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always set movement_velocity even for unpredicted moves
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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 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f (void)
245 {
246         if(Cmd_Argc() == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(1),
250                         atoi(Cmd_Argv(2)),
251                         atoi(Cmd_Argv(3)),
252                         atoi(Cmd_Argv(4)),
253                         atoi(Cmd_Argv(5)),
254                         atoi(Cmd_Argv(6))
255                 );
256         }
257         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268         }
269 }
270
271 static void IN_BestWeapon (void)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc() < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc();i++)
281         {
282                 t = Cmd_Argv(i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308         int i, n;
309         int first = -1;
310         qboolean found = false;
311         const char *t;
312         if (Cmd_Argc() < 2)
313         {
314                 Con_Printf("bestweapon requires 1 or more parameters\n");
315                 return;
316         }
317         for (i = 1;i < Cmd_Argc();i++)
318         {
319                 t = Cmd_Argv(i);
320                 // figure out which weapon this character refers to
321                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322                 {
323                         if (!strcmp(in_bestweapon_info[n].name, t))
324                         {
325                                 // we found out what weapon this character refers to
326                                 // check if the inventory contains the weapon and enough ammo
327                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328                                 {
329                                         // we found one of the weapons the player wanted
330                                         if(first == -1)
331                                                 first = n;
332                                         if(found)
333                                         {
334                                                 in_impulse = in_bestweapon_info[n].impulse;
335                                                 return;
336                                         }
337                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338                                                 found = true;
339                                 }
340                                 break;
341                         }
342                 }
343                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344         }
345         if(first != -1)
346         {
347                 in_impulse = in_bestweapon_info[first].impulse;
348                 return;
349         }
350         // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
364 float CL_KeyState (kbutton_t *key)
365 {
366         float           val;
367         qboolean        impulsedown, impulseup, down;
368
369         impulsedown = (key->state & 2) != 0;
370         impulseup = (key->state & 4) != 0;
371         down = (key->state & 1) != 0;
372         val = 0;
373
374         if (impulsedown && !impulseup)
375         {
376                 if (down)
377                         val = 0.5;      // pressed and held this frame
378                 else
379                         val = 0;        //      I_Error ();
380         }
381         if (impulseup && !impulsedown)
382         {
383                 if (down)
384                         val = 0;        //      I_Error ();
385                 else
386                         val = 0;        // released this frame
387         }
388         if (!impulsedown && !impulseup)
389         {
390                 if (down)
391                         val = 1.0;      // held the entire frame
392                 else
393                         val = 0;        // up the entire frame
394         }
395         if (impulsedown && impulseup)
396         {
397                 if (down)
398                         val = 0.75;     // released and re-pressed this frame
399                 else
400                         val = 0.25;     // pressed and released this frame
401         }
402
403         key->state &= 1;                // clear impulses
404
405         return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 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)"};
457 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)"};
458
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462
463 extern cvar_t v_flipped;
464
465 /*
466 ================
467 CL_AdjustAngles
468
469 Moves the local angle positions
470 ================
471 */
472 static void CL_AdjustAngles (void)
473 {
474         float   speed;
475         float   up, down;
476
477         if (in_speed.state & 1)
478                 speed = cl.realframetime * cl_anglespeedkey.value;
479         else
480                 speed = cl.realframetime;
481
482         if (!(in_strafe.state & 1))
483         {
484                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
486         }
487         if (in_klook.state & 1)
488         {
489                 V_StopPitchDrift ();
490                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
492         }
493
494         up = CL_KeyState (&in_lookup);
495         down = CL_KeyState(&in_lookdown);
496
497         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499
500         if (up || down)
501                 V_StopPitchDrift ();
502
503         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505         if (cl.viewangles[YAW] >= 180)
506                 cl.viewangles[YAW] -= 360;
507         if (cl.viewangles[PITCH] >= 180)
508                 cl.viewangles[PITCH] -= 360;
509         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
510         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
511 }
512
513 int cl_ignoremousemoves = 2;
514
515 /*
516 ================
517 CL_Input
518
519 Send the intended movement message to the server
520 ================
521 */
522 void CL_Input (void)
523 {
524         float mx, my;
525         static float old_mouse_x = 0, old_mouse_y = 0;
526
527         // clamp before the move to prevent starting with bad angles
528         CL_AdjustAngles ();
529
530         if(v_flipped.integer)
531                 cl.viewangles[YAW] = -cl.viewangles[YAW];
532
533         // reset some of the command fields
534         cl.cmd.forwardmove = 0;
535         cl.cmd.sidemove = 0;
536         cl.cmd.upmove = 0;
537
538         // get basic movement from keyboard
539         if (in_strafe.state & 1)
540         {
541                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
543         }
544
545         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
547
548         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
550
551         if (! (in_klook.state & 1) )
552         {
553                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
555         }
556
557         // adjust for speed key
558         if (in_speed.state & 1)
559         {
560                 cl.cmd.forwardmove *= cl_movespeedkey.value;
561                 cl.cmd.sidemove *= cl_movespeedkey.value;
562                 cl.cmd.upmove *= cl_movespeedkey.value;
563         }
564
565         // allow mice or other external controllers to add to the move
566         IN_Move ();
567
568         // send mouse move to csqc
569         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
570         {
571                 if (cl.csqc_wantsmousemove)
572                 {
573                         // event type 3 is a DP_CSQC thing
574                         static int oldwindowmouse[2];
575                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
576                         {
577                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578                                 oldwindowmouse[0] = in_windowmouse_x;
579                                 oldwindowmouse[1] = in_windowmouse_y;
580                         }
581                 }
582                 else
583                 {
584                         if (in_mouse_x || in_mouse_y)
585                                 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
586                 }
587         }
588
589         // apply m_accelerate if it is on
590         if(m_accelerate.value > 1)
591         {
592                 static float averagespeed = 0;
593                 float speed, f, mi, ma;
594
595                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596                 if(m_accelerate_filter.value > 0)
597                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
598                 else
599                         f = 1;
600                 averagespeed = speed * f + averagespeed * (1 - f);
601
602                 mi = max(1, m_accelerate_minspeed.value);
603                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
604
605                 if(averagespeed <= mi)
606                 {
607                         f = 1;
608                 }
609                 else if(averagespeed >= ma)
610                 {
611                         f = m_accelerate.value;
612                 }
613                 else
614                 {
615                         f = averagespeed;
616                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
617                 }
618
619                 in_mouse_x *= f;
620                 in_mouse_y *= f;
621         }
622
623         // apply m_filter if it is on
624         mx = in_mouse_x;
625         my = in_mouse_y;
626         if (m_filter.integer)
