.movevars_airstopaccelerate = 0;
1520                 cl.movevars_airstrafeaccelerate = 0;
1521                 cl.movevars_maxairstrafespeed = 0;
1522                 cl.movevars_airstrafeaccel_qw = 0;
1523                 cl.movevars_aircontrol = 0;
1524                 cl.movevars_aircontrol_power = 2;
1525                 cl.movevars_aircontrol_penalty = 0;
1526                 cl.movevars_warsowbunny_airforwardaccel = 0;
1527                 cl.movevars_warsowbunny_accel = 0;
1528                 cl.movevars_warsowbunny_topspeed = 0;
1529                 cl.movevars_warsowbunny_turnaccel = 0;
1530                 cl.movevars_warsowbunny_backtosideratio = 0;
1531                 cl.movevars_airspeedlimit_nonqw = 0;
1532         }
1533
1534         if(!(cl.moveflags & MOVEFLAG_VALID))
1535         {
1536                 if(gamemode == GAME_NEXUIZ)
1537                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1538         }
1539
1540         if(cl.movevars_aircontrol_power <= 0)
1541                 cl.movevars_aircontrol_power = 2; // CPMA default
1542 }
1543
1544 void CL_ClientMovement_Replay(void)
1545 {
1546         int i;
1547         double totalmovemsec;
1548         cl_clientmovement_state_t s;
1549
1550         if (cl.movement_predicted && !cl.movement_replay)
1551                 return;
1552
1553         // set up starting state for the series of moves
1554         memset(&s, 0, sizeof(s));
1555         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1556         VectorCopy(cl.mvelocity[0], s.velocity);
1557         s.crouched = true; // will be updated on first move
1558         //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]);
1559
1560         totalmovemsec = 0;
1561         for (i = 0;i < CL_MAX_USERCMDS;i++)
1562                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1563                         totalmovemsec += cl.movecmd[i].msec;
1564         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);
1565         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1566         if (cl.movement_predicted)
1567         {
1568                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1569
1570                 // replay the input queue to predict current location
1571                 // note: this relies on the fact there's always one queue item at the end
1572
1573                 // find how many are still valid
1574                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1575                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1576                                 break;
1577                 // now walk them in oldest to newest order
1578                 for (i--;i >= 0;i--)
1579                 {
1580                         s.cmd = cl.movecmd[i];
1581                         if (i < CL_MAX_USERCMDS - 1)
1582                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1583                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1584                         //Con_Printf("%i ", s.cmd.msec);
1585                         if(s.cmd.frametime > 0.0005)
1586                         {
1587                                 if (s.cmd.frametime > 0.05)
1588                                 {
1589                                         s.cmd.frametime /= 2;
1590                                         CL_ClientMovement_PlayerMove(&s);
1591                                 }
1592                                 CL_ClientMovement_PlayerMove(&s);
1593                                 cl.movecmd[i].canjump = s.cmd.canjump;
1594                         }
1595                 }
1596                 //Con_Printf("\n");
1597                 CL_ClientMovement_UpdateStatus(&s);
1598         }
1599         else
1600         {
1601                 // get the first movement queue entry to know whether to crouch and such
1602                 s.cmd = cl.movecmd[0];
1603         }
1604
1605         if (cls.demoplayback) // for bob, speedometer
1606                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1607         else
1608         {
1609                 cl.movement_replay = false;
1610                 // update the interpolation target position and velocity
1611                 VectorCopy(s.origin, cl.movement_origin);
1612                 VectorCopy(s.velocity, cl.movement_velocity);
1613         }
1614
1615         // update the onground flag if appropriate
1616         if (cl.movement_predicted)
1617         {
1618                 // when predicted we simply set the flag according to the UpdateStatus
1619                 cl.onground = s.onground;
1620         }
1621         else
1622         {
1623                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1624                 // an update packet is received, but can be forced on here to hide
1625                 // server inconsistencies in the onground flag
1626                 // (which mostly occur when stepping up stairs at very high framerates
1627                 //  where after the step up the move continues forward and not
1628                 //  downward so the ground is not detected)
1629                 //
1630                 // such onground inconsistencies can cause jittery gun bobbing and
1631                 // stair smoothing, so we set onground if UpdateStatus says so
1632                 if (s.onground)
1633                         cl.onground = true;
1634         }
1635
1636         // react to onground state changes (for gun bob)
1637         if (cl.onground)
1638         {
1639                 if (!cl.oldonground)
1640                         cl.hitgroundtime = cl.movecmd[0].time;
1641                 cl.lastongroundtime = cl.movecmd[0].time;
1642         }
1643         cl.oldonground = cl.onground;
1644 }
1645
1646 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1647 {
1648         int bits;
1649
1650         bits = 0;
1651         if (to->viewangles[0] != from->viewangles[0])
1652                 bits |= QW_CM_ANGLE1;
