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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f (void)
245 {
246         if(Cmd_Argc() == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(1),
250                         atoi(Cmd_Argv(2)),
251                         atoi(Cmd_Argv(3)),
252                         atoi(Cmd_Argv(4)),
253                         atoi(Cmd_Argv(5)),
254                         atoi(Cmd_Argv(6))
255                 );
256         }
257         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268         }
269 }
270
271 static void IN_BestWeapon (void)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc() < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc();i++)
281         {
282                 t = Cmd_Argv(i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308         int i, n;
309         int first = -1;
310         qboolean found = false;
311         const char *t;
312         if (Cmd_Argc() < 2)
313         {
314                 Con_Printf("bestweapon requires 1 or more parameters\n");
315                 return;
316         }
317         for (i = 1;i < Cmd_Argc();i++)
318         {
319                 t = Cmd_Argv(i);
320                 // figure out which weapon this character refers to
321                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322                 {
323                         if (!strcmp(in_bestweapon_info[n].name, t))
324                         {
325                                 // we found out what weapon this character refers to
326                                 // check if the inventory contains the weapon and enough ammo
327                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328                                 {
329                                         // we found one of the weapons the player wanted
330                                         if(first == -1)
331                                                 first = n;
332                                         if(found)
333                                         {
334                                                 in_impulse = in_bestweapon_info[n].impulse;
335                                                 return;
336                                         }
337                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338                                                 found = true;
339                                 }
340                                 break;
341                         }
342                 }
343                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344         }
345         if(first != -1)
346         {
347                 in_impulse = in_bestweapon_info[first].impulse;
348                 return;
349         }
350         // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
364 float CL_KeyState (kbutton_t *key)
365 {
366         float           val;
367         qboolean        impulsedown, impulseup, down;
368
369         impulsedown = (key->state & 2) != 0;
370         impulseup = (key->state & 4) != 0;
371         down = (key->state & 1) != 0;
372         val = 0;
373
374         if (impulsedown && !impulseup)
375         {
376                 if (down)
377                         val = 0.5;      // pressed and held this frame
378                 else
379                         val = 0;        //      I_Error ();
380         }
381         if (impulseup && !impulsedown)
382         {
383                 if (down)
384                         val = 0;        //      I_Error ();
385                 else
386                         val = 0;        // released this frame
387         }
388         if (!impulsedown && !impulseup)
389         {
390                 if (down)
391                         val = 1.0;      // held the entire frame
392                 else
393                         val = 0;        // up the entire frame
394         }
395         if (impulsedown && impulseup)
396         {
397                 if (down)
398                         val = 0.75;     // released and re-pressed this frame
399                 else
400                         val = 0.25;     // pressed and released this frame
401         }
402
403         key->state &= 1;                // clear impulses
404
405         return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
448
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
457 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
458
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462
463 extern cvar_t v_flipped;
464 extern cvar_t v_yshearing;
465
466 static void IN_AddToPitch(float angle)
467 {
468         // In Duke3D mode, aiming up/down looks like scrolling - so let input
469         // modify the pitch slope instead of the pitch angle to compensate.
470         // This can be turned off by v_yshearing 2.
471         if (v_yshearing.integer == 1)
472         {
473                 float tp = tanf(cl.viewangles[PITCH] * M_PI / 180);
474                 tp += angle * M_PI / 180;
475                 cl.viewangles[PITCH] = atanf(tp) * 180 / M_PI;
476         }
477         else
478         {
479                 cl.viewangles[PITCH] += angle;
480         }
481 }
482
483 /*
484 ================
485 CL_AdjustAngles
486
487 Moves the local angle positions
488 ================
489 */
490 static void CL_AdjustAngles (void)
491 {
492         float   speed;
493         float   up, down;
494
495         if (in_speed.state & 1)
496                 speed = cl.realframetime * cl_anglespeedkey.value;
497         else
498                 speed = cl.realframetime;
499
500         if (!(in_strafe.state & 1))
501         {
502                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
503                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
504         }
505         if (in_klook.state & 1)
506         {
507                 V_StopPitchDrift ();
508                 IN_AddToPitch(-speed*cl_pitchspeed.value * CL_KeyState (&in_forward));
509                 IN_AddToPitch(speed*cl_pitchspeed.value * CL_KeyState (&in_back));
510         }
511
512         up = CL_KeyState (&in_lookup);
513         down = CL_KeyState(&in_lookdown);
514
515         IN_AddToPitch(-speed*cl_pitchspeed.value * up);
516         IN_AddToPitch(-speed*cl_pitchspeed.value * down);
517
518         if (up || down)
519                 V_StopPitchDrift ();
520
521         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
522         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
523         if (cl.viewangles[YAW] >= 180)
524                 cl.viewangles[YAW] -= 360;
525         if (cl.viewangles[PITCH] >= 180)
526                 cl.viewangles[PITCH] -= 360;
527         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
528         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
529 }
530
531 int cl_ignoremousemoves = 2;
532
533 /*
534 ================
535 CL_Input
536
537 Send the intended movement message to the server
538 ================
539 */
540 void CL_Input (void)
541 {
542         float mx, my;
543         static float old_mouse_x = 0, old_mouse_y = 0;
544
545         // clamp before the move to prevent starting with bad angles
546         CL_AdjustAngles ();
547
548         if(v_flipped.integer)
549                 cl.viewangles[YAW] = -cl.viewangles[YAW];
550
551         // reset some of the command fields
552         cl.cmd.forwardmove = 0;
553         cl.cmd.sidemove = 0;
554         cl.cmd.upmove = 0;
555
556         // get basic movement from keyboard
557         if (in_strafe.state & 1)
558         {
559                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
560                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
561         }
562
563         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
564         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
565
566         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
567         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
568
569         if (! (in_klook.state & 1) )
570         {
571                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
572                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
573         }
574
575         // adjust for speed key
576         if (in_speed.state & 1)
577         {
578                 cl.cmd.forwardmove *= cl_movespeedkey.value;
579                 cl.cmd.sidemove *= cl_movespeedkey.value;
580                 cl.cmd.upmove *= cl_movespeedkey.value;
581         }
582
583         // allow mice or other external controllers to add to the move
584         IN_Move ();
585
586         // send mouse move to csqc
587         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
588         {
589                 if (cl.csqc_wantsmousemove)
590                 {
591                         // event type 3 is a DP_CSQC thing
592                         static int oldwindowmouse[2];
593                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
594                         {
595                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
596                                 oldwindowmouse[0] = in_windowmouse_x;
597                                 oldwindowmouse[1] = in_windowmouse_y;
598                         }
599                 }
600                 else
601                 {
602                         if (in_mouse_x || in_mouse_y)
603                                 CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
604                 }
605         }
606
607         // apply m_accelerate if it is on
608         if(m_accelerate.value > 1)
609         {
610                 static float averagespeed = 0;
611                 float speed, f, mi, ma;
612
613                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
614                 if(m_accelerate_filter.value > 0)
615                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
616                 else
617                         f = 1;
618                 averagespeed = speed * f + averagespeed * (1 - f);
619
620                 mi = max(1, m_accelerate_minspeed.value);
621                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
622
623                 if(averagespeed <= mi)
624                 {
625                         f = 1;
626                 }
627                 else if(averagespeed >= ma)
628                 {
629                         f = m_accelerate.value;
630                 }
631                 else
632                 {
633                         f = averagespeed;
634                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
635                 }
636
