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factor V_CalcRefdef into two functions
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27 #include "thread.h"
28
29 /*
30 ===============================================================================
31
32 KEY BUTTONS
33
34 Continuous button event tracking is complicated by the fact that two different
35 input sources (say, mouse button 1 and the control key) can both press the
36 same button, but the button should only be released when both of the
37 pressing key have been released.
38
39 When a key event issues a button command (+forward, +attack, etc), it appends
40 its key number as a parameter to the command so it can be matched up with
41 the release.
42
43 state bit 0 is the current state of the key
44 state bit 1 is edge triggered on the up to down transition
45 state bit 2 is edge triggered on the down to up transition
46
47 ===============================================================================
48 */
49
50
51 kbutton_t       in_mlook, in_klook;
52 kbutton_t       in_left, in_right, in_forward, in_back;
53 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
54 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
55 kbutton_t       in_up, in_down;
56 // LordHavoc: added 6 new buttons
57 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
58 //even more
59 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
60
61 int                     in_impulse;
62
63
64
65 static void KeyDown (kbutton_t *b)
66 {
67         int k;
68         const char *c;
69
70         c = Cmd_Argv(1);
71         if (c[0])
72                 k = atoi(c);
73         else
74                 k = -1;         // typed manually at the console for continuous down
75
76         if (k == b->down[0] || k == b->down[1])
77                 return;         // repeating key
78
79         if (!b->down[0])
80                 b->down[0] = k;
81         else if (!b->down[1])
82                 b->down[1] = k;
83         else
84         {
85                 Con_Print("Three keys down for a button!\n");
86                 return;
87         }
88
89         if (b->state & 1)
90                 return;         // still down
91         b->state |= 1 + 2;      // down + impulse down
92 }
93
94 static void KeyUp (kbutton_t *b)
95 {
96         int k;
97         const char *c;
98
99         c = Cmd_Argv(1);
100         if (c[0])
101                 k = atoi(c);
102         else
103         { // typed manually at the console, assume for unsticking, so clear all
104                 b->down[0] = b->down[1] = 0;
105                 b->state = 4;   // impulse up
106                 return;
107         }
108
109         if (b->down[0] == k)
110                 b->down[0] = 0;
111         else if (b->down[1] == k)
112                 b->down[1] = 0;
113         else
114                 return;         // key up without coresponding down (menu pass through)
115         if (b->down[0] || b->down[1])
116                 return;         // some other key is still holding it down
117
118         if (!(b->state & 1))
119                 return;         // still up (this should not happen)
120         b->state &= ~1;         // now up
121         b->state |= 4;          // impulse up
122 }
123
124 static void IN_KLookDown (void) {KeyDown(&in_klook);}
125 static void IN_KLookUp (void) {KeyUp(&in_klook);}
126 static void IN_MLookDown (void) {KeyDown(&in_mlook);}
127 static void IN_MLookUp (void)
128 {
129         KeyUp(&in_mlook);
130         if ( !(in_mlook.state&1) && lookspring.value)
131                 V_StartPitchDrift();
132 }
133 static void IN_UpDown(void) {KeyDown(&in_up);}
134 static void IN_UpUp(void) {KeyUp(&in_up);}
135 static void IN_DownDown(void) {KeyDown(&in_down);}
136 static void IN_DownUp(void) {KeyUp(&in_down);}
137 static void IN_LeftDown(void) {KeyDown(&in_left);}
138 static void IN_LeftUp(void) {KeyUp(&in_left);}
139 static void IN_RightDown(void) {KeyDown(&in_right);}
140 static void IN_RightUp(void) {KeyUp(&in_right);}
141 static void IN_ForwardDown(void) {KeyDown(&in_forward);}
142 static void IN_ForwardUp(void) {KeyUp(&in_forward);}
143 static void IN_BackDown(void) {KeyDown(&in_back);}
144 static void IN_BackUp(void) {KeyUp(&in_back);}
145 static void IN_LookupDown(void) {KeyDown(&in_lookup);}
146 static void IN_LookupUp(void) {KeyUp(&in_lookup);}
147 static void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
148 static void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