627         {
628                 in_mouse_x = (mx + old_mouse_x) * 0.5;
629                 in_mouse_y = (my + old_mouse_y) * 0.5;
630         }
631         old_mouse_x = mx;
632         old_mouse_y = my;
633
634         // ignore a mouse move if mouse was activated/deactivated this frame
635         if (cl_ignoremousemoves)
636         {
637                 cl_ignoremousemoves--;
638                 in_mouse_x = old_mouse_x = 0;
639                 in_mouse_y = old_mouse_y = 0;
640         }
641
642         // if not in menu, apply mouse move to viewangles/movement
643         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
644         {
645                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646                 if (in_strafe.state & 1)
647                 {
648                         // strafing mode, all looking is movement
649                         V_StopPitchDrift();
650                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         if (noclip_anglehack)
652                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                         else
654                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655                 }
656                 else if ((in_mlook.state & 1) || freelook.integer)
657                 {
658                         // mouselook, lookstrafe causes turning to become strafing
659                         V_StopPitchDrift();
660                         if (lookstrafe.integer)
661                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
662                         else
663                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
665                 }
666                 else
667                 {
668                         // non-mouselook, yaw turning and forward/back movement
669                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                 }
672         }
673         else // don't pitch drift when csqc is controlling the mouse
674         {
675                 // mouse interacting with the scene, mostly stationary view
676                 V_StopPitchDrift();
677                 // update prydon cursor
678                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
680         }
681
682         if(v_flipped.integer)
683         {
684                 cl.viewangles[YAW] = -cl.viewangles[YAW];
685                 cl.cmd.sidemove = -cl.cmd.sidemove;
686         }
687
688         // clamp after the move to prevent rendering with bad angles
689         CL_AdjustAngles ();
690
691         if(cl_movecliptokeyboard.integer)
692         {
693                 vec_t f = 1;
694                 if (in_speed.state & 1)
695                         f *= cl_movespeedkey.value;
696                 if(cl_movecliptokeyboard.integer == 2)
697                 {
698                         // digital direction, analog amount
699                         vec_t wishvel_x, wishvel_y;
700                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701                         wishvel_x = fabs(cl.cmd.forwardmove);
702                         wishvel_y = fabs(cl.cmd.sidemove);
703                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
704                         {
705                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706                                 if(wishvel_x >= 2 * wishvel_y)
707                                 {
708                                         // pure X motion
709                                         if(cl.cmd.forwardmove > 0)
710                                                 cl.cmd.forwardmove = wishspeed;
711                                         else
712                                                 cl.cmd.forwardmove = -wishspeed;
713                                         cl.cmd.sidemove = 0;
714                                 }
715                                 else if(wishvel_y >= 2 * wishvel_x)
716                                 {
717                                         // pure Y motion
718                                         cl.cmd.forwardmove = 0;
719                                         if(cl.cmd.sidemove > 0)
720                                                 cl.cmd.sidemove = wishspeed;
721                                         else
722                                                 cl.cmd.sidemove = -wishspeed;
723                                 }
724                                 else
725                                 {
726                                         // diagonal
727                                         if(cl.cmd.forwardmove > 0)
728                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
729                                         else
730                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731                                         if(cl.cmd.sidemove > 0)
732                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
733                                         else
734                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
735                                 }
736                         }
737                 }
738                 else if(cl_movecliptokeyboard.integer)
739                 {
740                         // digital direction, digital amount
741                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742                                 cl.cmd.sidemove = cl_sidespeed.value * f;
743                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
745                         else
746                                 cl.cmd.sidemove = 0;
747                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
751                         else
752                                 cl.cmd.forwardmove = 0;
753                 }
754         }
755 }
756
757 #include "cl_collision.h"
758
759 static void CL_UpdatePrydonCursor(void)
760 {
761         vec3_t temp;
762
763         if (cl_prydoncursor.integer <= 0)
764                 VectorClear(cl.cmd.cursor_screen);
765
766         /*
767         if (cl.cmd.cursor_screen[0] < -1)
768         {
769                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770                 cl.cmd.cursor_screen[0] = -1;
771         }
772         if (cl.cmd.cursor_screen[0] > 1)
773         {
774                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775                 cl.cmd.cursor_screen[0] = 1;
776         }
777         if (cl.cmd.cursor_screen[1] < -1)
778         {
779                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780                 cl.cmd.cursor_screen[1] = -1;
781         }
782         if (cl.cmd.cursor_screen[1] > 1)
783         {
784                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785                 cl.cmd.cursor_screen[1] = 1;
786         }
787         */
788         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790         cl.cmd.cursor_screen[2] = 1;
791
792         // calculate current view matrix
793         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794         // calculate direction vector of cursor in viewspace by using frustum slopes
795         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);
796         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797         // trace from view origin to the cursor
798         if (cl_prydoncursor_notrace.integer)
799         {
800                 cl.cmd.cursor_fraction = 1.0f;
801                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802                 VectorClear(cl.cmd.cursor_normal);
803                 cl.cmd.cursor_entitynumber = 0;
804         }
805         else
806                 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);
807 }
808
809 #define NUMOFFSETS 27
810 static vec3_t offsets[NUMOFFSETS] =
811 {
812 // 1 no nudge (just return the original if this test passes)
813         { 0.000,  0.000,  0.000},
814 // 6 simple nudges
815         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
816         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
817         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
818 // 4 diagonal flat nudges
819         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
820         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
821 // 8 diagonal upward nudges
822         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
823         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
824         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
825         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
826 // 8 diagonal downward nudges
827         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
828         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
829         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
830         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
831 };
832
833 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
834 {
835         int i;
836         vec3_t neworigin;
837         for (i = 0;i < NUMOFFSETS;i++)
838         {
839                 VectorAdd(offsets[i], s->origin, neworigin);
840                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
841                 {
842                         VectorCopy(neworigin, s->origin);
843                         return true;
844                 }
845         }
846         // if all offsets failed, give up
847         return false;
848 }
849
850 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
851 {
852         vec_t f;
853         vec3_t origin1, origin2;
854         trace_t trace;
855
856         // make sure player is not stuck
857         CL_ClientMovement_Unstick(s);
858
859         // set crouched
860         if (s->cmd.crouch)
861         {
862                 // wants to crouch, this always works..