1653         if (to->viewangles[1] != from->viewangles[1])
1654                 bits |= QW_CM_ANGLE2;
1655         if (to->viewangles[2] != from->viewangles[2])
1656                 bits |= QW_CM_ANGLE3;
1657         if (to->forwardmove != from->forwardmove)
1658                 bits |= QW_CM_FORWARD;
1659         if (to->sidemove != from->sidemove)
1660                 bits |= QW_CM_SIDE;
1661         if (to->upmove != from->upmove)
1662                 bits |= QW_CM_UP;
1663         if (to->buttons != from->buttons)
1664                 bits |= QW_CM_BUTTONS;
1665         if (to->impulse != from->impulse)
1666                 bits |= QW_CM_IMPULSE;
1667
1668         MSG_WriteByte(buf, bits);
1669         if (bits & QW_CM_ANGLE1)
1670                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1671         if (bits & QW_CM_ANGLE2)
1672                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1673         if (bits & QW_CM_ANGLE3)
1674                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1675         if (bits & QW_CM_FORWARD)
1676                 MSG_WriteShort(buf, (short) to->forwardmove);
1677         if (bits & QW_CM_SIDE)
1678                 MSG_WriteShort(buf, (short) to->sidemove);
1679         if (bits & QW_CM_UP)
1680                 MSG_WriteShort(buf, (short) to->upmove);
1681         if (bits & QW_CM_BUTTONS)
1682                 MSG_WriteByte(buf, to->buttons);
1683         if (bits & QW_CM_IMPULSE)
1684                 MSG_WriteByte(buf, to->impulse);
1685         MSG_WriteByte(buf, to->msec);
1686 }
1687
1688 void CL_NewFrameReceived(int num)
1689 {
1690         if (developer_networkentities.integer >= 10)
1691                 Con_Printf("recv: svc_entities %i\n", num);
1692         cl.latestframenums[cl.latestframenumsposition] = num;
1693         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1694         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1695 }
1696
1697 /*
1698 ==============
1699 CL_SendMove
1700 ==============
1701 */
1702 usercmd_t nullcmd; // for delta compression of qw moves
1703 void CL_SendMove(void)
1704 {
1705         int i, j, packetloss;
1706         int checksumindex;
1707         int bits;
1708         int maxusercmds;
1709         usercmd_t *cmd;
1710         sizebuf_t buf;
1711         unsigned char data[1024];
1712         double packettime;
1713         int msecdelta;
1714         qboolean quemove;
1715         qboolean important;
1716
1717         // if playing a demo, do nothing
1718         if (!cls.netcon)
1719                 return;
1720
1721         // we don't que moves during a lag spike (potential network timeout)
1722         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1723
1724         // we build up cl.cmd and then decide whether to send or not
1725         // we store this into cl.movecmd[0] for prediction each frame even if we
1726         // do not send, to make sure that prediction is instant
1727         cl.cmd.time = cl.time;
1728         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1729
1730         // set button bits
1731         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1732         bits = 0;
1733         if (in_attack.state   & 3) bits |=   1;
1734         if (in_jump.state     & 3) bits |=   2;
1735         if (in_button3.state  & 3) bits |=   4;
1736         if (in_button4.state  & 3) bits |=   8;
1737         if (in_button5.state  & 3) bits |=  16;
1738         if (in_button6.state  & 3) bits |=  32;
1739         if (in_button7.state  & 3) bits |=  64;
1740         if (in_button8.state  & 3) bits |= 128;
1741         if (in_use.state      & 3) bits |= 256;
1742         if (key_dest != key_game || key_consoleactive) bits |= 512;
1743         if (cl_prydoncursor.integer > 0) bits |= 1024;
1744         if (in_button9.state  & 3)  bits |=   2048;
1745         if (in_button10.state  & 3) bits |=   4096;
1746         if (in_button11.state  & 3) bits |=   8192;
1747         if (in_button12.state  & 3) bits |=  16384;
1748         if (in_button13.state  & 3) bits |=  32768;
1749         if (in_button14.state  & 3) bits |=  65536;
1750         if (in_button15.state  & 3) bits |= 131072;
1751         if (in_button16.state  & 3) bits |= 262144;
1752         // button bits 19-31 unused currently
1753         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1754         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1755         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1756         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1757         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1758
1759         // set buttons and impulse
1760         cl.cmd.buttons = bits;
1761         cl.cmd.impulse = in_impulse;
1762
1763         // set viewangles
1764         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1765
1766         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1767         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1768         // ridiculous value rejection (matches qw)
1769         if (cl.cmd.msec > 250)
1770                 cl.cmd.msec = 100;
1771         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1772
1773         cl.cmd.predicted = cl_movement.integer != 0;
1774
1775         // movement is set by input code (forwardmove/sidemove/upmove)
1776         // always dump the first two moves, because they may contain leftover inputs from the last level
1777         if (cl.cmd.sequence <= 2)
1778                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1779
1780         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1781         cl.cmd.crouch = 0;
1782         switch (cls.protocol)
1783         {
1784         case PROTOCOL_QUAKEWORLD:
1785         case PROTOCOL_QUAKE:
1786         case PROTOCOL_QUAKEDP:
1787         case PROTOCOL_NEHAHRAMOVIE:
1788         case PROTOCOL_NEHAHRABJP:
1789         case PROTOCOL_NEHAHRABJP2:
1790         case PROTOCOL_NEHAHRABJP3:
1791         case PROTOCOL_DARKPLACES1:
1792         case PROTOCOL_DARKPLACES2:
1793         case PROTOCOL_DARKPLACES3:
1794         case PROTOCOL_DARKPLACES4:
1795         case PROTOCOL_DARKPLACES5:
1796                 break;
1797         case PROTOCOL_DARKPLACES6:
1798         case PROTOCOL_DARKPLACES7:
1799                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1800                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1801                 break;
1802         case PROTOCOL_UNKNOWN:
1803                 break;
1804         }
1805
1806         if (quemove)
1807                 cl.movecmd[0] = cl.cmd;
1808
1809         // don't predict more than 200fps
1810         if (realtime >= cl.lastpackettime + 0.005)
1811                 cl.movement_replay = true; // redo the prediction
1812
1813         // now decide whether to actually send this move
1814         // (otherwise it is only for prediction)
1815
1816         // don't send too often or else network connections can get clogged by a
1817         // high renderer framerate
1818         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1819         if (cl.movevars_timescale && cl.movevars_ticrate)
1820         {
1821                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1822                 packettime = min(packettime, maxtic);
1823         }
1824
1825         // do not send 0ms packets because they mess up physics
1826         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1827                 return;
1828         // always send if buttons changed or an impulse is pending
1829         // even if it violates the rate limit!
1830         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1831         // don't send too often (cl_netfps)
1832         if (!important && realtime < cl.lastpackettime + packettime)
1833                 return;
1834         // don't choke the connection with packets (obey rate limit)
1835         // it is important that this check be last, because it adds a new
1836         // frame to the shownetgraph output and any cancelation after this
1837         // will produce a nasty spike-like look to the netgraph
1838         // we also still send if it is important
1839         if (!NetConn_CanSend(cls.netcon) && !important)
1840                 return;
1841         // try to round off the lastpackettime to a multiple of the packet interval
1842         // (this causes it to emit packets at a steady beat)
1843         if (packettime > 0)
1844                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1845         else
1846                 cl.lastpackettime = realtime;
1847
1848         buf.maxsize = sizeof(data);
1849         buf.cursize = 0;
1850         buf.data = data;
1851
1852         // send the movement message
1853         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1854         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1855         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1856         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1857         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1858         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1859         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1860         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1861         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1862         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1863         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1864
1865         // set prydon cursor info
1866         CL_UpdatePrydonCursor();
1867
1868         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1869         {
1870                 switch (cls.protocol)
1871                 {
1872                 case PROTOCOL_QUAKEWORLD:
1873                         MSG_WriteByte(&buf, qw_clc_move);
1874                         // save the position for a checksum byte
1875                         checksumindex = buf.cursize;
1876                         MSG_WriteByte(&buf, 0);
1877                         // packet loss percentage
1878                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1879                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1880                                         packetloss++;
1881                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1882                         MSG_WriteByte(&buf, packetloss);
1883                         // write most recent 3 moves
1884                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1885                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1886                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1887                         // calculate the checksum
1888                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1889                         // if delta compression history overflows, request no delta
1890                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1891                                 cl.qw_validsequence = 0;
1892                         // request delta compression if appropriate
1893                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1894                         {
1895                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1896                                 MSG_WriteByte(&buf, qw_clc_delta);
1897                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1898                         }
1899                         else
1900                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1901                         break;
1902                 case PROTOCOL_QUAKE:
1903                 case PROTOCOL_QUAKEDP:
1904                 case PROTOCOL_NEHAHRAMOVIE:
1905                 case PROTOCOL_NEHAHRABJP:
1906                 case PROTOCOL_NEHAHRABJP2:
1907                 case PROTOCOL_NEHAHRABJP3:
1908                         // 5 bytes
1909                         MSG_WriteByte (&buf, clc_move);
