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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
435 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (should match sv_airaccel_qw)"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction)"};
443
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
456
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458
459 extern cvar_t v_flipped;
460
461 /*
462 ================
463 CL_AdjustAngles
464
465 Moves the local angle positions
466 ================
467 */
468 void CL_AdjustAngles (void)
469 {
470         float   speed;
471         float   up, down;
472
473         if (in_speed.state & 1)
474                 speed = cl.realframetime * cl_anglespeedkey.value;
475         else
476                 speed = cl.realframetime;
477
478         if (!(in_strafe.state & 1))
479         {
480                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482         }
483         if (in_klook.state & 1)
484         {
485                 V_StopPitchDrift ();
486                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
488         }
489
490         up = CL_KeyState (&in_lookup);
491         down = CL_KeyState(&in_lookdown);
492
493         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495
496         if (up || down)
497                 V_StopPitchDrift ();
498
499         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501         if (cl.viewangles[YAW] >= 180)
502                 cl.viewangles[YAW] -= 360;
503         if (cl.viewangles[PITCH] >= 180)
504                 cl.viewangles[PITCH] -= 360;
505         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
507 }
508
509 int cl_ignoremousemoves = 2;
510
511 /*
512 ================
513 CL_Input
514
515 Send the intended movement message to the server
516 ================
517 */
518 void CL_Input (void)
519 {
520         float mx, my;
521         static float old_mouse_x = 0, old_mouse_y = 0;
522
523         // clamp before the move to prevent starting with bad angles
524         CL_AdjustAngles ();
525
526         if(v_flipped.integer)
527                 cl.viewangles[YAW] = -cl.viewangles[YAW];
528
529         // reset some of the command fields
530         cl.cmd.forwardmove = 0;
531         cl.cmd.sidemove = 0;
532         cl.cmd.upmove = 0;
533
534         // get basic movement from keyboard
535         if (in_strafe.state & 1)
536         {
537                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
539         }
540
541         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543
544         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546
547         if (! (in_klook.state & 1) )
548         {
549                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
551         }
552
553         // adjust for speed key
554         if (in_speed.state & 1)
555         {
556                 cl.cmd.forwardmove *= cl_movespeedkey.value;
557                 cl.cmd.sidemove *= cl_movespeedkey.value;
558                 cl.cmd.upmove *= cl_movespeedkey.value;
559         }
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // apply m_accelerate if it is on
565         if(m_accelerate.value > 1)
566         {
567                 static float averagespeed = 0;
568                 float speed, f, mi, ma;
569
570                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571                 if(m_accelerate_filter.value > 0)
572                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
573                 else
574                         f = 1;
575                 averagespeed = speed * f + averagespeed * (1 - f);
576
577                 mi = max(1, m_accelerate_minspeed.value);
578                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579
580                 if(averagespeed <= mi)
581                 {
582                         f = 1;
583                 }
584                 else if(averagespeed >= ma)
585                 {
586                         f = m_accelerate.value;
587                 }
588                 else
589                 {
590                         /*
591                         f = log(averagespeed);
592                         mi = log(mi);
593                         ma = log(ma);
594                         */
595                         f = averagespeed;
596                         mi = mi;
597                         ma = ma;
598                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599                 }
600
601                 in_mouse_x *= f;
602                 in_mouse_y *= f;
603         }
604
605         // apply m_filter if it is on
606         mx = in_mouse_x;
607         my = in_mouse_y;
608         if (m_filter.integer)
609         {
610                 in_mouse_x = (mx + old_mouse_x) * 0.5;
611                 in_mouse_y = (my + old_mouse_y) * 0.5;
612         }
613         old_mouse_x = mx;
614         old_mouse_y = my;
615
616         // ignore a mouse move if mouse was activated/deactivated this frame
617         if (cl_ignoremousemoves)
618         {
619                 cl_ignoremousemoves--;
620                 in_mouse_x = old_mouse_x = 0;
621                 in_mouse_y = old_mouse_y = 0;
622         }
623
624         // if not in menu, apply mouse move to viewangles/movement
625         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (cl_prydoncursor.integer)
629                 {
630                         // mouse interacting with the scene, mostly stationary view
631                         V_StopPitchDrift();
632                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634                 }
635                 else if (in_strafe.state & 1)
636                 {
637                         // strafing mode, all looking is movement
638                         V_StopPitchDrift();
639                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640                         if (noclip_anglehack)
641                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642                         else
643                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644                 }
645                 else if ((in_mlook.state & 1) || freelook.integer)
646                 {
647                         // mouselook, lookstrafe causes turning to become strafing
648                         V_StopPitchDrift();
649                         if (lookstrafe.integer)
650                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         else
652                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654                 }
655                 else
656                 {
657                         // non-mouselook, yaw turning and forward/back movement
658                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661         }
662         else // don't pitch drift when csqc is controlling the mouse
663                 V_StopPitchDrift();
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (!cl_prydoncursor.integer)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         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);
782 }
783
784 typedef enum waterlevel_e
785 {
786         WATERLEVEL_NONE,
787         WATERLEVEL_WETFEET,
788         WATERLEVEL_SWIMMING,
789         WATERLEVEL_SUBMERGED
790 }
791 waterlevel_t;
792
793 typedef struct cl_clientmovement_state_s
794 {
795         // position
796         vec3_t origin;
797         vec3_t velocity;
798         // current bounding box (different if crouched vs standing)
799         vec3_t mins;
800         vec3_t maxs;
801         // currently on the ground
802         qboolean onground;
803         // currently crouching
804         qboolean crouched;
805         // what kind of water (SUPERCONTENTS_LAVA for instance)
806         int watertype;
807         // how deep
808         waterlevel_t waterlevel;