149 static void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
150 static void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
151 static void IN_MoverightDown(void) {KeyDown(&in_moveright);}
152 static void IN_MoverightUp(void) {KeyUp(&in_moveright);}
153
154 static void IN_SpeedDown(void) {KeyDown(&in_speed);}
155 static void IN_SpeedUp(void) {KeyUp(&in_speed);}
156 static void IN_StrafeDown(void) {KeyDown(&in_strafe);}
157 static void IN_StrafeUp(void) {KeyUp(&in_strafe);}
158
159 static void IN_AttackDown(void) {KeyDown(&in_attack);}
160 static void IN_AttackUp(void) {KeyUp(&in_attack);}
161
162 static void IN_UseDown(void) {KeyDown(&in_use);}
163 static void IN_UseUp(void) {KeyUp(&in_use);}
164
165 // LordHavoc: added 6 new buttons
166 static void IN_Button3Down(void) {KeyDown(&in_button3);}
167 static void IN_Button3Up(void) {KeyUp(&in_button3);}
168 static void IN_Button4Down(void) {KeyDown(&in_button4);}
169 static void IN_Button4Up(void) {KeyUp(&in_button4);}
170 static void IN_Button5Down(void) {KeyDown(&in_button5);}
171 static void IN_Button5Up(void) {KeyUp(&in_button5);}
172 static void IN_Button6Down(void) {KeyDown(&in_button6);}
173 static void IN_Button6Up(void) {KeyUp(&in_button6);}
174 static void IN_Button7Down(void) {KeyDown(&in_button7);}
175 static void IN_Button7Up(void) {KeyUp(&in_button7);}
176 static void IN_Button8Down(void) {KeyDown(&in_button8);}
177 static void IN_Button8Up(void) {KeyUp(&in_button8);}
178
179 static void IN_Button9Down(void) {KeyDown(&in_button9);}
180 static void IN_Button9Up(void) {KeyUp(&in_button9);}
181 static void IN_Button10Down(void) {KeyDown(&in_button10);}
182 static void IN_Button10Up(void) {KeyUp(&in_button10);}
183 static void IN_Button11Down(void) {KeyDown(&in_button11);}
184 static void IN_Button11Up(void) {KeyUp(&in_button11);}
185 static void IN_Button12Down(void) {KeyDown(&in_button12);}
186 static void IN_Button12Up(void) {KeyUp(&in_button12);}
187 static void IN_Button13Down(void) {KeyDown(&in_button13);}
188 static void IN_Button13Up(void) {KeyUp(&in_button13);}
189 static void IN_Button14Down(void) {KeyDown(&in_button14);}
190 static void IN_Button14Up(void) {KeyUp(&in_button14);}
191 static void IN_Button15Down(void) {KeyDown(&in_button15);}
192 static void IN_Button15Up(void) {KeyUp(&in_button15);}
193 static void IN_Button16Down(void) {KeyDown(&in_button16);}
194 static void IN_Button16Up(void) {KeyUp(&in_button16);}
195
196 static void IN_JumpDown (void) {KeyDown(&in_jump);}
197 static void IN_JumpUp (void) {KeyUp(&in_jump);}
198
199 static void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
200
201 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
202
203 static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
204 {
205         int i;
206         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
207                 if(in_bestweapon_info[i].impulse == impulse)
208                         break;
209         if(i >= IN_BESTWEAPON_MAX)
210         {
211                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
212                 return; // sorry
213         }
214         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
215         in_bestweapon_info[i].impulse = impulse;
216         if(weaponbit != -1)
217                 in_bestweapon_info[i].weaponbit = weaponbit;
218         if(activeweaponcode != -1)
219                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
220         if(ammostat != -1)
221                 in_bestweapon_info[i].ammostat = ammostat;
222         if(ammomin != -1)
223                 in_bestweapon_info[i].ammomin = ammomin;
224 }
225
226 void IN_BestWeapon_ResetData (void)
227 {
228         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
229         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
230         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
232         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
234         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
236         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
237         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
238         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
239         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
240         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
241         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
242 }
243
244 static void IN_BestWeapon_Register_f (void)
245 {