863                 if (!s->crouched)
864                         s->crouched = true;
865         }
866         else
867         {
868                 // wants to stand, if currently crouching we need to check for a
869                 // low ceiling first
870                 if (s->crouched)
871                 {
872                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
873                         if (!trace.startsolid)
874                                 s->crouched = false;
875                 }
876         }
877         if (s->crouched)
878         {
879                 VectorCopy(cl.playercrouchmins, s->mins);
880                 VectorCopy(cl.playercrouchmaxs, s->maxs);
881         }
882         else
883         {
884                 VectorCopy(cl.playerstandmins, s->mins);
885                 VectorCopy(cl.playerstandmaxs, s->maxs);
886         }
887
888         // set onground
889         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
890         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
891         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
892         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
893         {
894                 s->onground = true;
895
896                 // this code actually "predicts" an impact; so let's clip velocity first
897                 f = DotProduct(s->velocity, trace.plane.normal);
898                 if(f < 0) // only if moving downwards actually
899                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
900         }
901         else
902                 s->onground = false;
903
904         // set watertype/waterlevel
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
906         s->waterlevel = WATERLEVEL_NONE;
907         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
908         if (s->watertype)
909         {
910                 s->waterlevel = WATERLEVEL_WETFEET;
911                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
912                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
913                 {
914                         s->waterlevel = WATERLEVEL_SWIMMING;
915                         origin1[2] = s->origin[2] + 22;
916                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
917                                 s->waterlevel = WATERLEVEL_SUBMERGED;
918                 }
919         }
920
921         // water jump prediction
922         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
923                 s->waterjumptime = 0;
924 }
925
926 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
927 {
928         int bump;
929         double t;
930         vec_t f;
931         vec3_t neworigin;
932         vec3_t currentorigin2;
933         vec3_t neworigin2;
934         vec3_t primalvelocity;
935         trace_t trace;
936         trace_t trace2;
937         trace_t trace3;
938         CL_ClientMovement_UpdateStatus(s);
939         VectorCopy(s->velocity, primalvelocity);
940         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
941         {
942                 VectorMA(s->origin, t, s->velocity, neworigin);
943                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
944                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
945                 {
946                         // may be a step or wall, try stepping up
947                         // first move forward at a higher level
948                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
949                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
950                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
951                         if (!trace2.startsolid)
952                         {
953                                 // then move down from there
954                                 VectorCopy(trace2.endpos, currentorigin2);
955                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
956                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
957                                 //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]);
958                                 // accept the new trace if it made some progress
959                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
960                                 {
961                                         trace = trace2;
962                                         VectorCopy(trace3.endpos, trace.endpos);
963                                 }
964                         }
965                 }
966
967                 // check if it moved at all
968                 if (trace.fraction >= 0.001)
969                         VectorCopy(trace.endpos, s->origin);
970
971                 // check if it moved all the way
972                 if (trace.fraction == 1)
973                         break;
974
975                 //if (trace.plane.normal[2] > 0.7)
976                 //      s->onground = true;
977
978                 t -= t * trace.fraction;
979
980                 f = DotProduct(s->velocity, trace.plane.normal);
981                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
982         }
983         if (s->waterjumptime > 0)
984                 VectorCopy(primalvelocity, s->velocity);
985 }
986
987
988 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
989 {
990         vec_t wishspeed;
991         vec_t f;
992         vec3_t wishvel;
993         vec3_t wishdir;
994
995         // water jump only in certain situations
996         // this mimics quakeworld code
997         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
998         {
999                 vec3_t forward;
1000                 vec3_t yawangles;
1001                 vec3_t spot;
1002                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1003                 AngleVectors(yawangles, forward, NULL, NULL);
1004                 VectorMA(s->origin, 24, forward, spot);
1005                 spot[2] += 8;
1006                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1007                 {
1008                         spot[2] += 24;
1009                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1010                         {
1011                                 VectorScale(forward, 50, s->velocity);
1012                                 s->velocity[2] = 310;
1013                                 s->waterjumptime = 2;
1014                                 s->onground = false;
1015                                 s->cmd.canjump = false;
1016                         }
1017                 }
1018         }
1019
1020         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1021         {
1022                 // drift towards bottom
1023                 VectorSet(wishvel, 0, 0, -60);
1024         }
1025         else
1026         {
1027                 // swim
1028                 vec3_t forward;
1029                 vec3_t right;
1030                 vec3_t up;
1031                 // calculate movement vector
1032                 AngleVectors(s->cmd.viewangles, forward, right, up);
1033                 VectorSet(up, 0, 0, 1);
1034                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1035         }
1036
1037         // split wishvel into wishspeed and wishdir
1038         wishspeed = VectorLength(wishvel);
1039         if (wishspeed)
1040                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1041         else
1042                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1043         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1044
1045         if (s->crouched)
1046                 wishspeed *= 0.5;
1047
1048         if (s->waterjumptime <= 0)
1049         {
1050                 // water friction
1051                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1052                 f = bound(0, f, 1);
1053                 VectorScale(s->velocity, f, s->velocity);
1054
1055                 // water acceleration
1056                 f = wishspeed - DotProduct(s->velocity, wishdir);
1057                 if (f > 0)
1058                 {
1059                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1060                         VectorMA(s->velocity, f, wishdir, s->velocity);
1061                 }
1062
1063                 // holding jump button swims upward slowly
1064                 if (s->cmd.jump)
1065                 {
1066                         if (s->watertype & SUPERCONTENTS_LAVA)
1067                                 s->velocity[2] =  50;
1068                         else if (s->watertype & SUPERCONTENTS_SLIME)
1069                                 s->velocity[2] =  80;
1070                         else
1071                         {
1072                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1073                                         s->velocity[2] = 200;
1074                                 else
1075                                         s->velocity[2] = 100;
1076                         }
1077                 }
1078         }
1079
1080         CL_ClientMovement_Move(s);
1081 }
1082
1083 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1084 {
1085         if(forward == 0 && side == 0)
1086                 return 0; // avoid division by zero
1087         angle -= RAD2DEG(atan2(side, forward));
1088         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1089         if(angle >  1)
1090                 return 0;
1091         if(angle < -1)
1092                 return 0;
1093         return 1 - fabs(angle);
1094 }
1095
1096 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1097 {
1098         if(a == 0)
1099         {
1100                 if(lerp < 1)
1101                         return 0;
1102                 else
1103                         return b;
1104         }
1105         if(b == 0)
1106         {
1107                 if(lerp > 0)