809         // weird hacks when jumping out of water
810         // (this is in seconds and counts down to 0)
811         float waterjumptime;
812
813         // user command
814         usercmd_t cmd;
815 }
816 cl_clientmovement_state_t;
817
818 #define NUMOFFSETS 27
819 static vec3_t offsets[NUMOFFSETS] =
820 {
821 // 1 no nudge (just return the original if this test passes)
822         { 0.000,  0.000,  0.000},
823 // 6 simple nudges
824         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
825         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
826         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
827 // 4 diagonal flat nudges
828         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
829         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
830 // 8 diagonal upward nudges
831         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
832         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
833         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
834         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
835 // 8 diagonal downward nudges
836         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
837         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
838         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
839         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
840 };
841
842 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
843 {
844         int i;
845         vec3_t neworigin;
846         for (i = 0;i < NUMOFFSETS;i++)
847         {
848                 VectorAdd(offsets[i], s->origin, neworigin);
849                 if (!CL_Move(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
850                 {
851                         VectorCopy(neworigin, s->origin);
852                         return true;
853                 }
854         }
855         // if all offsets failed, give up
856         return false;
857 }
858
859 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 {
861         vec3_t origin1, origin2;
862         trace_t trace;
863
864         // make sure player is not stuck
865         CL_ClientMovement_Unstick(s);
866
867         // set crouched
868         if (s->cmd.crouch)
869         {
870                 // wants to crouch, this always works..
871                 if (!s->crouched)
872                         s->crouched = true;
873         }
874         else
875         {
876                 // wants to stand, if currently crouching we need to check for a
877                 // low ceiling first
878                 if (s->crouched)
879                 {
880                         trace = CL_Move(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881                         if (!trace.startsolid)
882                                 s->crouched = false;
883                 }
884         }
885         if (s->crouched)
886         {
887                 VectorCopy(cl.playercrouchmins, s->mins);
888                 VectorCopy(cl.playercrouchmaxs, s->maxs);
889         }
890         else
891         {
892                 VectorCopy(cl.playerstandmins, s->mins);
893                 VectorCopy(cl.playerstandmaxs, s->maxs);
894         }
895
896         // set onground
897         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
898         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
899         trace = CL_Move(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
900         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
901
902         // set watertype/waterlevel
903         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
904         s->waterlevel = WATERLEVEL_NONE;
905         s->watertype = CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
906         if (s->watertype)
907         {
908                 s->waterlevel = WATERLEVEL_WETFEET;
909                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
910                 if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
911                 {
912                         s->waterlevel = WATERLEVEL_SWIMMING;
913                         origin1[2] = s->origin[2] + 22;
914                         if (CL_Move(origin1, vec3_origin, vec3_origin, origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915                                 s->waterlevel = WATERLEVEL_SUBMERGED;
916                 }
917         }
918
919         // water jump prediction
920         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
921                 s->waterjumptime = 0;
922 }
923
924 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
925 {
926         int bump;
927         double t;
928         vec_t f;
929         vec3_t neworigin;
930         vec3_t currentorigin2;
931         vec3_t neworigin2;
932         vec3_t primalvelocity;
933         trace_t trace;
934         trace_t trace2;
935         trace_t trace3;
936         CL_ClientMovement_UpdateStatus(s);
937         VectorCopy(s->velocity, primalvelocity);
938         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
939         {
940                 VectorMA(s->origin, t, s->velocity, neworigin);
941                 trace = CL_Move(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
942                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
943                 {
944                         // may be a step or wall, try stepping up
945                         // first move forward at a higher level
946                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
947                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
948                         trace2 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949                         if (!trace2.startsolid)
950                         {
951                                 // then move down from there
952                                 VectorCopy(trace2.endpos, currentorigin2);
953                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
954                                 trace3 = CL_Move(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
955                                 //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]);
956                                 // accept the new trace if it made some progress
957                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
958                                 {
959                                         trace = trace2;
960                                         VectorCopy(trace3.endpos, trace.endpos);
961                                 }
962                         }
963                 }
964
965                 // check if it moved at all
966                 if (trace.fraction >= 0.001)
967                         VectorCopy(trace.endpos, s->origin);
968
969                 // check if it moved all the way
970                 if (trace.fraction == 1)
971                         break;
972
973                 //if (trace.plane.normal[2] > 0.7)
974                 //      s->onground = true;
975
976                 t -= t * trace.fraction;
977
978                 f = DotProduct(s->velocity, trace.plane.normal);
979                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
980         }
981         if (s->waterjumptime > 0)
982                 VectorCopy(primalvelocity, s->velocity);
983 }
984
985
986 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
987 {
988         vec_t wishspeed;
989         vec_t f;
990         vec3_t wishvel;
991         vec3_t wishdir;
992
993         // water jump only in certain situations
994         // this mimics quakeworld code
995         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
996         {
997                 vec3_t forward;
998                 vec3_t yawangles;
999                 vec3_t spot;