637                 in_mouse_x *= f;
638                 in_mouse_y *= f;
639         }
640
641         // apply m_filter if it is on
642         mx = in_mouse_x;
643         my = in_mouse_y;
644         if (m_filter.integer)
645         {
646                 in_mouse_x = (mx + old_mouse_x) * 0.5;
647                 in_mouse_y = (my + old_mouse_y) * 0.5;
648         }
649         old_mouse_x = mx;
650         old_mouse_y = my;
651
652         // ignore a mouse move if mouse was activated/deactivated this frame
653         if (cl_ignoremousemoves)
654         {
655                 cl_ignoremousemoves--;
656                 in_mouse_x = old_mouse_x = 0;
657                 in_mouse_y = old_mouse_y = 0;
658         }
659
660         // if not in menu, apply mouse move to viewangles/movement
661         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
662         {
663                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
664                 if (in_strafe.state & 1)
665                 {
666                         // strafing mode, all looking is movement
667                         V_StopPitchDrift();
668                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
669                         if (noclip_anglehack)
670                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                         else
672                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
673                 }
674                 else if ((in_mlook.state & 1) || freelook.integer)
675                 {
676                         // mouselook, lookstrafe causes turning to become strafing
677                         V_StopPitchDrift();
678                         if (lookstrafe.integer)
679                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
680                         else
681                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
682                         IN_AddToPitch(m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom);
683                 }
684                 else
685                 {
686                         // non-mouselook, yaw turning and forward/back movement
687                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
688                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
689                 }
690         }
691         else // don't pitch drift when csqc is controlling the mouse
692         {
693                 // mouse interacting with the scene, mostly stationary view
694                 V_StopPitchDrift();
695                 // update prydon cursor
696                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
697                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
698         }
699
700         if(v_flipped.integer)
701         {
702                 cl.viewangles[YAW] = -cl.viewangles[YAW];
703                 cl.cmd.sidemove = -cl.cmd.sidemove;
704         }
705
706         // clamp after the move to prevent rendering with bad angles
707         CL_AdjustAngles ();
708
709         if(cl_movecliptokeyboard.integer)
710         {
711                 vec_t f = 1;
712                 if (in_speed.state & 1)
713                         f *= cl_movespeedkey.value;
714                 if(cl_movecliptokeyboard.integer == 2)
715                 {
716                         // digital direction, analog amount
717                         vec_t wishvel_x, wishvel_y;
718                         wishvel_x = fabs(cl.cmd.forwardmove);
719                         wishvel_y = fabs(cl.cmd.sidemove);
720                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
721                         {
722                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
723                                 if(wishvel_x >= 2 * wishvel_y)
724                                 {
725                                         // pure X motion
726                                         if(cl.cmd.forwardmove > 0)
727                                                 cl.cmd.forwardmove = wishspeed;
728                                         else
729                                                 cl.cmd.forwardmove = -wishspeed;
730                                         cl.cmd.sidemove = 0;
731                                 }
732                                 else if(wishvel_y >= 2 * wishvel_x)
733                                 {
734                                         // pure Y motion
735                                         cl.cmd.forwardmove = 0;
736                                         if(cl.cmd.sidemove > 0)
737                                                 cl.cmd.sidemove = wishspeed;
738                                         else
739                                                 cl.cmd.sidemove = -wishspeed;
740                                 }
741                                 else
742                                 {
743                                         // diagonal
744                                         if(cl.cmd.forwardmove > 0)
745                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
746                                         else
747                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
748                                         if(cl.cmd.sidemove > 0)
749                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
750                                         else
751                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
752                                 }
753                         }
754                 }
755                 else if(cl_movecliptokeyboard.integer)
756                 {
757                         // digital direction, digital amount
758                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
759                                 cl.cmd.sidemove = cl_sidespeed.value * f;
760                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
761                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
762                         else
763                                 cl.cmd.sidemove = 0;
764                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
765                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
766                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
767                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
768                         else
769                                 cl.cmd.forwardmove = 0;
770                 }
771         }
772 }
773
774 #include "cl_collision.h"
775
776 static void CL_UpdatePrydonCursor(void)
777 {
778         vec3_t temp;
779
780         if (cl_prydoncursor.integer <= 0)
781                 VectorClear(cl.cmd.cursor_screen);
782
783         /*
784         if (cl.cmd.cursor_screen[0] < -1)
785         {
786                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
787                 cl.cmd.cursor_screen[0] = -1;
788         }
789         if (cl.cmd.cursor_screen[0] > 1)
790         {
791                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
792                 cl.cmd.cursor_screen[0] = 1;
793         }
794         if (cl.cmd.cursor_screen[1] < -1)
795         {
796                 IN_AddToPitch(m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom);
797                 cl.cmd.cursor_screen[1] = -1;
798         }
799         if (cl.cmd.cursor_screen[1] > 1)
800         {
801                 IN_AddToPitch(m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom);
802                 cl.cmd.cursor_screen[1] = 1;
803         }
804         */
805         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
806         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
807         cl.cmd.cursor_screen[2] = 1;
808
809         // calculate current view matrix
810         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
811         // calculate direction vector of cursor in viewspace by using frustum slopes
812         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);
813         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
814         // trace from view origin to the cursor
815         if (cl_prydoncursor_notrace.integer)
816         {
817                 cl.cmd.cursor_fraction = 1.0f;
818                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
819                 VectorClear(cl.cmd.cursor_normal);
820                 cl.cmd.cursor_entitynumber = 0;
821         }
822         else
823                 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);
824 }
825
826 #define NUMOFFSETS 27
827 static vec3_t offsets[NUMOFFSETS] =
828 {
829 // 1 no nudge (just return the original if this test passes)
830         { 0.000,  0.000,  0.000},
831 // 6 simple nudges
832         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
833         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
834         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
835 // 4 diagonal flat nudges
836         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
837         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
838 // 8 diagonal upward nudges
839         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
840         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
841         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
842         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
843 // 8 diagonal downward nudges
844         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
845         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
846         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
847         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
848 };
849
850 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
851 {
852         int i;
853         vec3_t neworigin;
854         for (i = 0;i < NUMOFFSETS;i++)
855         {
856                 VectorAdd(offsets[i], s->origin, neworigin);
857                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true).startsolid)
858                 {
859                         VectorCopy(neworigin, s->origin);
860                         return true;
861                 }
862         }
863         // if all offsets failed, give up
864         return false;
865 }
866
867 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
868 {
869         vec_t f;
870         vec3_t origin1, origin2;
871         trace_t trace;
872
873         // make sure player is not stuck
874         CL_ClientMovement_Unstick(s);
875
876         // set crouched
877         if (s->cmd.crouch)
878         {
879                 // wants to crouch, this always works..