246         if(Cmd_Argc() == 7)
247         {
248                 IN_BestWeapon_Register(
249                         Cmd_Argv(1),
250                         atoi(Cmd_Argv(2)),
251                         atoi(Cmd_Argv(3)),
252                         atoi(Cmd_Argv(4)),
253                         atoi(Cmd_Argv(5)),
254                         atoi(Cmd_Argv(6))
255                 );
256         }
257         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
258         {
259                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
260         }
261         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
262         {
263                 IN_BestWeapon_ResetData();
264         }
265         else
266         {
267                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
268         }
269 }
270
271 static void IN_BestWeapon (void)
272 {
273         int i, n;
274         const char *t;
275         if (Cmd_Argc() < 2)
276         {
277                 Con_Printf("bestweapon requires 1 or more parameters\n");
278                 return;
279         }
280         for (i = 1;i < Cmd_Argc();i++)
281         {
282                 t = Cmd_Argv(i);
283                 // figure out which weapon this character refers to
284                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
285                 {
286                         if (!strcmp(in_bestweapon_info[n].name, t))
287                         {
288                                 // we found out what weapon this character refers to
289                                 // check if the inventory contains the weapon and enough ammo
290                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
291                                 {
292                                         // we found one of the weapons the player wanted
293                                         // send an impulse to switch to it
294                                         in_impulse = in_bestweapon_info[n].impulse;
295                                         return;
296                                 }
297                                 break;
298                         }
299                 }
300                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
301         }
302         // if we couldn't find any of the weapons, there's nothing more we can do...
303 }
304
305 #if 0
306 void IN_CycleWeapon (void)
307 {
308         int i, n;
309         int first = -1;
310         qboolean found = false;
311         const char *t;
312         if (Cmd_Argc() < 2)
313         {
314                 Con_Printf("bestweapon requires 1 or more parameters\n");
315                 return;
316         }
317         for (i = 1;i < Cmd_Argc();i++)
318         {
319                 t = Cmd_Argv(i);
320                 // figure out which weapon this character refers to
321                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
322                 {
323                         if (!strcmp(in_bestweapon_info[n].name, t))
324                         {
325                                 // we found out what weapon this character refers to
326                                 // check if the inventory contains the weapon and enough ammo
327                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
328                                 {
329                                         // we found one of the weapons the player wanted
330                                         if(first == -1)
331                                                 first = n;
332                                         if(found)
333                                         {
334                                                 in_impulse = in_bestweapon_info[n].impulse;
335                                                 return;
336                                         }
337                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
338                                                 found = true;
339                                 }
340                                 break;
341                         }
342                 }
343                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
344         }
345         if(first != -1)
346         {
347                 in_impulse = in_bestweapon_info[first].impulse;
348                 return;
349         }
350         // if we couldn't find any of the weapons, there's nothing more we can do...