1000                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1001                 AngleVectors(yawangles, forward, NULL, NULL);
1002                 VectorMA(s->origin, 24, forward, spot);
1003                 spot[2] += 8;
1004                 if (CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1005                 {
1006                         spot[2] += 24;
1007                         if (!CL_Move(spot, vec3_origin, vec3_origin, spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008                         {
1009                                 VectorScale(forward, 50, s->velocity);
1010                                 s->velocity[2] = 310;
1011                                 s->waterjumptime = 2;
1012                                 s->onground = false;
1013                                 s->cmd.canjump = false;
1014                         }
1015                 }
1016         }
1017
1018         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1019         {
1020                 // drift towards bottom
1021                 VectorSet(wishvel, 0, 0, -60);
1022         }
1023         else
1024         {
1025                 // swim
1026                 vec3_t forward;
1027                 vec3_t right;
1028                 vec3_t up;
1029                 // calculate movement vector
1030                 AngleVectors(s->cmd.viewangles, forward, right, up);
1031                 VectorSet(up, 0, 0, 1);
1032                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1033         }
1034
1035         // split wishvel into wishspeed and wishdir
1036         wishspeed = VectorLength(wishvel);
1037         if (wishspeed)
1038                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1039         else
1040                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1041         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1042
1043         if (s->crouched)
1044                 wishspeed *= 0.5;
1045
1046         if (s->waterjumptime <= 0)
1047         {
1048                 // water friction
1049                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1050                 f = bound(0, f, 1);
1051                 VectorScale(s->velocity, f, s->velocity);
1052
1053                 // water acceleration
1054                 f = wishspeed - DotProduct(s->velocity, wishdir);
1055                 if (f > 0)
1056                 {
1057                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1058                         VectorMA(s->velocity, f, wishdir, s->velocity);
1059                 }
1060
1061                 // holding jump button swims upward slowly
1062                 if (s->cmd.jump)
1063                 {
1064                         if (s->watertype & SUPERCONTENTS_LAVA)
1065                                 s->velocity[2] =  50;
1066                         else if (s->watertype & SUPERCONTENTS_SLIME)
1067                                 s->velocity[2] =  80;
1068                         else
1069                         {
1070                                 if (gamemode == GAME_NEXUIZ)
1071                                         s->velocity[2] = 200;
1072                                 else
1073                                         s->velocity[2] = 100;
1074                         }
1075                 }
1076         }
1077
1078         CL_ClientMovement_Move(s);
1079 }
1080
1081 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1082 {
1083         vec_t zspeed, speed, dot, k;
1084
1085         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1086                 return;
1087         
1088         zspeed = s->velocity[2];
1089         s->velocity[2] = 0;
1090         speed = VectorNormalizeLength(s->velocity);
1091
1092         dot = DotProduct(s->velocity, wishdir);
1093         k = 32;
1094         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1095
1096         if(dot > 0) { // we can't change direction while slowing down
1097                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1098                 VectorNormalize(s->velocity);
1099         }
1100
1101         VectorScale(s->velocity, speed, s->velocity);
1102         s->velocity[2] = zspeed;
1103 }
1104
1105 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t accel, vec_t accelqw, vec_t sidefric)
1106 {
1107         vec_t vel_straight, vel_z;
1108         vec3_t vel_perpend;
1109         vec_t addspeed;
1110         vec_t savespeed;
1111
1112         savespeed = VectorLength2(s->velocity);
1113
1114         vel_straight = DotProduct(s->velocity, wishdir);
1115         vel_z = s->velocity[2];
1116         VectorMA(s->velocity, -vel_straight, wishdir, vel_perpend); vel_perpend[2] -= vel_z;
1117
1118         addspeed = wishspeed - vel_straight;
1119         if(addspeed > 0)
1120                 vel_straight = vel_straight + min(addspeed, accel * s->cmd.frametime * wishspeed) * accelqw;
1121         if(wishspeed > 0)
1122                 vel_straight = vel_straight + min(wishspeed, accel * s->cmd.frametime * wishspeed) * (1 - accelqw);
1123         
1124         if(sidefric < 0 && VectorLength2(vel_perpend))
1125         {
1126                 vec_t f, fmin;
1127                 f = 1 + s->cmd.frametime * wishspeed * sidefric;
1128                 fmin = (savespeed - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1129                 if(fmin <= 0)
1130                         VectorScale(vel_perpend, f, vel_perpend);
1131                 else
1132                         VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1133         }
1134         else
1135                 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1136
1137         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1138         s->velocity[2] += vel_z;
1139 }
1140
1141 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1142 {
1143     vec3_t curvel, wishvel, acceldir, curdir;
1144     float addspeed, accelspeed, curspeed;
1145     float dot;
1146
1147     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1148     float bunnyaccel = cl.movevars_warsowbunny_accel;
1149     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1150     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1151     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1152
1153     if( !wishspeed )
1154         return;
1155
1156     VectorCopy( s->velocity, curvel );
1157     curvel[2] = 0;
1158     curspeed = VectorLength( curvel );
1159
1160     if( wishspeed > curspeed * 1.01f )
1161     {
1162         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1163         if( accelspeed < wishspeed )
1164             wishspeed = accelspeed;
1165     }
1166     else
1167     {
1168         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1169         if( f < 0 )
1170             f = 0;
1171         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1172     }
1173     VectorScale( wishdir, wishspeed, wishvel );
1174     VectorSubtract( wishvel, curvel, acceldir );
1175     addspeed = VectorNormalizeLength( acceldir );
1176
1177     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1178     if( accelspeed > addspeed )
1179         accelspeed = addspeed;
1180
1181     if( backtosideratio < 1.0f )
1182     {
1183         VectorNormalize2( curvel, curdir );
1184         dot = DotProduct( acceldir, curdir );
1185         if( dot < 0 )
1186             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1187     }
1188
1189     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1190 }
1191
1192 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1193 {
1194         vec_t friction;
1195         vec_t wishspeed;
1196         vec_t addspeed;
1197         vec_t accelspeed;
1198         vec_t f;
1199         vec3_t forward;
1200         vec3_t right;
1201         vec3_t up;
1202         vec3_t wishvel;
1203         vec3_t wishdir;