1910                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1911                         // 3 bytes
1912                         for (i = 0;i < 3;i++)
1913                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1914                         // 6 bytes
1915                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1916                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1917                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1918                         // 2 bytes
1919                         MSG_WriteByte (&buf, cl.cmd.buttons);
1920                         MSG_WriteByte (&buf, cl.cmd.impulse);
1921                         break;
1922                 case PROTOCOL_DARKPLACES2:
1923                 case PROTOCOL_DARKPLACES3:
1924                         // 5 bytes
1925                         MSG_WriteByte (&buf, clc_move);
1926                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1927                         // 12 bytes
1928                         for (i = 0;i < 3;i++)
1929                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1930                         // 6 bytes
1931                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1932                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1933                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1934                         // 2 bytes
1935                         MSG_WriteByte (&buf, cl.cmd.buttons);
1936                         MSG_WriteByte (&buf, cl.cmd.impulse);
1937                         break;
1938                 case PROTOCOL_DARKPLACES1:
1939                 case PROTOCOL_DARKPLACES4:
1940                 case PROTOCOL_DARKPLACES5:
1941                         // 5 bytes
1942                         MSG_WriteByte (&buf, clc_move);
1943                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1944                         // 6 bytes
1945                         for (i = 0;i < 3;i++)
1946                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1947                         // 6 bytes
1948                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1949                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1950                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1951                         // 2 bytes
1952                         MSG_WriteByte (&buf, cl.cmd.buttons);
1953                         MSG_WriteByte (&buf, cl.cmd.impulse);
1954                 case PROTOCOL_DARKPLACES6:
1955                 case PROTOCOL_DARKPLACES7:
1956                         // set the maxusercmds variable to limit how many should be sent
1957                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1958                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1959                         if (!cl.cmd.predicted)
1960                                 maxusercmds = 1;
1961
1962                         // send the latest moves in order, the old ones will be
1963                         // ignored by the server harmlessly, however if the previous
1964                         // packets were lost these moves will be used
1965                         //
1966                         // this reduces packet loss impact on gameplay.
1967                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1968                         {
1969                                 // don't repeat any stale moves
1970                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1971                                         continue;
1972                                 // 5/9 bytes
1973                                 MSG_WriteByte (&buf, clc_move);
1974                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1975                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1976                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1977                                 // 6 bytes
1978                                 for (i = 0;i < 3;i++)
1979                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1980                                 // 6 bytes
1981                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1982                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1983                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1984                                 // 5 bytes
1985                                 MSG_WriteLong (&buf, cmd->buttons);
1986                                 MSG_WriteByte (&buf, cmd->impulse);
1987                                 // PRYDON_CLIENTCURSOR
1988                                 // 30 bytes
1989                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1990                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1991                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1992                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1993                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1994                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1995                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1996                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1997                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1998                         }
1999                         break;
2000                 case PROTOCOL_UNKNOWN:
2001                         break;
2002                 }
2003         }
2004
2005         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2006         {
2007                 // ack entity frame numbers received since the last input was sent
2008                 // (redundent to improve handling of client->server packet loss)
2009                 // if cl_netrepeatinput is 1 and client framerate matches server
2010                 // framerate, this is 10 bytes, if client framerate is lower this
2011                 // will be more...