880                 if (!s->crouched)
881                         s->crouched = true;
882         }
883         else
884         {
885                 // wants to stand, if currently crouching we need to check for a
886                 // low ceiling first
887                 if (s->crouched)
888                 {
889                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
890                         if (!trace.startsolid)
891                                 s->crouched = false;
892                 }
893         }
894         if (s->crouched)
895         {
896                 VectorCopy(cl.playercrouchmins, s->mins);
897                 VectorCopy(cl.playercrouchmaxs, s->maxs);
898         }
899         else
900         {
901                 VectorCopy(cl.playerstandmins, s->mins);
902                 VectorCopy(cl.playerstandmaxs, s->maxs);
903         }
904
905         // set onground
906         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
907         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
908         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
909         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
910         {
911                 s->onground = true;
912
913                 // this code actually "predicts" an impact; so let's clip velocity first
914                 f = DotProduct(s->velocity, trace.plane.normal);
915                 if(f < 0) // only if moving downwards actually
916                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
917         }
918         else
919                 s->onground = false;
920
921         // set watertype/waterlevel
922         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
923         s->waterlevel = WATERLEVEL_NONE;
924         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
925         if (s->watertype)
926         {
927                 s->waterlevel = WATERLEVEL_WETFEET;
928                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
929                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
930                 {
931                         s->waterlevel = WATERLEVEL_SWIMMING;
932                         origin1[2] = s->origin[2] + 22;
933                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
934                                 s->waterlevel = WATERLEVEL_SUBMERGED;
935                 }
936         }
937
938         // water jump prediction
939         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
940                 s->waterjumptime = 0;
941 }
942
943 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
944 {
945         int bump;
946         double t;
947         vec_t f;
948         vec3_t neworigin;
949         vec3_t currentorigin2;
950         vec3_t neworigin2;
951         vec3_t primalvelocity;
952         trace_t trace;
953         trace_t trace2;
954         trace_t trace3;
955         CL_ClientMovement_UpdateStatus(s);
956         VectorCopy(s->velocity, primalvelocity);
957         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
958         {
959                 VectorMA(s->origin, t, s->velocity, neworigin);
960                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
961                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
962                 {
963                         // may be a step or wall, try stepping up
964                         // first move forward at a higher level
965                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
966                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
967                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
968                         if (!trace2.startsolid)
969                         {
970                                 // then move down from there
971                                 VectorCopy(trace2.endpos, currentorigin2);
972                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
973                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
974                                 //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]);
975                                 // accept the new trace if it made some progress
976                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
977                                 {
978                                         trace = trace2;
979                                         VectorCopy(trace3.endpos, trace.endpos);
980                                 }
981                         }
982                 }
983
984                 // check if it moved at all
985                 if (trace.fraction >= 0.001)
986                         VectorCopy(trace.endpos, s->origin);
987
988                 // check if it moved all the way
989                 if (trace.fraction == 1)
990                         break;
991
992                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
993                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
994                 // this got commented out in a change that supposedly makes the code match QW better
995                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
996                 if (trace.plane.normal[2] > 0.7)
997                         s->onground = true;
998
999                 t -= t * trace.fraction;
1000
1001                 f = DotProduct(s->velocity, trace.plane.normal);
1002                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
1003         }
1004         if (s->waterjumptime > 0)
1005                 VectorCopy(primalvelocity, s->velocity);
1006 }
1007
1008
1009 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
1010 {
1011         vec_t wishspeed;
1012         vec_t f;
1013         vec3_t wishvel;
1014         vec3_t wishdir;
1015
1016         // water jump only in certain situations
1017         // this mimics quakeworld code
1018         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
1019         {
1020                 vec3_t forward;
1021                 vec3_t yawangles;
1022                 vec3_t spot;
1023                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1024                 AngleVectors(yawangles, forward, NULL, NULL);
1025                 VectorMA(s->origin, 24, forward, spot);
1026                 spot[2] += 8;
1027                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1028                 {
1029                         spot[2] += 24;
1030                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, true, false, NULL, false).startsolid)
1031                         {
1032                                 VectorScale(forward, 50, s->velocity);
1033                                 s->velocity[2] = 310;
1034                                 s->waterjumptime = 2;
1035                                 s->onground = false;
1036                                 s->cmd.canjump = false;
1037                         }
1038                 }
1039         }
1040
1041         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1042         {
1043                 // drift towards bottom
1044                 VectorSet(wishvel, 0, 0, -60);
1045         }
1046         else
1047         {
1048                 // swim
1049                 vec3_t forward;
1050                 vec3_t right;
1051                 vec3_t up;
1052                 // calculate movement vector
1053                 AngleVectors(s->cmd.viewangles, forward, right, up);
1054                 VectorSet(up, 0, 0, 1);
1055                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1056         }
1057
1058         // split wishvel into wishspeed and wishdir
1059         wishspeed = VectorLength(wishvel);
1060         if (wishspeed)
1061                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1062         else
1063                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1064         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1065
1066         if (s->crouched)
1067                 wishspeed *= 0.5;
1068
1069         if (s->waterjumptime <= 0)
1070         {
1071                 // water friction
1072                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1073                 f = bound(0, f, 1);
1074                 VectorScale(s->velocity, f, s->velocity);
1075
1076                 // water acceleration
1077                 f = wishspeed - DotProduct(s->velocity, wishdir);
1078                 if (f > 0)
1079                 {
1080                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1081                         VectorMA(s->velocity, f, wishdir, s->velocity);
1082                 }
1083
1084                 // holding jump button swims upward slowly
1085                 if (s->cmd.jump)
1086                 {
1087                         if (s->watertype & SUPERCONTENTS_LAVA)
1088                                 s->velocity[2] =  50;
1089                         else if (s->watertype & SUPERCONTENTS_SLIME)
1090                                 s->velocity[2] =  80;
1091                         else
1092                         {
1093                                 if (IS_NEXUIZ_DERIVED(gamemode))
1094                                         s->velocity[2] = 200;
1095                                 else
1096                                         s->velocity[2] = 100;
1097                         }
1098                 }
1099         }
1100
1101         CL_ClientMovement_Move(s);
1102 }
1103
1104 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1105 {
1106         if(forward == 0 && side == 0)
1107                 return 0; // avoid division by zero
1108         angle -= RAD2DEG(atan2(side, forward));
1109         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1110         if(angle >  1)
1111                 return 0;
1112         if(angle < -1)
1113                 return 0;
1114         return 1 - fabs(angle);
1115 }
1116
1117 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1118 {
1119         if(a == 0)
1120         {
1121                 if(lerp < 1)
1122                         return 0;
1123                 else
1124                         return b;
1125         }
1126         if(b == 0)
1127         {
1128                 if(lerp > 0)
1129                         return 0;
1130                 else
1131                         return a;
1132         }