1204         vec3_t yawangles;
1205         trace_t trace;
1206
1207         // jump if on ground with jump button pressed but only if it has been
1208         // released at least once since the last jump
1209         if (s->cmd.jump)
1210         {
1211                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1212                 {
1213                         s->velocity[2] += cl.movevars_jumpvelocity;
1214                         s->onground = false;
1215                         s->cmd.canjump = false;
1216                 }
1217         }
1218         else
1219                 s->cmd.canjump = true;
1220
1221         // calculate movement vector
1222         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1223         AngleVectors(yawangles, forward, right, up);
1224         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1225
1226         // split wishvel into wishspeed and wishdir
1227         wishspeed = VectorLength(wishvel);
1228         if (wishspeed)
1229                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1230         else
1231                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1232         // check if onground
1233         if (s->onground)
1234         {
1235                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1236                 if (s->crouched)
1237                         wishspeed *= 0.5;
1238
1239                 // apply edge friction
1240                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1241                 if (f > 0)
1242                 {
1243                         friction = cl.movevars_friction;
1244                         if (cl.movevars_edgefriction != 1)
1245                         {
1246                                 vec3_t neworigin2;
1247                                 vec3_t neworigin3;
1248                                 // note: QW uses the full player box for the trace, and yet still
1249                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1250                                 // this mimics it for compatibility
1251                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1252                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1253                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1254                                         trace = CL_Move(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1255                                 else
1256                                         trace = CL_Move(neworigin2, vec3_origin, vec3_origin, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1257                                 if (trace.fraction == 1 && !trace.startsolid)
1258                                         friction *= cl.movevars_edgefriction;
1259                         }
1260                         // apply ground friction
1261                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1262                         f = max(f, 0);
1263                         VectorScale(s->velocity, f, s->velocity);
1264                 }
1265                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1266                 if (addspeed > 0)
1267                 {
1268                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1269                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1270                 }
1271                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1272                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1273                         s->velocity[2] = 0;
1274                 if (VectorLength2(s->velocity))
1275                         CL_ClientMovement_Move(s);
1276         }
1277         else
1278         {
1279                 if (s->waterjumptime <= 0)
1280                 {
1281                         // apply air speed limit
1282                         vec_t accel, wishspeed2, accelqw;
1283                         qboolean accelerating;
1284
1285                         accelqw = cl.movevars_airaccel_qw;
1286                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1287                         if (s->crouched)
1288                                 wishspeed *= 0.5;
1289                         accel = cl.movevars_airaccelerate;
1290
1291                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1292                         wishspeed2 = wishspeed;
1293
1294                         // CPM: air control
1295                         if(cl.movevars_airstopaccelerate != 0)
1296                                 if(DotProduct(s->velocity, wishdir) < 0)
1297                                         accel = cl.movevars_airstopaccelerate;
1298                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1299                         {
1300                                 if(cl.movevars_maxairstrafespeed)
1301                                 {
1302                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1303                                                 wishspeed = cl.movevars_maxairstrafespeed;
1304                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1305                                                 accelqw = 1;
1306                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1307                                                 // if partially non-QW acceleration is used (as in, strafing
1308                                                 // would get faster than moving forward straight)
1309                                 }
1310                                 if(cl.movevars_airstrafeaccelerate)
1311                                 {
1312                                         accel = cl.movevars_airstrafeaccelerate;
1313                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1314                                                 accelqw = 1;
1315                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1316                                                 // if partially non-QW acceleration is used (as in, strafing
1317                                                 // would get faster than moving forward straight)
1318                                 }
1319                         }
1320                         // !CPM
1321
1322                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1323                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1324                         else
1325                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1326
1327                         if(cl.movevars_aircontrol)
1328                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1329                 }
1330                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1331                 CL_ClientMovement_Move(s);
1332         }
1333 }
1334
1335 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1336 {
1337         //Con_Printf(" %f", frametime);
1338         if (!s->cmd.jump)
1339                 s->cmd.canjump = true;
1340         s->waterjumptime -= s->cmd.frametime;
1341         CL_ClientMovement_UpdateStatus(s);
1342         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1343                 CL_ClientMovement_Physics_Swim(s);
1344         else
1345                 CL_ClientMovement_Physics_Walk(s);
1346 }
1347
1348 extern cvar_t slowmo;
1349 void CL_UpdateMoveVars(void)
1350 {
1351         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1352         {
1353         }
1354         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1355         {