1108                         return 0;
1109                 else
1110                         return a;
1111         }
1112         return a * pow(fabs(b / a), lerp);
1113 }
1114
1115 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1116 {
1117         vec_t zspeed, speed, dot, k;
1118
1119 #if 0
1120         // this doesn't play well with analog input
1121         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1122                 return;
1123         k = 32;
1124 #else
1125         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1126         if(k <= 0)
1127                 return;
1128 #endif
1129
1130         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1131
1132         zspeed = s->velocity[2];
1133         s->velocity[2] = 0;
1134         speed = VectorNormalizeLength(s->velocity);
1135
1136         dot = DotProduct(s->velocity, wishdir);
1137
1138         if(dot > 0) { // we can't change direction while slowing down
1139                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1140                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1141                 k *= cl.movevars_aircontrol;
1142                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1143                 VectorNormalize(s->velocity);
1144         }
1145
1146         VectorScale(s->velocity, speed, s->velocity);
1147         s->velocity[2] = zspeed;
1148 }
1149
1150 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1151 {
1152         return
1153                 (accelqw < 0 ? -1 : +1)
1154                 *
1155                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1156 }
1157
1158 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1159 {
1160         vec_t vel_straight;
1161         vec_t vel_z;
1162         vec3_t vel_perpend;
1163         vec_t step;
1164         vec3_t vel_xy;
1165         vec_t vel_xy_current;
1166         vec_t vel_xy_backward, vel_xy_forward;
1167         vec_t speedclamp;
1168
1169         if(stretchfactor > 0)
1170                 speedclamp = stretchfactor;
1171         else if(accelqw < 0)
1172                 speedclamp = 1;
1173         else
1174                 speedclamp = -1; // no clamping
1175
1176         if(accelqw < 0)
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 >= 0)
1224         {
1225                 vec_t vel_xy_preclamp;
1226                 vel_xy_preclamp = VectorLength(s->velocity);
1227                 if(vel_xy_preclamp > 0) // prevent division by zero
1228                 {
1229                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1230                         if(vel_xy_current < vel_xy_preclamp)
1231                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1232                 }
1233         }
1234
1235         s->velocity[2] += vel_z;
1236 }
1237
1238 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1239 {
1240     vec3_t curvel, wishvel, acceldir, curdir;
1241     float addspeed, accelspeed, curspeed;
1242     float dot;
1243
1244     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1245     float bunnyaccel = cl.movevars_warsowbunny_accel;
1246     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1247     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1248     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1249
1250     if( !wishspeed )
1251         return;
1252
1253     VectorCopy( s->velocity, curvel );
1254     curvel[2] = 0;
1255     curspeed = VectorLength( curvel );
1256
1257     if( wishspeed > curspeed * 1.01f )
1258     {
1259         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1260         if( accelspeed < wishspeed )
1261             wishspeed = accelspeed;
1262     }
1263     else
1264     {
1265         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1266         if( f < 0 )
1267             f = 0;
1268         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1269     }
1270     VectorScale( wishdir, wishspeed, wishvel );
1271     VectorSubtract( wishvel, curvel, acceldir );
1272     addspeed = VectorNormalizeLength( acceldir );
1273
1274     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1275     if( accelspeed > addspeed )
1276         accelspeed = addspeed;
1277
1278     if( backtosideratio < 1.0f )
1279     {
1280         VectorNormalize2( curvel, curdir );
1281         dot = DotProduct( acceldir, curdir );
1282         if( dot < 0 )
1283             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1284     }
1285
1286     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1287 }
1288
1289 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1290 {
1291         vec_t friction;
1292         vec_t wishspeed;
1293         vec_t addspeed;
1294         vec_t accelspeed;
1295         vec_t f;
1296         vec_t gravity;
1297         vec3_t forward;
1298         vec3_t right;
1299         vec3_t up;
1300         vec3_t wishvel;
1301         vec3_t wishdir;
1302         vec3_t yawangles;
1303         trace_t trace;
1304
1305         // jump if on ground with jump button pressed but only if it has been
1306         // released at least once since the last jump
1307         if (s->cmd.jump)
1308         {
1309                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1310                 {
1311                         s->velocity[2] += cl.movevars_jumpvelocity;
1312                         s->onground = false;
1313                         s->cmd.canjump = false;
1314                 }
1315         }
1316         else
1317                 s->cmd.canjump = true;
1318
1319         // calculate movement vector
1320         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1321         AngleVectors(yawangles, forward, right, up);
1322         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1323
1324         // split wishvel into wishspeed and wishdir
1325         wishspeed = VectorLength(wishvel);
1326         if (wishspeed)
1327                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1328         else
1329                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1330         // check if onground
1331         if (s->onground)
1332         {
1333                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1334                 if (s->crouched)
1335                         wishspeed *= 0.5;
1336
1337                 // apply edge friction
1338                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1339                 if (f > 0)
1340                 {
1341                         friction = cl.movevars_friction;
1342                         if (cl.movevars_edgefriction != 1)
1343                         {
1344                                 vec3_t neworigin2;
1345                                 vec3_t neworigin3;
1346                                 // note: QW uses the full player box for the trace, and yet still
1347                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1348                                 // this mimics it for compatibility
1349                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1350                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1351                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1352                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1353                                 else
1354                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1355                                 if (trace.fraction == 1 && !trace.startsolid)
1356                                         friction *= cl.movevars_edgefriction;
1357                         }
1358                         // apply ground friction
1359                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1360                         f = max(f, 0);
1361                         VectorScale(s->velocity, f, s->velocity);
1362                 }
1363                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1364                 if (addspeed > 0)
1365                 {
1366                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1367                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1368                 }
1369                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1370                         gravity = 0;
1371                 else
1372                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1373                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1374                         s->velocity[2] -= gravity * 0.5f;
1375                 else
1376                         s->velocity[2] -= gravity;
1377                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1378                         s->velocity[2] = 0;
1379                 if (VectorLength2(s->velocity))
1380                         CL_ClientMovement_Move(s);
1381                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1382                         s->velocity[2] -= gravity * 0.5f;
1383         }
1384         else
1385         {
1386                 if (s->waterjumptime <= 0)
1387                 {
1388                         // apply air speed limit
1389                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1390                         qboolean accelerating;
1391
1392                         accelqw = cl.movevars_airaccel_qw;
1393                         wishspeed0 = wishspeed;
1394                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1395                         if (s->crouched)
1396                                 wishspeed *= 0.5;
1397                         accel = cl.movevars_airaccelerate;
1398
1399                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1400                         wishspeed2 = wishspeed;
1401
1402                         // CPM: air control
1403                         if(cl.movevars_airstopaccelerate != 0)
1404                         {