1133         return a * pow(fabs(b / a), lerp);
1134 }
1135
1136 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1137 {
1138         vec_t zspeed, speed, dot, k;
1139
1140 #if 0
1141         // this doesn't play well with analog input
1142         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1143                 return;
1144         k = 32;
1145 #else
1146         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1147         if(k <= 0)
1148                 return;
1149 #endif
1150
1151         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1152
1153         zspeed = s->velocity[2];
1154         s->velocity[2] = 0;
1155         speed = VectorNormalizeLength(s->velocity);
1156
1157         dot = DotProduct(s->velocity, wishdir);
1158
1159         if(dot > 0) { // we can't change direction while slowing down
1160                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1161                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1162                 k *= cl.movevars_aircontrol;
1163                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1164                 VectorNormalize(s->velocity);
1165         }
1166
1167         VectorScale(s->velocity, speed, s->velocity);
1168         s->velocity[2] = zspeed;
1169 }
1170
1171 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1172 {
1173         return
1174                 (accelqw < 0 ? -1 : +1)
1175                 *
1176                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1177 }
1178
1179 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1180 {
1181         vec_t vel_straight;
1182         vec_t vel_z;
1183         vec3_t vel_perpend;
1184         vec_t step;
1185         vec3_t vel_xy;
1186         vec_t vel_xy_current;
1187         vec_t vel_xy_backward, vel_xy_forward;
1188         vec_t speedclamp;
1189
1190         if(stretchfactor > 0)
1191                 speedclamp = stretchfactor;
1192         else if(accelqw < 0)
1193                 speedclamp = 1;
1194         else
1195                 speedclamp = -1; // no clamping
1196
1197         if(accelqw < 0)
1198                 accelqw = -accelqw;
1199
1200         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1201                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1202
1203         vel_straight = DotProduct(s->velocity, wishdir);
1204         vel_z = s->velocity[2];
1205         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1206         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1207
1208         step = accel * s->cmd.frametime * wishspeed0;
1209
1210         vel_xy_current  = VectorLength(vel_xy);
1211         if(speedlimit > 0)
1212                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1213         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1214         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1215         if(vel_xy_backward < 0)
1216                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1217
1218         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1219
1220         if(sidefric < 0 && VectorLength2(vel_perpend))
1221                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1222         {
1223                 vec_t f, fmin;
1224                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1225                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1226                 // assume: fmin > 1
1227                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1228                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1229                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1230                 // obviously, this cannot be
1231                 if(fmin <= 0)
1232                         VectorScale(vel_perpend, f, vel_perpend);
1233                 else
1234                 {
1235                         fmin = sqrt(fmin);
1236                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1237                 }
1238         }
1239         else
1240                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1241
1242         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1243
1244         if(speedclamp >= 0)
1245         {
1246                 vec_t vel_xy_preclamp;
1247                 vel_xy_preclamp = VectorLength(s->velocity);
1248                 if(vel_xy_preclamp > 0) // prevent division by zero
1249                 {
1250                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1251                         if(vel_xy_current < vel_xy_preclamp)
1252                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1253                 }
1254         }
1255
1256         s->velocity[2] += vel_z;
1257 }
1258
1259 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1260 {
1261     vec3_t curvel, wishvel, acceldir, curdir;
1262     float addspeed, accelspeed, curspeed;
1263     float dot;
1264
1265     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1266     float bunnyaccel = cl.movevars_warsowbunny_accel;
1267     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1268     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1269     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1270
1271     if( !wishspeed )
1272         return;
1273
1274     VectorCopy( s->velocity, curvel );
1275     curvel[2] = 0;
1276     curspeed = VectorLength( curvel );
1277
1278     if( wishspeed > curspeed * 1.01f )
1279     {
1280         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1281         if( accelspeed < wishspeed )
1282             wishspeed = accelspeed;
1283     }
1284     else
1285     {
1286         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1287         if( f < 0 )
1288             f = 0;
1289         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1290     }
1291     VectorScale( wishdir, wishspeed, wishvel );
1292     VectorSubtract( wishvel, curvel, acceldir );
1293     addspeed = VectorNormalizeLength( acceldir );
1294
1295     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1296     if( accelspeed > addspeed )
1297         accelspeed = addspeed;
1298
1299     if( backtosideratio < 1.0f )
1300     {
1301         VectorNormalize2( curvel, curdir );
1302         dot = DotProduct( acceldir, curdir );
1303         if( dot < 0 )
1304             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1305     }
1306
1307     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1308 }
1309
1310 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1311 {
1312         vec_t friction;
1313         vec_t wishspeed;
1314         vec_t addspeed;
1315         vec_t accelspeed;
1316         vec_t f;
1317         vec_t gravity;
1318         vec3_t forward;
1319         vec3_t right;
1320         vec3_t up;
1321         vec3_t wishvel;
1322         vec3_t wishdir;
1323         vec3_t yawangles;
1324         trace_t trace;
1325
1326         // jump if on ground with jump button pressed but only if it has been
1327         // released at least once since the last jump
1328         if (s->cmd.jump)
1329         {
1330                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1331                 {
1332                         s->velocity[2] += cl.movevars_jumpvelocity;
1333                         s->onground = false;
1334                         s->cmd.canjump = false;
1335                 }
1336         }
1337         else
1338                 s->cmd.canjump = true;
1339
1340         // calculate movement vector
1341         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1342         AngleVectors(yawangles, forward, right, up);
1343         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1344
1345         // split wishvel into wishspeed and wishdir
1346         wishspeed = VectorLength(wishvel);
1347         if (wishspeed)
1348                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1349         else
1350                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1351         // check if onground
1352         if (s->onground)
1353         {
1354                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1355                 if (s->crouched)
1356                         wishspeed *= 0.5;
1357
1358                 // apply edge friction
1359                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1360                 if (f > 0)
1361                 {
1362                         friction = cl.movevars_friction;
1363                         if (cl.movevars_edgefriction != 1)
1364                         {
1365                                 vec3_t neworigin2;
1366                                 vec3_t neworigin3;
1367                                 // note: QW uses the full player box for the trace, and yet still
1368                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1369                                 // this mimics it for compatibility
1370                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1371                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1372                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1373                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true);
1374                                 else
1375                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, collision_extendmovelength.value, true, true, NULL, true, false);
1376                                 if (trace.fraction == 1 && !trace.startsolid)
1377                                         friction *= cl.movevars_edgefriction;
1378                         }
1379                         // apply ground friction
1380                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1381                         f = max(f, 0);
1382                         VectorScale(s->velocity, f, s->velocity);
1383                 }
1384                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1385                 if (addspeed > 0)
1386                 {
1387                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1388                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1389                 }
1390                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1391                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
1392                 {