2012                 int i, j;
2013                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2014                 if (oldsequence < 1)
2015                         oldsequence = 1;
2016                 for (i = 0;i < LATESTFRAMENUMS;i++)
2017                 {
2018                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2019                         if (cl.latestsendnums[j] >= oldsequence)
2020                         {
2021                                 if (developer_networkentities.integer >= 10)
2022                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2023                                 MSG_WriteByte(&buf, clc_ackframe);
2024                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2025                         }
2026                 }
2027         }
2028
2029         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2030         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2031
2032         // acknowledge any recently received data blocks
2033         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2034         {
2035                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2036                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2037                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2038                 cls.dp_downloadack[i].start = 0;
2039                 cls.dp_downloadack[i].size = 0;
2040         }
2041
2042         // send the reliable message (forwarded commands) if there is one
2043         if (buf.cursize || cls.netcon->message.cursize)
2044                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2045
2046         if (quemove)
2047         {
2048                 // update the cl.movecmd array which holds the most recent moves,
2049                 // because we now need a new slot for the next input
2050                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2051                         cl.movecmd[i] = cl.movecmd[i-1];
2052                 cl.movecmd[0].msec = 0;
2053                 cl.movecmd[0].frametime = 0;
2054         }
2055
2056         // clear button 'click' states
2057         in_attack.state  &= ~2;
2058         in_jump.state    &= ~2;
2059         in_button3.state &= ~2;
2060         in_button4.state &= ~2;
2061         in_button5.state &= ~2;
2062         in_button6.state &= ~2;
2063         in_button7.state &= ~2;
2064         in_button8.state &= ~2;
2065         in_use.state     &= ~2;
2066         in_button9.state  &= ~2;
2067         in_button10.state &= ~2;
2068         in_button11.state &= ~2;
2069         in_button12.state &= ~2;
2070         in_button13.state &= ~2;
2071         in_button14.state &= ~2;
2072         in_button15.state &= ~2;
2073         in_button16.state &= ~2;
2074         // clear impulse
2075         in_impulse = 0;
2076
2077         if (cls.netcon->message.overflowed)
2078         {
2079                 Con_Print("CL_SendMove: lost server connection\n");
2080                 CL_Disconnect();
2081                 Host_ShutdownServer();
2082         }
2083 }
2084
2085 /*
2086 ============
2087 CL_InitInput
2088 ============
2089 */
2090 void CL_InitInput (void)
2091 {
2092         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2093         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2094         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2095         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2096         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2097         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2098         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2099         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2100         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2101         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2102         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2103         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2104         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2105         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2106         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2107         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2108         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2109         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2110         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2111         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2112         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2113         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2114         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2115         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2116         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2117         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2118         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2119         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2120         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2121         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2122         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2123         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2124         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2125
2126         // LordHavoc: added use button
2127         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2128         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2129
2130         // LordHavoc: added 6 new buttons
2131         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2132         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2133         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2134         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2135         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2136         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2137         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2138         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2139         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2140         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2141         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2142         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2143         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2144         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2145         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2146         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2147         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2148         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2149         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2150         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2151         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2152         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2153         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2154         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2155         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2156         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2157         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2158         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2159
2160         // LordHavoc: added bestweapon command
2161         Cmd_AddCommand ("bestweapon", IN_BestWeapon, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
2162 #if 0
2163         Cmd_AddCommand ("cycleweapon", IN_CycleWeapon, "send an impulse number to server to select the next usable weapon out of several (example: 9 4 8) if you are holding one of these, and choose the first one if you are holding none of these");
2164 #endif
2165         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2166
2167         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2168         Cvar_RegisterVariable(&cl_movement);
2169         Cvar_RegisterVariable(&cl_movement_nettimeout);
2170         Cvar_RegisterVariable(&cl_movement_minping);
2171         Cvar_RegisterVariable(&cl_movement_track_canjump);
2172         Cvar_RegisterVariable(&cl_movement_maxspeed);
2173         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2174         Cvar_RegisterVariable(&cl_movement_stopspeed);
2175         Cvar_RegisterVariable(&cl_movement_friction);
2176         Cvar_RegisterVariable(&cl_movement_wallfriction);
2177         Cvar_RegisterVariable(&cl_movement_waterfriction);
2178         Cvar_RegisterVariable(&cl_movement_edgefriction);
2179         Cvar_RegisterVariable(&cl_movement_stepheight);
2180         Cvar_RegisterVariable(&cl_movement_accelerate);
2181         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2182         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2183         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2184         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2185         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2186
2187         Cvar_RegisterVariable(&in_pitch_min);
2188         Cvar_RegisterVariable(&in_pitch_max);
2189         Cvar_RegisterVariable(&m_filter);
2190         Cvar_RegisterVariable(&m_accelerate);
2191         Cvar_RegisterVariable(&m_accelerate_minspeed);
2192         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2193         Cvar_RegisterVariable(&m_accelerate_filter);
2194
2195         Cvar_RegisterVariable(&cl_netfps);
2196         Cvar_RegisterVariable(&cl_netrepeatinput);
2197         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2198
2199         Cvar_RegisterVariable(&cl_nodelta);
2200 }
2201