1405                                 vec3_t curdir;
1406                                 curdir[0] = s->velocity[0];
1407                                 curdir[1] = s->velocity[1];
1408                                 curdir[2] = 0;
1409                                 VectorNormalize(curdir);
1410                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1411                         }
1412                         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
1413                         if(cl.movevars_maxairstrafespeed)
1414                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1415                         if(cl.movevars_airstrafeaccelerate)
1416                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1417                         if(cl.movevars_airstrafeaccel_qw)
1418                                 accelqw =
1419                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1420                                         *
1421                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1422                         // !CPM
1423
1424                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1425                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1426                         else
1427                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1428
1429                         if(cl.movevars_aircontrol)
1430                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1431                 }
1432                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1433                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1434                         s->velocity[2] -= gravity * 0.5f;
1435                 else
1436                         s->velocity[2] -= gravity;
1437                 CL_ClientMovement_Move(s);
1438                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1439                         s->velocity[2] -= gravity * 0.5f;
1440         }
1441 }
1442
1443 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1444 {
1445         //Con_Printf(" %f", frametime);
1446         if (!s->cmd.jump)
1447                 s->cmd.canjump = true;
1448         s->waterjumptime -= s->cmd.frametime;
1449         CL_ClientMovement_UpdateStatus(s);
1450         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1451                 CL_ClientMovement_Physics_Swim(s);
1452         else
1453                 CL_ClientMovement_Physics_Walk(s);
1454 }
1455
1456 extern cvar_t slowmo;
1457 void CL_UpdateMoveVars(void)
1458 {
1459         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1460         {
1461                 cl.moveflags = 0;
1462         }
1463         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1464         {
1465                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1466                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1467                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1468                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1469                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1470                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1471                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1472                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1473                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1474                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1475                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1476                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1477                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1478                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1479                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1480                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1481                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1482                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1483                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1484                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1485                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1486                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1487                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1488                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1489                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1490                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1491                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1492                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1493                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1494                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1495                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1496                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1497                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1498                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1499         }
1500         else
1501         {
1502                 cl.moveflags = 0;
1503                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1504                 cl.movevars_timescale = slowmo.value;
1505                 cl.movevars_gravity = sv_gravity.value;
1506                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1507                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1508                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1509                 cl.movevars_accelerate = cl_movement_accelerate.value;
1510                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1511                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1512                 cl.movevars_friction = cl_movement_friction.value;
1513                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1514                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1515                 cl.movevars_entgravity = 1;
1516                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1517                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1518                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1519                 cl.movevars_stepheight = cl_movement_stepheight.value;
1520                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1521                 cl.movevars_airaccel_qw_stretchfactor = 0;
1522                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1523                 cl.movevars_airstopaccelerate = 0;
1524                 cl.movevars_airstrafeaccelerate = 0;
1525                 cl.movevars_maxairstrafespeed = 0;
1526                 cl.movevars_airstrafeaccel_qw = 0;
1527                 cl.movevars_aircontrol = 0;
1528                 cl.movevars_aircontrol_power = 2;
1529                 cl.movevars_aircontrol_penalty = 0;
1530                 cl.movevars_warsowbunny_airforwardaccel = 0;
1531                 cl.movevars_warsowbunny_accel = 0;
1532                 cl.movevars_warsowbunny_topspeed = 0;
1533                 cl.movevars_warsowbunny_turnaccel = 0;
1534                 cl.movevars_warsowbunny_backtosideratio = 0;
1535                 cl.movevars_airspeedlimit_nonqw = 0;
1536         }
1537
1538         if(!(cl.moveflags & MOVEFLAG_VALID))
1539         {
1540                 if(gamemode == GAME_NEXUIZ)
1541                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1542         }
1543
1544         if(cl.movevars_aircontrol_power <= 0)
1545                 cl.movevars_aircontrol_power = 2; // CPMA default
1546 }
1547
1548 void CL_ClientMovement_Replay(void)
1549 {
1550         int i;
1551         double totalmovemsec;
1552         cl_clientmovement_state_t s;
1553
1554         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1555
1556         if (cl.movement_predicted && !cl.movement_replay)
1557                 return;
1558
1559         if (!cl_movement_replay.integer)
1560                 return;
1561
1562         // set up starting state for the series of moves
1563         memset(&s, 0, sizeof(s));
1564         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1565         VectorCopy(cl.mvelocity[0], s.velocity);
1566         s.crouched = true; // will be updated on first move
1567         //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]);
1568
1569         totalmovemsec = 0;
1570         for (i = 0;i < CL_MAX_USERCMDS;i++)
1571                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1572                         totalmovemsec += cl.movecmd[i].msec;
1573         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);
1574         //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);
1575         if (cl.movement_predicted)
1576         {
1577                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1578
1579                 // replay the input queue to predict current location
1580                 // note: this relies on the fact there's always one queue item at the end
1581
1582                 // find how many are still valid
1583                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1584                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1585                                 break;
1586                 // now walk them in oldest to newest order
1587                 for (i--;i >= 0;i--)
1588                 {
1589                         s.cmd = cl.movecmd[i];
1590                         if (i < CL_MAX_USERCMDS - 1)
1591                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1592