1393                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1394                                 s->velocity[2] -= gravity * 0.5f;
1395                         else
1396                                 s->velocity[2] -= gravity;
1397                 }
1398                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1399                         s->velocity[2] = 0;
1400                 if (VectorLength2(s->velocity))
1401                         CL_ClientMovement_Move(s);
1402                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1403                 {
1404                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1405                                 s->velocity[2] -= gravity * 0.5f;
1406                 }
1407         }
1408         else
1409         {
1410                 if (s->waterjumptime <= 0)
1411                 {
1412                         // apply air speed limit
1413                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1414                         qboolean accelerating;
1415
1416                         accelqw = cl.movevars_airaccel_qw;
1417                         wishspeed0 = wishspeed;
1418                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1419                         if (s->crouched)
1420                                 wishspeed *= 0.5;
1421                         accel = cl.movevars_airaccelerate;
1422
1423                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1424                         wishspeed2 = wishspeed;
1425
1426                         // CPM: air control
1427                         if(cl.movevars_airstopaccelerate != 0)
1428                         {
1429                                 vec3_t curdir;
1430                                 curdir[0] = s->velocity[0];
1431                                 curdir[1] = s->velocity[1];
1432                                 curdir[2] = 0;
1433                                 VectorNormalize(curdir);
1434                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1435                         }
1436                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1437                         if(cl.movevars_maxairstrafespeed)
1438                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1439                         if(cl.movevars_airstrafeaccelerate)
1440                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1441                         if(cl.movevars_airstrafeaccel_qw)
1442                                 accelqw =
1443                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1444                                         *
1445                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1446                         // !CPM
1447
1448                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1449                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1450                         else
1451                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1452
1453                         if(cl.movevars_aircontrol)
1454                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1455                 }
1456                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1457                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1458                         s->velocity[2] -= gravity * 0.5f;
1459                 else
1460                         s->velocity[2] -= gravity;
1461                 CL_ClientMovement_Move(s);
1462                 if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
1463                 {
1464                         if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1465                                 s->velocity[2] -= gravity * 0.5f;
1466                 }
1467         }
1468 }
1469
1470 static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1471 {
1472         //Con_Printf(" %f", frametime);
1473         if (!s->cmd.jump)
1474                 s->cmd.canjump = true;
1475         s->waterjumptime -= s->cmd.frametime;
1476         CL_ClientMovement_UpdateStatus(s);
1477         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1478                 CL_ClientMovement_Physics_Swim(s);
1479         else
1480                 CL_ClientMovement_Physics_Walk(s);
1481 }
1482
1483 extern cvar_t slowmo;
1484 void CL_UpdateMoveVars(void)
1485 {
1486         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1487         {
1488                 cl.moveflags = 0;
1489         }
1490         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1491         {
1492                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1493                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1494                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1495                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1496                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1497                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1498                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1499                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1500                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1501                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1502                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1503                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1504                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1505                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1506                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1507                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1508                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1509                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1510                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1511                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1512                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1513                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1514                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1515                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1516                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1517                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1518                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1519                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1520                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1521                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1522                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1523                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1524                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1525                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1526         }
1527         else
1528         {
1529                 cl.moveflags = 0;
1530                 cl.movevars_ticrate = (cls.demoplayback ? 1.0f : slowmo.value) / bound(1.0f, cl_netfps.value, 1000.0f);
1531                 cl.movevars_timescale = (cls.demoplayback ? 1.0f : slowmo.value);
1532                 cl.movevars_gravity = sv_gravity.value;
1533                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1534                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1535                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1536                 cl.movevars_accelerate = cl_movement_accelerate.value;
1537                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1538                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1539                 cl.movevars_friction = cl_movement_friction.value;
1540                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1541                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1542                 cl.movevars_entgravity = 1;
1543                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1544                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1545                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1546                 cl.movevars_stepheight = cl_movement_stepheight.value;
1547                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1548                 cl.movevars_airaccel_qw_stretchfactor = 0;
1549                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1550                 cl.movevars_airstopaccelerate = 0;
1551                 cl.movevars_airstrafeaccelerate = 0;
1552                 cl.movevars_maxairstrafespeed = 0;
1553                 cl.movevars_airstrafeaccel_qw = 0;
1554                 cl.movevars_aircontrol = 0;
1555                 cl.movevars_aircontrol_power = 2;
1556                 cl.movevars_aircontrol_penalty = 0;
1557                 cl.movevars_warsowbunny_airforwardaccel = 0;
1558                 cl.movevars_warsowbunny_accel = 0;
1559                 cl.movevars_warsowbunny_topspeed = 0;
1560                 cl.movevars_warsowbunny_turnaccel = 0;
1561                 cl.movevars_warsowbunny_backtosideratio = 0;
1562                 cl.movevars_airspeedlimit_nonqw = 0;
1563         }
1564
1565         if(!(cl.moveflags & MOVEFLAG_VALID))
1566         {
1567                 if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
1568                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1569         }
1570
1571         if(cl.movevars_aircontrol_power <= 0)
1572                 cl.movevars_aircontrol_power = 2; // CPMA default
1573 }
1574
1575 void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
1576 {
1577         // if a move is more than 50ms, do it as two moves (matching qwsv)
1578         //Con_Printf("%i ", s.cmd.msec);
1579         if(s->cmd.frametime > 0.0005)
1580         {
1581                 if (s->cmd.frametime > 0.05)
1582                 {
1583                         s->cmd.frametime /= 2;
1584                         CL_ClientMovement_PlayerMove(s);
1585                 }
1586                 CL_ClientMovement_PlayerMove(s);
1587         }
1588         else
1589         {
1590                 // we REALLY need this handling to happen, even if the move is not executed