1356                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1357                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1358                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1359                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1360                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1361                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1362                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1363                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1364                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1365                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1366                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1367                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1368                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1369                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1370                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1371                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1372                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1373                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1374                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1375                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1376                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1377                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1378                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1379                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1380                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1381                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1382                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1383                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1384         }
1385         else
1386         {
1387                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1388                 cl.movevars_timescale = slowmo.value;
1389                 cl.movevars_gravity = sv_gravity.value;
1390                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1391                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1392                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1393                 cl.movevars_accelerate = cl_movement_accelerate.value;
1394                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1395                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1396                 cl.movevars_friction = cl_movement_friction.value;
1397                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1398                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1399                 cl.movevars_entgravity = 1;
1400                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1401                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1402                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1403                 cl.movevars_stepheight = cl_movement_stepheight.value;
1404                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1405                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1406                 cl.movevars_airstopaccelerate = 0;
1407                 cl.movevars_airstrafeaccelerate = 0;
1408                 cl.movevars_maxairstrafespeed = 0;
1409                 cl.movevars_aircontrol = 0;
1410                 cl.movevars_warsowbunny_airforwardaccel = 0;
1411                 cl.movevars_warsowbunny_accel = 0;
1412                 cl.movevars_warsowbunny_topspeed = 0;
1413                 cl.movevars_warsowbunny_turnaccel = 0;
1414                 cl.movevars_warsowbunny_backtosideratio = 0;
1415         }
1416 }
1417
1418 void CL_ClientMovement_Replay(void)
1419 {
1420         int i;
1421         double totalmovemsec;
1422         cl_clientmovement_state_t s;
1423
1424         if (cl.movement_predicted && !cl.movement_replay)
1425                 return;
1426
1427         // set up starting state for the series of moves
1428         memset(&s, 0, sizeof(s));
1429         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1430         VectorCopy(cl.mvelocity[0], s.velocity);
1431         s.crouched = true; // will be updated on first move
1432         //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]);
1433
1434         totalmovemsec = 0;
1435         for (i = 0;i < CL_MAX_USERCMDS;i++)
1436                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1437                         totalmovemsec += cl.movecmd[i].msec;
1438         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);
1439         //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);
1440         if (cl.movement_predicted)
1441         {
1442                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1443
1444                 // replay the input queue to predict current location
1445                 // note: this relies on the fact there's always one queue item at the end
1446
1447                 // find how many are still valid
1448                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1449                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1450                                 break;
1451                 // now walk them in oldest to newest order
1452                 for (i--;i >= 0;i--)
1453                 {
1454                         s.cmd = cl.movecmd[i];
1455                         if (i < CL_MAX_USERCMDS - 1)
1456                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1457                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1458                         //Con_Printf("%i ", s.cmd.msec);
1459                         if (s.cmd.frametime > 0.05)
1460                         {
1461                                 s.cmd.frametime /= 2;
1462                                 CL_ClientMovement_PlayerMove(&s);
1463                         }
1464                         CL_ClientMovement_PlayerMove(&s);
1465                         cl.movecmd[i].canjump = s.cmd.canjump;
1466                 }
1467                 //Con_Printf("\n");
1468         }
1469         else
1470         {
1471                 // get the first movement queue entry to know whether to crouch and such
1472                 s.cmd = cl.movecmd[0];
1473         }
1474         CL_ClientMovement_UpdateStatus(&s);
1475
1476         if (cls.demoplayback) // for bob, speedometer
1477                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1478         else
1479         {
1480                 cl.movement_replay = false;
1481                 // update the interpolation target position and velocity
1482                 VectorCopy(s.origin, cl.movement_origin);
1483                 VectorCopy(s.velocity, cl.movement_velocity);
1484         }
1485
1486         // update the onground flag if appropriate
1487         if (cl.movement_predicted)
1488         {
1489                 // when predicted we simply set the flag according to the UpdateStatus
1490                 cl.onground = s.onground;
1491         }
1492         else
1493         {
1494                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1495                 // an update packet is received, but can be forced on here to hide
1496                 // server inconsistencies in the onground flag
1497                 // (which mostly occur when stepping up stairs at very high framerates
1498                 //  where after the step up the move continues forward and not
1499                 //  downward so the ground is not detected)
1500                 //
1501                 // such onground inconsistencies can cause jittery gun bobbing and
1502                 // stair smoothing, so we set onground if UpdateStatus says so
1503                 if (s.onground)
1504                         cl.onground = true;
1505         }
1506
1507         // react to onground state changes (for gun bob)