1593                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1594                         //Con_Printf("%i ", s.cmd.msec);
1595                         if(s.cmd.frametime > 0.0005)
1596                         {
1597                                 if (s.cmd.frametime > 0.05)
1598                                 {
1599                                         s.cmd.frametime /= 2;
1600                                         CL_ClientMovement_PlayerMove(&s);
1601                                 }
1602                                 CL_ClientMovement_PlayerMove(&s);
1603                         }
1604                         else
1605                         {
1606                                 // we REALLY need this handling to happen, even if the move is not executed
1607                                 if (!s.cmd.jump)
1608                                         s.cmd.canjump = true;
1609                         }
1610                         cl.movecmd[i].canjump = s.cmd.canjump;
1611                 }
1612                 //Con_Printf("\n");
1613                 CL_ClientMovement_UpdateStatus(&s);
1614         }
1615         else
1616         {
1617                 // get the first movement queue entry to know whether to crouch and such
1618                 s.cmd = cl.movecmd[0];
1619         }
1620
1621         if (!cls.demoplayback) // for bob, speedometer
1622         {
1623                 cl.movement_replay = false;
1624                 // update the interpolation target position and velocity
1625                 VectorCopy(s.origin, cl.movement_origin);
1626                 VectorCopy(s.velocity, cl.movement_velocity);
1627         }
1628
1629         // update the onground flag if appropriate
1630         if (cl.movement_predicted)
1631         {
1632                 // when predicted we simply set the flag according to the UpdateStatus
1633                 cl.onground = s.onground;
1634         }
1635         else
1636         {
1637                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1638                 // an update packet is received, but can be forced on here to hide
1639                 // server inconsistencies in the onground flag
1640                 // (which mostly occur when stepping up stairs at very high framerates
1641                 //  where after the step up the move continues forward and not
1642                 //  downward so the ground is not detected)
1643                 //
1644                 // such onground inconsistencies can cause jittery gun bobbing and
1645                 // stair smoothing, so we set onground if UpdateStatus says so
1646                 if (s.onground)
1647                         cl.onground = true;
1648         }
1649
1650         // react to onground state changes (for gun bob)
1651         if (cl.onground)
1652         {
1653                 if (!cl.oldonground)
1654                         cl.hitgroundtime = cl.movecmd[0].time;
1655                 cl.lastongroundtime = cl.movecmd[0].time;
1656         }
1657         cl.oldonground = cl.onground;
1658 }
1659
1660 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1661 {
1662         int bits;
1663
1664         bits = 0;
1665         if (to->viewangles[0] != from->viewangles[0])
1666                 bits |= QW_CM_ANGLE1;
1667         if (to->viewangles[1] != from->viewangles[1])
1668                 bits |= QW_CM_ANGLE2;
1669         if (to->viewangles[2] != from->viewangles[2])
1670                 bits |= QW_CM_ANGLE3;
1671         if (to->forwardmove != from->forwardmove)
1672                 bits |= QW_CM_FORWARD;
1673         if (to->sidemove != from->sidemove)
1674                 bits |= QW_CM_SIDE;
1675         if (to->upmove != from->upmove)
1676                 bits |= QW_CM_UP;
1677         if (to->buttons != from->buttons)
1678                 bits |= QW_CM_BUTTONS;
1679         if (to->impulse != from->impulse)
1680                 bits |= QW_CM_IMPULSE;
1681
1682         MSG_WriteByte(buf, bits);
1683         if (bits & QW_CM_ANGLE1)
1684                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1685         if (bits & QW_CM_ANGLE2)
1686                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1687         if (bits & QW_CM_ANGLE3)
1688                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1689         if (bits & QW_CM_FORWARD)
1690                 MSG_WriteShort(buf, (short) to->forwardmove);
1691         if (bits & QW_CM_SIDE)
1692                 MSG_WriteShort(buf, (short) to->sidemove);
1693         if (bits & QW_CM_UP)
1694                 MSG_WriteShort(buf, (short) to->upmove);
1695         if (bits & QW_CM_BUTTONS)
1696                 MSG_WriteByte(buf, to->buttons);
1697         if (bits & QW_CM_IMPULSE)
1698                 MSG_WriteByte(buf, to->impulse);
1699         MSG_WriteByte(buf, to->msec);
1700 }
1701
1702 void CL_NewFrameReceived(int num)
1703 {
1704         if (developer_networkentities.integer >= 10)
1705                 Con_Printf("recv: svc_entities %i\n", num);
1706         cl.latestframenums[cl.latestframenumsposition] = num;
1707         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1708         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1709 }
1710
1711 void CL_RotateMoves(const matrix4x4_t *m)
1712 {
1713         // rotate viewangles in all previous moves
1714         vec3_t v;
1715         vec3_t f, r, u;
1716         int i;
1717         for (i = 0;i < CL_MAX_USERCMDS;i++)
1718         {
1719                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1720                 {
1721                         usercmd_t *c = &cl.movecmd[i];
1722                         AngleVectors(c->viewangles, f, r, u);
1723                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1724                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1725                         AnglesFromVectors(c->viewangles, f, u, false);
1726                 }
1727         }
1728 }
1729
1730 /*
1731 ==============
1732 CL_SendMove
1733 ==============
1734 */
1735 usercmd_t nullcmd; // for delta compression of qw moves
1736 void CL_SendMove(void)
1737 {
1738         int i, j, packetloss;
1739         int checksumindex;
1740         int bits;
1741         int maxusercmds;
1742         usercmd_t *cmd;
1743         sizebuf_t buf;
1744         unsigned char data[1024];
1745         double packettime;
1746         int msecdelta;
1747         qboolean quemove;
1748         qboolean important;
1749
1750         // if playing a demo, do nothing
1751         if (!cls.netcon)
1752                 return;
1753
1754         // we don't que moves during a lag spike (potential network timeout)
1755         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1756
1757         // we build up cl.cmd and then decide whether to send or not
1758         // we store this into cl.movecmd[0] for prediction each frame even if we
1759         // do not send, to make sure that prediction is instant
1760         cl.cmd.time = cl.time;
1761         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1762
1763         // set button bits
1764         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1765         bits = 0;
1766         if (in_attack.state   & 3) bits |=   1;
1767         if (in_jump.state     & 3) bits |=   2;
1768         if (in_button3.state  & 3) bits |=   4;
1769         if (in_button4.state  & 3) bits |=   8;
1770         if (in_button5.state  & 3) bits |=  16;
1771         if (in_button6.state  & 3) bits |=  32;
1772         if (in_button7.state  & 3) bits |=  64;
1773         if (in_button8.state  & 3) bits |= 128;
1774         if (in_use.state      & 3) bits |= 256;
1775         if (key_dest != key_game || key_consoleactive) bits |= 512;
1776         if (cl_prydoncursor.integer > 0) bits |= 1024;
1777         if (in_button9.state  & 3)  bits |=   2048;
1778         if (in_button10.state  & 3) bits |=   4096;
1779         if (in_button11.state  & 3) bits |=   8192;
1780         if (in_button12.state  & 3) bits |=  16384;
1781         if (in_button13.state  & 3) bits |=  32768;
1782         if (in_button14.state  & 3) bits |=  65536;
1783         if (in_button15.state  & 3) bits |= 131072;
1784         if (in_button16.state  & 3) bits |= 262144;
1785         // button bits 19-31 unused currently
1786         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1787         if(cl_prydoncursor.integer > 0)
1788         {
1789                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1790                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1791                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1792                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1793         }
1794
1795         // set buttons and impulse
1796         cl.cmd.buttons = bits;
1797         cl.cmd.impulse = in_impulse;
1798
1799         // set viewangles
1800         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1801
1802         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1803         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1804         // ridiculous value rejection (matches qw)
1805         if (cl.cmd.msec > 250)
1806                 cl.cmd.msec = 100;
1807         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1808
1809         cl.cmd.predicted = cl_movement.integer != 0;
1810
1811         // movement is set by input code (forwardmove/sidemove/upmove)
1812         // always dump the first two moves, because they may contain leftover inputs from the last level
1813         if (cl.cmd.sequence <= 2)
1814                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1815
1816         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1817         cl.cmd.crouch = 0;
1818         switch (cls.protocol)
1819         {
1820         case PROTOCOL_QUAKEWORLD:
1821         case PROTOCOL_QUAKE:
1822         case PROTOCOL_QUAKEDP:
1823         case PROTOCOL_NEHAHRAMOVIE:
1824         case PROTOCOL_NEHAHRABJP:
1825         case PROTOCOL_NEHAHRABJP2:
1826         case PROTOCOL_NEHAHRABJP3:
1827         case PROTOCOL_DARKPLACES1:
1828         case PROTOCOL_DARKPLACES2:
1829         case PROTOCOL_DARKPLACES3:
1830         case PROTOCOL_DARKPLACES4:
1831         case PROTOCOL_DARKPLACES5:
1832                 break;
1833         case PROTOCOL_DARKPLACES6:
1834         case PROTOCOL_DARKPLACES7:
1835                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1836                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1837                 break;
1838         case PROTOCOL_UNKNOWN:
1839                 break;
1840         }
1841
1842         if (quemove)
1843                 cl.movecmd[0] = cl.cmd;
1844
1845         // don't predict more than 200fps
1846         if (realtime >= cl.lastpackettime + 0.005)
1847                 cl.movement_replay = true; // redo the prediction
1848
1849         // now decide whether to actually send this move
1850         // (otherwise it is only for prediction)
1851
1852         // don't send too often or else network connections can get clogged by a
1853         // high renderer framerate
1854         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1855         if (cl.movevars_timescale && cl.movevars_ticrate)
1856         {
1857                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1858                 packettime = min(packettime, maxtic);
1859         }
1860
1861         // do not send 0ms packets because they mess up physics
1862         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1863                 return;
1864         // always send if buttons changed or an impulse is pending
1865         // even if it violates the rate limit!
1866         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1867         // don't send too often (cl_netfps)
1868         if (!important && realtime < cl.lastpackettime + packettime)
1869                 return;
1870         // don't choke the connection with packets (obey rate limit)
1871         // it is important that this check be last, because it adds a new
1872         // frame to the shownetgraph output and any cancelation after this
1873         // will produce a nasty spike-like look to the netgraph
1874         // we also still send if it is important
1875         if (!NetConn_CanSend(cls.netcon) && !important)
1876                 return;
1877         // try to round off the lastpackettime to a multiple of the packet interval
1878         // (this causes it to emit packets at a steady beat)
1879         if (packettime > 0)
1880                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1881         else
1882                 cl.lastpackettime = realtime;
1883
1884         buf.maxsize = sizeof(data);
1885         buf.cursize = 0;
1886         buf.data = data;
1887
1888         // send the movement message
1889         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1890         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1891         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1892         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1893         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1894         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1895         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1896         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1897         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1898         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1899         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1900
1901         // set prydon cursor info
1902         CL_UpdatePrydonCursor();
1903
1904         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1905         {
1906                 switch (cls.protocol)
1907                 {
1908                 case PROTOCOL_QUAKEWORLD:
1909                         MSG_WriteByte(&buf, qw_clc_move);
1910                         // save the position for a checksum byte
1911                         checksumindex = buf.cursize;
1912                         MSG_WriteByte(&buf, 0);
1913                         // packet loss percentage
1914                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1915                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1916                                         packetloss++;
1917                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1918                         MSG_WriteByte(&buf, packetloss);
1919                         // write most recent 3 moves
1920                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1921                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1922                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1923                         // calculate the checksum
1924                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1925                         // if delta compression history overflows, request no delta
1926                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1927                                 cl.qw_validsequence = 0;
1928                         // request delta compression if appropriate
1929                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1930                         {
1931                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1932                                 MSG_WriteByte(&buf, qw_clc_delta);
1933                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1934                         }
1935                         else
1936                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1937                         break;
1938                 case PROTOCOL_QUAKE:
1939                 case PROTOCOL_QUAKEDP:
1940                 case PROTOCOL_NEHAHRAMOVIE:
1941                 case PROTOCOL_NEHAHRABJP:
1942                 case PROTOCOL_NEHAHRABJP2:
1943                 case PROTOCOL_NEHAHRABJP3:
1944                         // 5 bytes
1945                         MSG_WriteByte (&buf, clc_move);
1946                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1947                         // 3 bytes (6 bytes in proquake)
1948                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1949                         {
1950                                 for (i = 0;i < 3;i++)
1951                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1952                         }
1953                         else
1954                         {
1955                                 for (i = 0;i < 3;i++)
1956                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1957                         }
1958                         // 6 bytes
1959                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1960                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1961                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1962                         // 2 bytes
1963                         MSG_WriteByte (&buf, cl.cmd.buttons);
1964                         MSG_WriteByte (&buf, cl.cmd.impulse);
1965                         break;
1966                 case PROTOCOL_DARKPLACES2:
1967                 case PROTOCOL_DARKPLACES3:
1968                         // 5 bytes
1969                         MSG_WriteByte (&buf, clc_move);
1970                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1971                         // 12 bytes
1972                         for (i = 0;i < 3;i++)
1973                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1974                         // 6 bytes
1975                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1976                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1977                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1978                         // 2 bytes
1979                         MSG_WriteByte (&buf, cl.cmd.buttons);
1980                         MSG_WriteByte (&buf, cl.cmd.impulse);
1981                         break;
1982                 case PROTOCOL_DARKPLACES1:
1983                 case PROTOCOL_DARKPLACES4:
1984                 case PROTOCOL_DARKPLACES5:
1985                         // 5 bytes
1986                         MSG_WriteByte (&buf, clc_move);
1987                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1988                         // 6 bytes
1989                         for (i = 0;i < 3;i++)
1990                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1991                         // 6 bytes
1992                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1993                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1994                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1995                         // 2 bytes
1996                         MSG_WriteByte (&buf, cl.cmd.buttons);
1997                         MSG_WriteByte (&buf, cl.cmd.impulse);
1998                 case PROTOCOL_DARKPLACES6:
1999                 case PROTOCOL_DARKPLACES7:
2000                         // set the maxusercmds variable to limit how many should be sent
2001                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2002                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2003                         if (!cl.cmd.predicted)
2004                                 maxusercmds = 1;
2005
2006                         // send the latest moves in order, the old ones will be
2007                         // ignored by the server harmlessly, however if the previous
2008                         // packets were lost these moves will be used
2009                         //
2010                         // this reduces packet loss impact on gameplay.