1591                 if (!s->cmd.jump)
1592                         s->cmd.canjump = true;
1593         }
1594 }
1595
1596 void CL_ClientMovement_Replay(void)
1597 {
1598         int i;
1599         double totalmovemsec;
1600         cl_clientmovement_state_t s;
1601
1602         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1603
1604         if (cl.movement_predicted && !cl.movement_replay)
1605                 return;
1606
1607         if (!cl_movement_replay.integer)
1608                 return;
1609
1610         // set up starting state for the series of moves
1611         memset(&s, 0, sizeof(s));
1612         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1613         VectorCopy(cl.mvelocity[0], s.velocity);
1614         s.crouched = true; // will be updated on first move
1615         //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]);
1616
1617         totalmovemsec = 0;
1618         for (i = 0;i < CL_MAX_USERCMDS;i++)
1619                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1620                         totalmovemsec += cl.movecmd[i].msec;
1621         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);
1622         //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1623         if (cl.movement_predicted)
1624         {
1625                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1626
1627                 // replay the input queue to predict current location
1628                 // note: this relies on the fact there's always one queue item at the end
1629
1630                 // find how many are still valid
1631                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1632                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1633                                 break;
1634                 // now walk them in oldest to newest order
1635                 for (i--;i >= 0;i--)
1636                 {
1637                         s.cmd = cl.movecmd[i];
1638                         if (i < CL_MAX_USERCMDS - 1)
1639                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1640
1641                         CL_ClientMovement_PlayerMove_Frame(&s);
1642
1643                         cl.movecmd[i].canjump = s.cmd.canjump;
1644                 }
1645                 //Con_Printf("\n");
1646                 CL_ClientMovement_UpdateStatus(&s);
1647         }
1648         else
1649         {
1650                 // get the first movement queue entry to know whether to crouch and such
1651                 s.cmd = cl.movecmd[0];
1652         }
1653
1654         if (!cls.demoplayback) // for bob, speedometer
1655         {
1656                 cl.movement_replay = false;
1657                 // update the interpolation target position and velocity
1658                 VectorCopy(s.origin, cl.movement_origin);
1659                 VectorCopy(s.velocity, cl.movement_velocity);
1660         }
1661
1662         // update the onground flag if appropriate
1663         if (cl.movement_predicted)
1664         {
1665                 // when predicted we simply set the flag according to the UpdateStatus
1666                 cl.onground = s.onground;
1667         }
1668         else
1669         {
1670                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1671                 // an update packet is received, but can be forced on here to hide
1672                 // server inconsistencies in the onground flag
1673                 // (which mostly occur when stepping up stairs at very high framerates
1674                 //  where after the step up the move continues forward and not
1675                 //  downward so the ground is not detected)
1676                 //
1677                 // such onground inconsistencies can cause jittery gun bobbing and
1678                 // stair smoothing, so we set onground if UpdateStatus says so
1679                 if (s.onground)
1680                         cl.onground = true;
1681         }
1682 }
1683
1684 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1685 {
1686         int bits;
1687
1688         bits = 0;
1689         if (to->viewangles[0] != from->viewangles[0])
1690                 bits |= QW_CM_ANGLE1;
1691         if (to->viewangles[1] != from->viewangles[1])
1692                 bits |= QW_CM_ANGLE2;
1693         if (to->viewangles[2] != from->viewangles[2])
1694                 bits |= QW_CM_ANGLE3;
1695         if (to->forwardmove != from->forwardmove)
1696                 bits |= QW_CM_FORWARD;
1697         if (to->sidemove != from->sidemove)
1698                 bits |= QW_CM_SIDE;
1699         if (to->upmove != from->upmove)
1700                 bits |= QW_CM_UP;
1701         if (to->buttons != from->buttons)
1702                 bits |= QW_CM_BUTTONS;
1703         if (to->impulse != from->impulse)
1704                 bits |= QW_CM_IMPULSE;
1705
1706         MSG_WriteByte(buf, bits);
1707         if (bits & QW_CM_ANGLE1)
1708                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1709         if (bits & QW_CM_ANGLE2)
1710                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1711         if (bits & QW_CM_ANGLE3)
1712                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1713         if (bits & QW_CM_FORWARD)
1714                 MSG_WriteShort(buf, (short) to->forwardmove);
1715         if (bits & QW_CM_SIDE)
1716                 MSG_WriteShort(buf, (short) to->sidemove);
1717         if (bits & QW_CM_UP)
1718                 MSG_WriteShort(buf, (short) to->upmove);
1719         if (bits & QW_CM_BUTTONS)
1720                 MSG_WriteByte(buf, to->buttons);
1721         if (bits & QW_CM_IMPULSE)
1722                 MSG_WriteByte(buf, to->impulse);
1723         MSG_WriteByte(buf, to->msec);
1724 }
1725
1726 void CL_NewFrameReceived(int num)
1727 {
1728         if (developer_networkentities.integer >= 10)
1729                 Con_Printf("recv: svc_entities %i\n", num);
1730         cl.latestframenums[cl.latestframenumsposition] = num;
1731         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1732         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1733 }
1734
1735 void CL_RotateMoves(const matrix4x4_t *m)
1736 {
1737         // rotate viewangles in all previous moves
1738         vec3_t v;
1739         vec3_t f, r, u;
1740         int i;
1741         for (i = 0;i < CL_MAX_USERCMDS;i++)
1742         {
1743                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1744                 {
1745                         usercmd_t *c = &cl.movecmd[i];
1746                         AngleVectors(c->viewangles, f, r, u);
1747                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1748                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1749                         AnglesFromVectors(c->viewangles, f, u, false);
1750                 }
1751         }
1752 }
1753
1754 /*
1755 ==============
1756 CL_SendMove
1757 ==============
1758 */
1759 usercmd_t nullcmd; // for delta compression of qw moves
1760 void CL_SendMove(void)
1761 {
1762         int i, j, packetloss;
1763         int checksumindex;
1764         int bits;
1765         int maxusercmds;
1766         usercmd_t *cmd;
1767         sizebuf_t buf;
1768         unsigned char data[1024];
1769         double packettime;
1770         int msecdelta;
1771         qboolean quemove;
1772         qboolean important;
1773
1774         // if playing a demo, do nothing
1775         if (!cls.netcon)
1776                 return;
1777
1778         // we don't que moves during a lag spike (potential network timeout)
1779         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1780
1781         // we build up cl.cmd and then decide whether to send or not
1782         // we store this into cl.movecmd[0] for prediction each frame even if we
1783         // do not send, to make sure that prediction is instant
1784         cl.cmd.time = cl.time;
1785         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1786
1787         // set button bits
1788         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1789         bits = 0;
1790         if (in_attack.state   & 3) bits |=   1;
1791         if (in_jump.state     & 3) bits |=   2;
1792         if (in_button3.state  & 3) bits |=   4;
1793         if (in_button4.state  & 3) bits |=   8;
1794         if (in_button5.state  & 3) bits |=  16;
1795         if (in_button6.state  & 3) bits |=  32;
1796         if (in_button7.state  & 3) bits |=  64;
1797         if (in_button8.state  & 3) bits |= 128;
1798         if (in_use.state      & 3) bits |= 256;
1799         if (key_dest != key_game || key_consoleactive) bits |= 512;
1800         if (cl_prydoncursor.integer > 0) bits |= 1024;
1801         if (in_button9.state  & 3)  bits |=   2048;
1802         if (in_button10.state  & 3) bits |=   4096;
1803         if (in_button11.state  & 3) bits |=   8192;
1804         if (in_button12.state  & 3) bits |=  16384;
1805         if (in_button13.state  & 3) bits |=  32768;
1806         if (in_button14.state  & 3) bits |=  65536;
1807         if (in_button15.state  & 3) bits |= 131072;
1808         if (in_button16.state  & 3) bits |= 262144;
1809         // button bits 19-31 unused currently
1810         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1811         if(cl_prydoncursor.integer > 0)
1812         {
1813                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1814                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1815                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1816                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1817         }
1818
1819         // set buttons and impulse
1820         cl.cmd.buttons = bits;
1821         cl.cmd.impulse = in_impulse;
1822
1823         // set viewangles
1824         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1825
1826         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1827         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1828         // ridiculous value rejection (matches qw)
1829         if (cl.cmd.msec > 250)
1830                 cl.cmd.msec = 100;
1831         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1832
1833         cl.cmd.predicted = cl_movement.integer != 0;
1834
1835         // movement is set by input code (forwardmove/sidemove/upmove)