1508         if (cl.onground)
1509         {
1510                 if (!cl.oldonground)
1511                         cl.hitgroundtime = cl.movecmd[0].time;
1512                 cl.lastongroundtime = cl.movecmd[0].time;
1513         }
1514         cl.oldonground = cl.onground;
1515 }
1516
1517 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1518 {
1519         int bits;
1520
1521         bits = 0;
1522         if (to->viewangles[0] != from->viewangles[0])
1523                 bits |= QW_CM_ANGLE1;
1524         if (to->viewangles[1] != from->viewangles[1])
1525                 bits |= QW_CM_ANGLE2;
1526         if (to->viewangles[2] != from->viewangles[2])
1527                 bits |= QW_CM_ANGLE3;
1528         if (to->forwardmove != from->forwardmove)
1529                 bits |= QW_CM_FORWARD;
1530         if (to->sidemove != from->sidemove)
1531                 bits |= QW_CM_SIDE;
1532         if (to->upmove != from->upmove)
1533                 bits |= QW_CM_UP;
1534         if (to->buttons != from->buttons)
1535                 bits |= QW_CM_BUTTONS;
1536         if (to->impulse != from->impulse)
1537                 bits |= QW_CM_IMPULSE;
1538
1539         MSG_WriteByte(buf, bits);
1540         if (bits & QW_CM_ANGLE1)
1541                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1542         if (bits & QW_CM_ANGLE2)
1543                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1544         if (bits & QW_CM_ANGLE3)
1545                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1546         if (bits & QW_CM_FORWARD)
1547                 MSG_WriteShort(buf, (short) to->forwardmove);
1548         if (bits & QW_CM_SIDE)
1549                 MSG_WriteShort(buf, (short) to->sidemove);
1550         if (bits & QW_CM_UP)
1551                 MSG_WriteShort(buf, (short) to->upmove);
1552         if (bits & QW_CM_BUTTONS)
1553                 MSG_WriteByte(buf, to->buttons);
1554         if (bits & QW_CM_IMPULSE)
1555                 MSG_WriteByte(buf, to->impulse);
1556         MSG_WriteByte(buf, to->msec);
1557 }
1558
1559 /*
1560 ==============
1561 CL_SendMove
1562 ==============
1563 */
1564 usercmd_t nullcmd; // for delta compression of qw moves
1565 void CL_SendMove(void)
1566 {
1567         int i, j, packetloss;
1568         int checksumindex;
1569         int bits;
1570         int maxusercmds;
1571         usercmd_t *cmd;
1572         sizebuf_t buf;
1573         unsigned char data[1024];
1574         double packettime;
1575         int msecdelta;
1576         qboolean quemove;
1577
1578         // if playing a demo, do nothing
1579         if (!cls.netcon)
1580                 return;
1581
1582         // we don't que moves during a lag spike (potential network timeout)
1583         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1584
1585         // we build up cl.cmd and then decide whether to send or not
1586         // we store this into cl.movecmd[0] for prediction each frame even if we
1587         // do not send, to make sure that prediction is instant
1588         cl.cmd.time = cl.time;
1589         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1590
1591         // set button bits
1592         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1593         bits = 0;
1594         if (in_attack.state   & 3) bits |=   1;
1595         if (in_jump.state     & 3) bits |=   2;
1596         if (in_button3.state  & 3) bits |=   4;
1597         if (in_button4.state  & 3) bits |=   8;
1598         if (in_button5.state  & 3) bits |=  16;
1599         if (in_button6.state  & 3) bits |=  32;
1600         if (in_button7.state  & 3) bits |=  64;
1601         if (in_button8.state  & 3) bits |= 128;
1602         if (in_use.state      & 3) bits |= 256;
1603         if (key_dest != key_game || key_consoleactive) bits |= 512;
1604         if (cl_prydoncursor.integer) bits |= 1024;
1605         if (in_button9.state  & 3)  bits |=   2048;
1606         if (in_button10.state  & 3) bits |=   4096;
1607         if (in_button11.state  & 3) bits |=   8192;
1608         if (in_button12.state  & 3) bits |=  16384;
1609         if (in_button13.state  & 3) bits |=  32768;
1610         if (in_button14.state  & 3) bits |=  65536;
1611         if (in_button15.state  & 3) bits |= 131072;
1612         if (in_button16.state  & 3) bits |= 262144;
1613         // button bits 19-31 unused currently
1614         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1615         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1616         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1617         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1618         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1619
1620         // set buttons and impulse
1621         cl.cmd.buttons = bits;
1622         cl.cmd.impulse = in_impulse;
1623
1624         // set viewangles
1625         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1626
1627         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1628         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1629         // ridiculous value rejection (matches qw)
1630         if (cl.cmd.msec > 250)
1631                 cl.cmd.msec = 100;
1632         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1633
1634         cl.cmd.predicted = cl_movement.integer != 0;
1635
1636         // movement is set by input code (forwardmove/sidemove/upmove)
1637         // always dump the first two moves, because they may contain leftover inputs from the last level
1638         if (cl.cmd.sequence <= 2)
1639                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1640
1641         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1642         cl.cmd.crouch = 0;
1643         switch (cls.protocol)
1644         {
1645         case PROTOCOL_QUAKEWORLD:
1646         case PROTOCOL_QUAKE:
1647         case PROTOCOL_QUAKEDP:
1648         case PROTOCOL_NEHAHRAMOVIE:
1649         case PROTOCOL_NEHAHRABJP:
1650         case PROTOCOL_NEHAHRABJP2:
1651         case PROTOCOL_NEHAHRABJP3:
1652         case PROTOCOL_DARKPLACES1:
1653         case PROTOCOL_DARKPLACES2:
1654         case PROTOCOL_DARKPLACES3:
1655         case PROTOCOL_DARKPLACES4:
1656         case PROTOCOL_DARKPLACES5:
1657                 break;
1658         case PROTOCOL_DARKPLACES6:
1659         case PROTOCOL_DARKPLACES7:
1660                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1661                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1662                 break;
1663         case PROTOCOL_UNKNOWN:
1664                 break;
1665         }
1666
1667         if (quemove)
1668                 cl.movecmd[0] = cl.cmd;
1669
1670         // don't predict more than 200fps
1671         if (realtime >= cl.lastpackettime + 0.005)
1672                 cl.movement_replay = true; // redo the prediction
1673
1674         // now decide whether to actually send this move
1675         // (otherwise it is only for prediction)
1676
1677         // don't send too often or else network connections can get clogged by a
1678         // high renderer framerate
1679         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1680         if (cl.movevars_timescale && cl.movevars_ticrate)
1681         {
1682                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1683                 packettime = min(packettime, maxtic);
1684         }
1685         // send input every frame in singleplayer
1686         if (cl.islocalgame)
1687                 packettime = 0;
1688
1689         // do not send if we do not have anything useful to send
1690         if(msecdelta <= 0 && cls.signon == SIGNONS && !cl.paused && cl.movevars_ticrate > 0)
1691                 return;
1692         // always send if buttons changed or an impulse is pending
1693         // even if it violates the rate limit!