2011                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2012                         {
2013                                 // don't repeat any stale moves
2014                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2015                                         continue;
2016                                 // 5/9 bytes
2017                                 MSG_WriteByte (&buf, clc_move);
2018                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2019                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2020                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2021                                 // 6 bytes
2022                                 for (i = 0;i < 3;i++)
2023                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2024                                 // 6 bytes
2025                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2026                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2027                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2028                                 // 5 bytes
2029                                 MSG_WriteLong (&buf, cmd->buttons);
2030                                 MSG_WriteByte (&buf, cmd->impulse);
2031                                 // PRYDON_CLIENTCURSOR
2032                                 // 30 bytes
2033                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2034                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2035                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2036                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2037                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2038                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2039                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2040                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2041                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2042                         }
2043                         break;
2044                 case PROTOCOL_UNKNOWN:
2045                         break;
2046                 }
2047         }
2048
2049         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2050         {
2051                 // ack entity frame numbers received since the last input was sent
2052                 // (redundent to improve handling of client->server packet loss)
2053                 // if cl_netrepeatinput is 1 and client framerate matches server
2054                 // framerate, this is 10 bytes, if client framerate is lower this
2055                 // will be more...
2056                 int i, j;
2057                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2058                 if (oldsequence < 1)
2059                         oldsequence = 1;
2060                 for (i = 0;i < LATESTFRAMENUMS;i++)
2061                 {
2062                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2063                         if (cl.latestsendnums[j] >= oldsequence)
2064                         {
2065                                 if (developer_networkentities.integer >= 10)
2066                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2067                                 MSG_WriteByte(&buf, clc_ackframe);
2068                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2069                         }
2070                 }
2071         }
2072
2073         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2074         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2075
2076         // acknowledge any recently received data blocks
2077         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2078         {
2079                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2080                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2081                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2082                 cls.dp_downloadack[i].start = 0;
2083                 cls.dp_downloadack[i].size = 0;
2084         }
2085
2086         // send the reliable message (forwarded commands) if there is one
2087         if (buf.cursize || cls.netcon->message.cursize)
2088                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2089
2090         if (quemove)
2091         {
2092                 // update the cl.movecmd array which holds the most recent moves,
2093                 // because we now need a new slot for the next input
2094                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2095                         cl.movecmd[i] = cl.movecmd[i-1];
2096                 cl.movecmd[0].msec = 0;
2097                 cl.movecmd[0].frametime = 0;
2098         }
2099
2100         // clear button 'click' states
2101         in_attack.state  &= ~2;
2102         in_jump.state    &= ~2;
2103         in_button3.state &= ~2;
2104         in_button4.state &= ~2;
2105         in_button5.state &= ~2;
2106         in_button6.state &= ~2;
2107         in_button7.state &= ~2;
2108         in_button8.state &= ~2;
2109         in_use.state     &= ~2;
2110         in_button9.state  &= ~2;
2111         in_button10.state &= ~2;
2112         in_button11.state &= ~2;
2113         in_button12.state &= ~2;
2114         in_button13.state &= ~2;
2115         in_button14.state &= ~2;
2116         in_button15.state &= ~2;
2117         in_button16.state &= ~2;
2118         // clear impulse
2119         in_impulse = 0;
2120
2121         if (cls.netcon->message.overflowed)
2122         {
2123                 Con_Print("CL_SendMove: lost server connection\n");
2124                 CL_Disconnect();
2125                 SV_LockThreadMutex();
2126                 Host_ShutdownServer();
2127                 SV_UnlockThreadMutex();
2128         }
2129 }
2130
2131 /*
2132 ============
2133 CL_InitInput
2134 ============
2135 */
2136 void CL_InitInput (void)
2137 {
2138         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2139         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2140         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2141         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2142         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2143         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2144         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2145         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2146         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2147         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2148         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2149         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2150         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2151         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2152         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2153         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2154         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2155         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2156         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2157         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2158         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2159         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2160         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2161         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2162         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2163         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2164         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2165         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2166         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2167         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2168         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2169         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2170         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2171
2172         // LordHavoc: added use button
2173         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2174         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2175
2176         // LordHavoc: added 6 new buttons
2177         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2178         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2179         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2180         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2181         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2182         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2183         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2184         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2185         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2186         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2187         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2188         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2189         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2190         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2191         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2192         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2193         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2194         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2195         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2196         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2197         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2198         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2199         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2200         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2201         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2202         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2203         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2204         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2205
2206         // LordHavoc: added bestweapon command
2207         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)");
2208 #if 0
2209         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");
2210 #endif
2211         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2212
2213         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2214         Cvar_RegisterVariable(&cl_movement);
2215         Cvar_RegisterVariable(&cl_movement_replay);
2216         Cvar_RegisterVariable(&cl_movement_nettimeout);
2217         Cvar_RegisterVariable(&cl_movement_minping);
2218         Cvar_RegisterVariable(&cl_movement_track_canjump);
2219         Cvar_RegisterVariable(&cl_movement_maxspeed);
2220         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2221         Cvar_RegisterVariable(&cl_movement_stopspeed);
2222         Cvar_RegisterVariable(&cl_movement_friction);
2223         Cvar_RegisterVariable(&cl_movement_wallfriction);
2224         Cvar_RegisterVariable(&cl_movement_waterfriction);
2225         Cvar_RegisterVariable(&cl_movement_edgefriction);
2226         Cvar_RegisterVariable(&cl_movement_stepheight);
2227         Cvar_RegisterVariable(&cl_movement_accelerate);
2228         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2229         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2230         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2231         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2232         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2233
2234         Cvar_RegisterVariable(&in_pitch_min);
2235         Cvar_RegisterVariable(&in_pitch_max);
2236         Cvar_RegisterVariable(&m_filter);
2237         Cvar_RegisterVariable(&m_accelerate);
2238         Cvar_RegisterVariable(&m_accelerate_minspeed);
2239         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2240         Cvar_RegisterVariable(&m_accelerate_filter);
2241
2242         Cvar_RegisterVariable(&cl_netfps);
2243         Cvar_RegisterVariable(&cl_netrepeatinput);
2244         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2245
2246         Cvar_RegisterVariable(&cl_nodelta);
2247
2248         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2249 }
2250