1836         // always dump the first two moves, because they may contain leftover inputs from the last level
1837         if (cl.cmd.sequence <= 2)
1838                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1839
1840         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1841         cl.cmd.crouch = 0;
1842         switch (cls.protocol)
1843         {
1844         case PROTOCOL_QUAKEWORLD:
1845         case PROTOCOL_QUAKE:
1846         case PROTOCOL_QUAKEDP:
1847         case PROTOCOL_NEHAHRAMOVIE:
1848         case PROTOCOL_NEHAHRABJP:
1849         case PROTOCOL_NEHAHRABJP2:
1850         case PROTOCOL_NEHAHRABJP3:
1851         case PROTOCOL_DARKPLACES1:
1852         case PROTOCOL_DARKPLACES2:
1853         case PROTOCOL_DARKPLACES3:
1854         case PROTOCOL_DARKPLACES4:
1855         case PROTOCOL_DARKPLACES5:
1856                 break;
1857         case PROTOCOL_DARKPLACES6:
1858         case PROTOCOL_DARKPLACES7:
1859                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1860                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1861                 break;
1862         case PROTOCOL_UNKNOWN:
1863                 break;
1864         }
1865
1866         if (quemove)
1867                 cl.movecmd[0] = cl.cmd;
1868
1869         // don't predict more than 200fps
1870         if (realtime >= cl.lastpackettime + 0.005)
1871                 cl.movement_replay = true; // redo the prediction
1872
1873         // now decide whether to actually send this move
1874         // (otherwise it is only for prediction)
1875
1876         // don't send too often or else network connections can get clogged by a
1877         // high renderer framerate
1878         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1879         if (cl.movevars_timescale && cl.movevars_ticrate)
1880         {
1881                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1882                 packettime = min(packettime, maxtic);
1883         }
1884
1885         // do not send 0ms packets because they mess up physics
1886         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1887                 return;
1888         // always send if buttons changed or an impulse is pending
1889         // even if it violates the rate limit!
1890         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1891         // don't send too often (cl_netfps)
1892         if (!important && realtime < cl.lastpackettime + packettime)
1893                 return;
1894         // don't choke the connection with packets (obey rate limit)
1895         // it is important that this check be last, because it adds a new
1896         // frame to the shownetgraph output and any cancelation after this
1897         // will produce a nasty spike-like look to the netgraph
1898         // we also still send if it is important
1899         if (!NetConn_CanSend(cls.netcon) && !important)
1900                 return;
1901         // try to round off the lastpackettime to a multiple of the packet interval
1902         // (this causes it to emit packets at a steady beat)
1903         if (packettime > 0)
1904                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1905         else
1906                 cl.lastpackettime = realtime;
1907
1908         buf.maxsize = sizeof(data);
1909         buf.cursize = 0;
1910         buf.data = data;
1911
1912         // send the movement message
1913         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1914         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1915         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1916         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1917         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1918         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1919         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1920         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1921         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1922         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1923         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1924
1925         // set prydon cursor info
1926         CL_UpdatePrydonCursor();
1927
1928         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1929         {
1930                 switch (cls.protocol)
1931                 {
1932                 case PROTOCOL_QUAKEWORLD:
1933                         MSG_WriteByte(&buf, qw_clc_move);
1934                         // save the position for a checksum byte
1935                         checksumindex = buf.cursize;
1936                         MSG_WriteByte(&buf, 0);
1937                         // packet loss percentage
1938                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1939                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1940                                         packetloss++;
1941                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1942                         MSG_WriteByte(&buf, packetloss);
1943                         // write most recent 3 moves
1944                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1945                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1946                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1947                         // calculate the checksum
1948                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1949                         // if delta compression history overflows, request no delta
1950                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1951                                 cl.qw_validsequence = 0;
1952                         // request delta compression if appropriate
1953                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1954                         {
1955                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1956                                 MSG_WriteByte(&buf, qw_clc_delta);
1957                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1958                         }
1959                         else
1960                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1961                         break;
1962                 case PROTOCOL_QUAKE:
1963                 case PROTOCOL_QUAKEDP:
1964                 case PROTOCOL_NEHAHRAMOVIE:
1965                 case PROTOCOL_NEHAHRABJP:
1966                 case PROTOCOL_NEHAHRABJP2:
1967                 case PROTOCOL_NEHAHRABJP3:
1968                         // 5 bytes
1969                         MSG_WriteByte (&buf, clc_move);
1970                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1971                         // 3 bytes (6 bytes in proquake)
1972                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1973                         {
1974                                 for (i = 0;i < 3;i++)
1975                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1976                         }
1977                         else
1978                         {
1979                                 for (i = 0;i < 3;i++)
1980                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1981                         }
1982                         // 6 bytes
1983                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1984                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1985                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1986                         // 2 bytes
1987                         MSG_WriteByte (&buf, cl.cmd.buttons);
1988                         MSG_WriteByte (&buf, cl.cmd.impulse);
1989                         break;
1990                 case PROTOCOL_DARKPLACES2:
1991                 case PROTOCOL_DARKPLACES3:
1992                         // 5 bytes
1993                         MSG_WriteByte (&buf, clc_move);
1994                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1995                         // 12 bytes
1996                         for (i = 0;i < 3;i++)
1997                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1998                         // 6 bytes
1999                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2000                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2001                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2002                         // 2 bytes
2003                         MSG_WriteByte (&buf, cl.cmd.buttons);
2004                         MSG_WriteByte (&buf, cl.cmd.impulse);
2005                         break;
2006                 case PROTOCOL_DARKPLACES1:
2007                 case PROTOCOL_DARKPLACES4:
2008                 case PROTOCOL_DARKPLACES5:
2009                         // 5 bytes
2010                         MSG_WriteByte (&buf, clc_move);
2011                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
2012                         // 6 bytes
2013                         for (i = 0;i < 3;i++)
2014                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
2015                         // 6 bytes
2016                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
2017                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
2018                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
2019                         // 2 bytes
2020                         MSG_WriteByte (&buf, cl.cmd.buttons);
2021                         MSG_WriteByte (&buf, cl.cmd.impulse);
2022                 case PROTOCOL_DARKPLACES6:
2023                 case PROTOCOL_DARKPLACES7:
2024                         // set the maxusercmds variable to limit how many should be sent
2025                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
2026                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
2027                         if (!cl.cmd.predicted)
2028                                 maxusercmds = 1;
2029
2030                         // send the latest moves in order, the old ones will be
2031                         // ignored by the server harmlessly, however if the previous
2032                         // packets were lost these moves will be used
2033                         //
2034                         // this reduces packet loss impact on gameplay.