1694         if (!cl.cmd.impulse && (!cl_netimmediatebuttons.integer || cl.cmd.buttons == cl.movecmd[1].buttons))
1695         {
1696                 // don't choke the connection with packets (obey rate limit)
1697                 if ((cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS) && !NetConn_CanSend(cls.netcon) && !cl.islocalgame)
1698                         return;
1699                 // don't send too often (cl_netfps)
1700                 if (realtime < cl.lastpackettime + packettime)
1701                         return;
1702         }
1703         // try to round off the lastpackettime to a multiple of the packet interval
1704         // (this causes it to emit packets at a steady beat)
1705         if (packettime > 0)
1706                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1707         else
1708                 cl.lastpackettime = realtime;
1709
1710         buf.maxsize = sizeof(data);
1711         buf.cursize = 0;
1712         buf.data = data;
1713
1714         // send the movement message
1715         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1716         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1717         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1718         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1719         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1720         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1721         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1722         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1723         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1724         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1725         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1726
1727         // set prydon cursor info
1728         CL_UpdatePrydonCursor();
1729
1730         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1731         {
1732                 switch (cls.protocol)
1733                 {
1734                 case PROTOCOL_QUAKEWORLD:
1735                         MSG_WriteByte(&buf, qw_clc_move);
1736                         // save the position for a checksum byte
1737                         checksumindex = buf.cursize;
1738                         MSG_WriteByte(&buf, 0);
1739                         // packet loss percentage
1740                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1741                                 if (cls.netcon->incoming_unreliablesize[j] == NETGRAPH_LOSTPACKET)
1742                                         packetloss++;
1743                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1744                         MSG_WriteByte(&buf, packetloss);
1745                         // write most recent 3 moves
1746                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1747                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1748                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1749                         // calculate the checksum
1750                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1751                         // if delta compression history overflows, request no delta
1752                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1753                                 cl.qw_validsequence = 0;
1754                         // request delta compression if appropriate
1755                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1756                         {
1757                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1758                                 MSG_WriteByte(&buf, qw_clc_delta);
1759                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1760                         }
1761                         else
1762                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1763                         break;
1764                 case PROTOCOL_QUAKE:
1765                 case PROTOCOL_QUAKEDP:
1766                 case PROTOCOL_NEHAHRAMOVIE:
1767                 case PROTOCOL_NEHAHRABJP:
1768                 case PROTOCOL_NEHAHRABJP2:
1769                 case PROTOCOL_NEHAHRABJP3:
1770                         // 5 bytes
1771                         MSG_WriteByte (&buf, clc_move);
1772                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1773                         // 3 bytes
1774                         for (i = 0;i < 3;i++)
1775                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1776                         // 6 bytes
1777                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1778                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1779                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1780                         // 2 bytes
1781                         MSG_WriteByte (&buf, cl.cmd.buttons);
1782                         MSG_WriteByte (&buf, cl.cmd.impulse);
1783                         break;
1784                 case PROTOCOL_DARKPLACES2:
1785                 case PROTOCOL_DARKPLACES3:
1786                         // 5 bytes
1787                         MSG_WriteByte (&buf, clc_move);
1788                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1789                         // 12 bytes
1790                         for (i = 0;i < 3;i++)
1791                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1792                         // 6 bytes
1793                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1794                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1795                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1796                         // 2 bytes
1797                         MSG_WriteByte (&buf, cl.cmd.buttons);
1798                         MSG_WriteByte (&buf, cl.cmd.impulse);
1799                         break;
1800                 case PROTOCOL_DARKPLACES1:
1801                 case PROTOCOL_DARKPLACES4:
1802                 case PROTOCOL_DARKPLACES5:
1803                         // 5 bytes
1804                         MSG_WriteByte (&buf, clc_move);
1805                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1806                         // 6 bytes
1807                         for (i = 0;i < 3;i++)
1808                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1809                         // 6 bytes
1810                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1811                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1812                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1813                         // 2 bytes
1814                         MSG_WriteByte (&buf, cl.cmd.buttons);
1815                         MSG_WriteByte (&buf, cl.cmd.impulse);
1816                 case PROTOCOL_DARKPLACES6:
1817                 case PROTOCOL_DARKPLACES7:
1818                         // set the maxusercmds variable to limit how many should be sent
1819                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1820                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1821                         if (!cl.cmd.predicted)
1822                                 maxusercmds = 1;
1823
1824                         // send the latest moves in order, the old ones will be
1825                         // ignored by the server harmlessly, however if the previous
1826                         // packets were lost these moves will be used
1827                         //
1828                         // this reduces packet loss impact on gameplay.