2035                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2036                         {
2037                                 // don't repeat any stale moves
2038                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2039                                         continue;
2040                                 // 5/9 bytes
2041                                 MSG_WriteByte (&buf, clc_move);
2042                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2043                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2044                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2045                                 // 6 bytes
2046                                 for (i = 0;i < 3;i++)
2047                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2048                                 // 6 bytes
2049                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2050                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2051                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2052                                 // 5 bytes
2053                                 MSG_WriteLong (&buf, cmd->buttons);
2054                                 MSG_WriteByte (&buf, cmd->impulse);
2055                                 // PRYDON_CLIENTCURSOR
2056                                 // 30 bytes
2057                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2058                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2059                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2060                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2061                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2062                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2063                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2064                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2065                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2066                         }
2067                         break;
2068                 case PROTOCOL_UNKNOWN:
2069                         break;
2070                 }
2071         }
2072
2073         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2074         {
2075                 // ack entity frame numbers received since the last input was sent
2076                 // (redundent to improve handling of client->server packet loss)
2077                 // if cl_netrepeatinput is 1 and client framerate matches server
2078                 // framerate, this is 10 bytes, if client framerate is lower this
2079                 // will be more...
2080                 int i, j;
2081                 unsigned int oldsequence = cl.cmd.sequence;
2082                 unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
2083                 if (oldsequence > delta)
2084                         oldsequence = oldsequence - delta;
2085                 else
2086                         oldsequence = 1;
2087                 for (i = 0;i < LATESTFRAMENUMS;i++)
2088                 {
2089                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2090                         if (cl.latestsendnums[j] >= oldsequence)
2091                         {
2092                                 if (developer_networkentities.integer >= 10)
2093                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2094                                 MSG_WriteByte(&buf, clc_ackframe);
2095                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2096                         }
2097                 }
2098         }
2099
2100         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2101         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2102
2103         // acknowledge any recently received data blocks
2104         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2105         {
2106                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2107                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2108                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2109                 cls.dp_downloadack[i].start = 0;
2110                 cls.dp_downloadack[i].size = 0;
2111         }
2112
2113         // send the reliable message (forwarded commands) if there is one
2114         if (buf.cursize || cls.netcon->message.cursize)
2115                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
2116
2117         if (quemove)
2118         {
2119                 // update the cl.movecmd array which holds the most recent moves,
2120                 // because we now need a new slot for the next input
2121                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2122                         cl.movecmd[i] = cl.movecmd[i-1];
2123                 cl.movecmd[0].msec = 0;
2124                 cl.movecmd[0].frametime = 0;
2125         }
2126
2127         // clear button 'click' states
2128         in_attack.state  &= ~2;
2129         in_jump.state    &= ~2;
2130         in_button3.state &= ~2;
2131         in_button4.state &= ~2;
2132         in_button5.state &= ~2;
2133         in_button6.state &= ~2;
2134         in_button7.state &= ~2;
2135         in_button8.state &= ~2;
2136         in_use.state     &= ~2;
2137         in_button9.state  &= ~2;
2138         in_button10.state &= ~2;
2139         in_button11.state &= ~2;
2140         in_button12.state &= ~2;
2141         in_button13.state &= ~2;
2142         in_button14.state &= ~2;
2143         in_button15.state &= ~2;
2144         in_button16.state &= ~2;
2145         // clear impulse
2146         in_impulse = 0;
2147
2148         if (cls.netcon->message.overflowed)
2149         {
2150                 Con_Print("CL_SendMove: lost server connection\n");
2151                 CL_Disconnect();
2152                 SV_LockThreadMutex();
2153                 Host_ShutdownServer();
2154                 SV_UnlockThreadMutex();
2155         }
2156 }
2157
2158 /*
2159 ============
2160 CL_InitInput
2161 ============
2162 */
2163 void CL_InitInput (void)
2164 {
2165         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2166         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2167         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2168         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2169         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2170         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2171         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2172         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2173         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2174         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2175         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2176         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2177         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2178         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2179         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2180         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2181         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2182         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2183         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2184         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2185         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2186         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2187         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2188         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2189         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2190         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2191         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2192         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2193         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2194         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2195         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2196         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2197         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2198
2199         // LordHavoc: added use button
2200         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2201         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2202
2203         // LordHavoc: added 6 new buttons
2204         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2205         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2206         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2207         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2208         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2209         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2210         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2211         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2212         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2213         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2214         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2215         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2216         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2217         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2218         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2219         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2220         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2221         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2222         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2223         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2224         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2225         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2226         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2227         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2228         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2229         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2230         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2231         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2232
2233         // LordHavoc: added bestweapon command
2234         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)");
2235 #if 0
2236         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");
2237 #endif
2238         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2239
2240         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2241         Cvar_RegisterVariable(&cl_movement);
2242         Cvar_RegisterVariable(&cl_movement_replay);
2243         Cvar_RegisterVariable(&cl_movement_nettimeout);
2244         Cvar_RegisterVariable(&cl_movement_minping);
2245         Cvar_RegisterVariable(&cl_movement_track_canjump);
2246         Cvar_RegisterVariable(&cl_movement_maxspeed);
2247         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2248         Cvar_RegisterVariable(&cl_movement_stopspeed);
2249         Cvar_RegisterVariable(&cl_movement_friction);
2250         Cvar_RegisterVariable(&cl_movement_wallfriction);
2251         Cvar_RegisterVariable(&cl_movement_waterfriction);
2252         Cvar_RegisterVariable(&cl_movement_edgefriction);
2253         Cvar_RegisterVariable(&cl_movement_stepheight);
2254         Cvar_RegisterVariable(&cl_movement_accelerate);
2255         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2256         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2257         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2258         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2259         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2260
2261         Cvar_RegisterVariable(&in_pitch_min);
2262         Cvar_RegisterVariable(&in_pitch_max);
2263         Cvar_RegisterVariable(&m_filter);
2264         Cvar_RegisterVariable(&m_accelerate);
2265         Cvar_RegisterVariable(&m_accelerate_minspeed);
2266         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2267         Cvar_RegisterVariable(&m_accelerate_filter);
2268
2269         Cvar_RegisterVariable(&cl_netfps);
2270         Cvar_RegisterVariable(&cl_netrepeatinput);
2271         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2272
2273         Cvar_RegisterVariable(&cl_nodelta);
2274
2275         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2276 }
2277