1829                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1830                         {
1831                                 // don't repeat any stale moves
1832                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1833                                         continue;
1834                                 // 5/9 bytes
1835                                 MSG_WriteByte (&buf, clc_move);
1836                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1837                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1838                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1839                                 // 6 bytes
1840                                 for (i = 0;i < 3;i++)
1841                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1842                                 // 6 bytes
1843                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1844                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1845                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1846                                 // 5 bytes
1847                                 MSG_WriteLong (&buf, cmd->buttons);
1848                                 MSG_WriteByte (&buf, cmd->impulse);
1849                                 // PRYDON_CLIENTCURSOR
1850                                 // 30 bytes
1851                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1852                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1853                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1854                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1855                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1856                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1857                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1858                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1859                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1860                         }
1861                         break;
1862                 case PROTOCOL_UNKNOWN:
1863                         break;
1864                 }
1865         }
1866
1867         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1868         {
1869                 // ack the last few frame numbers
1870                 // (redundent to improve handling of client->server packet loss)
1871                 // for LATESTFRAMENUMS == 3 case this is 15 bytes
1872                 for (i = 0;i < LATESTFRAMENUMS;i++)
1873                 {
1874                         if (cl.latestframenums[i] > 0)
1875                         {
1876                                 if (developer_networkentities.integer >= 10)
1877                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[i]);
1878                                 MSG_WriteByte(&buf, clc_ackframe);
1879                                 MSG_WriteLong(&buf, cl.latestframenums[i]);
1880                         }
1881                 }
1882         }
1883
1884         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1885         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1886
1887         // acknowledge any recently received data blocks
1888         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1889         {
1890                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1891                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1892                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1893                 cls.dp_downloadack[i].start = 0;
1894                 cls.dp_downloadack[i].size = 0;
1895         }
1896
1897         // send the reliable message (forwarded commands) if there is one
1898         if (buf.cursize || cls.netcon->message.cursize)
1899                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1900
1901         if (quemove)
1902         {
1903                 // update the cl.movecmd array which holds the most recent moves,
1904                 // because we now need a new slot for the next input
1905                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1906                         cl.movecmd[i] = cl.movecmd[i-1];
1907                 cl.movecmd[0].msec = 0;
1908                 cl.movecmd[0].frametime = 0;
1909         }
1910
1911         // clear button 'click' states
1912         in_attack.state  &= ~2;
1913         in_jump.state    &= ~2;
1914         in_button3.state &= ~2;
1915         in_button4.state &= ~2;
1916         in_button5.state &= ~2;
1917         in_button6.state &= ~2;
1918         in_button7.state &= ~2;
1919         in_button8.state &= ~2;
1920         in_use.state     &= ~2;
1921         in_button9.state  &= ~2;
1922         in_button10.state &= ~2;
1923         in_button11.state &= ~2;
1924         in_button12.state &= ~2;
1925         in_button13.state &= ~2;
1926         in_button14.state &= ~2;
1927         in_button15.state &= ~2;
1928         in_button16.state &= ~2;
1929         // clear impulse
1930         in_impulse = 0;
1931
1932         if (cls.netcon->message.overflowed)
1933         {
1934                 Con_Print("CL_SendMove: lost server connection\n");
1935                 CL_Disconnect();
1936                 Host_ShutdownServer();
1937         }
1938 }
1939
1940 /*
1941 ============
1942 CL_InitInput
1943 ============
1944 */
1945 void CL_InitInput (void)
1946 {
1947         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
1948         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
1949         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
1950         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
1951         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
1952         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
1953         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
1954         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
1955         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
1956         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
1957         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
1958         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
1959         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
1960         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
1961         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
1962         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
1963         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
1964         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
1965         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
1966         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
1967         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
1968         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
1969         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
1970         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
1971         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
1972         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
1973         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
1974         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
1975         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
1976         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
1977         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
1978         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
1979         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
1980
1981         // LordHavoc: added use button
1982         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
1983         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
1984
1985         // LordHavoc: added 6 new buttons
1986         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
1987         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
1988         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
1989         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
1990         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
1991         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
1992         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
1993         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
1994         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
1995         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
1996         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
1997         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
1998         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
1999         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2000         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2001         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2002         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2003         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2004         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2005         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2006         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2007         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2008         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2009         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2010         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2011         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2012         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2013         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2014
2015         // LordHavoc: added bestweapon command
2016         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)");
2017 #if 0
2018         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");
2019 #endif
2020         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2021
2022         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2023         Cvar_RegisterVariable(&cl_movement);
2024         Cvar_RegisterVariable(&cl_movement_nettimeout);
2025         Cvar_RegisterVariable(&cl_movement_minping);
2026         Cvar_RegisterVariable(&cl_movement_track_canjump);
2027         Cvar_RegisterVariable(&cl_movement_maxspeed);
2028         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2029         Cvar_RegisterVariable(&cl_movement_stopspeed);
2030         Cvar_RegisterVariable(&cl_movement_friction);
2031         Cvar_RegisterVariable(&cl_movement_wallfriction);
2032         Cvar_RegisterVariable(&cl_movement_waterfriction);
2033         Cvar_RegisterVariable(&cl_movement_edgefriction);
2034         Cvar_RegisterVariable(&cl_movement_stepheight);
2035         Cvar_RegisterVariable(&cl_movement_accelerate);
2036         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2037         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2038         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2039         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2040         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2041
2042         Cvar_RegisterVariable(&in_pitch_min);
2043         Cvar_RegisterVariable(&in_pitch_max);
2044         Cvar_RegisterVariable(&m_filter);
2045         Cvar_RegisterVariable(&m_accelerate);
2046         Cvar_RegisterVariable(&m_accelerate_minspeed);
2047         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2048         Cvar_RegisterVariable(&m_accelerate_filter);
2049
2050         Cvar_RegisterVariable(&cl_netfps);
2051         Cvar_RegisterVariable(&cl_netrepeatinput);
2052         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2053
2054         Cvar_RegisterVariable(&cl_nodelta);
2055 }
2056