351 }
352 #endif
353
354 /*
355 ===============
356 CL_KeyState
357
358 Returns 0.25 if a key was pressed and released during the frame,
359 0.5 if it was pressed and held
360 0 if held then released, and
361 1.0 if held for the entire time
362 ===============
363 */
364 float CL_KeyState (kbutton_t *key)
365 {
366         float           val;
367         qboolean        impulsedown, impulseup, down;
368
369         impulsedown = (key->state & 2) != 0;
370         impulseup = (key->state & 4) != 0;
371         down = (key->state & 1) != 0;
372         val = 0;
373
374         if (impulsedown && !impulseup)
375         {
376                 if (down)
377                         val = 0.5;      // pressed and held this frame
378                 else
379                         val = 0;        //      I_Error ();
380         }
381         if (impulseup && !impulsedown)
382         {
383                 if (down)
384                         val = 0;        //      I_Error ();
385                 else
386                         val = 0;        // released this frame
387         }
388         if (!impulsedown && !impulseup)
389         {
390                 if (down)
391                         val = 1.0;      // held the entire frame
392                 else
393                         val = 0;        // up the entire frame
394         }
395         if (impulsedown && impulseup)
396         {
397                 if (down)
398                         val = 0.75;     // released and re-pressed this frame
399                 else
400                         val = 0.25;     // pressed and released this frame
401         }
402
403         key->state &= 1;                // clear impulses
404
405         return val;
406 }
407
408
409
410
411 //==========================================================================
412
413 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
414 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
415 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
416 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
417
418 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
419 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
420
421 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
422 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
423
424 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
425
426 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
427 cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
428 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
429 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
430 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
431 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
432 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
433 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
434 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
435 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
436 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
437 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
438 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
439 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
440 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
441 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
442 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
443 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
444 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
445
446 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
447 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
448
449 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
450 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
451 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
452 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
453 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
454
455 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
456 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
457 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
458
459 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
460
461 cvar_t cl_csqc_generatemousemoveevents = {0, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
462
463 extern cvar_t v_flipped;
464
465 /*
466 ================
467 CL_AdjustAngles
468
469 Moves the local angle positions
470 ================
471 */
472 static void CL_AdjustAngles (void)
473 {
474         float   speed;
475         float   up, down;
476
477         if (in_speed.state & 1)
478                 speed = cl.realframetime * cl_anglespeedkey.value;
479         else
480                 speed = cl.realframetime;
481
482         if (!(in_strafe.state & 1))
483         {
484                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
485                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
486         }
487         if (in_klook.state & 1)
488         {
489                 V_StopPitchDrift ();
490                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
491                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
492         }
493
494         up = CL_KeyState (&in_lookup);
495         down = CL_KeyState(&in_lookdown);
496
497         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
498         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
499
500         if (up || down)
501                 V_StopPitchDrift ();
502
503         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
504         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
505         if (cl.viewangles[YAW] >= 180)
506                 cl.viewangles[YAW] -= 360;
507         if (cl.viewangles[PITCH] >= 180)
508                 cl.viewangles[PITCH] -= 360;
509         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
510         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
511 }
512
513 int cl_ignoremousemoves = 2;
514
515 /*
516 ================
517 CL_Input
518
519 Send the intended movement message to the server
520 ================
521 */
522 void CL_Input (void)
523 {
524         float mx, my;
525         static float old_mouse_x = 0, old_mouse_y = 0;
526
527         // clamp before the move to prevent starting with bad angles
528         CL_AdjustAngles ();
529
530         if(v_flipped.integer)
531                 cl.viewangles[YAW] = -cl.viewangles[YAW];
532
533         // reset some of the command fields
534         cl.cmd.forwardmove = 0;
535         cl.cmd.sidemove = 0;
536         cl.cmd.upmove = 0;
537
538         // get basic movement from keyboard
539         if (in_strafe.state & 1)
540         {
541                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
542                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
543         }
544
545         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
546         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
547
548         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
549         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
550
551         if (! (in_klook.state & 1) )
552         {
553                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
554                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
555         }
556
557         // adjust for speed key
558         if (in_speed.state & 1)
559         {
560                 cl.cmd.forwardmove *= cl_movespeedkey.value;
561                 cl.cmd.sidemove *= cl_movespeedkey.value;
562                 cl.cmd.upmove *= cl_movespeedkey.value;
563         }
564
565         // allow mice or other external controllers to add to the move
566         IN_Move ();
567
568         // send mouse move to csqc
569         if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
570         {
571                 if (cl.csqc_wantsmousemove)
572                 {
573                         // event type 3 is a DP_CSQC thing
574                         static int oldwindowmouse[2];
575                         if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
576                         {
577                                 CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.integer / vid.width, in_windowmouse_y * vid_conheight.integer / vid.height);
578                                 oldwindowmouse[0] = in_windowmouse_x;
579                                 oldwindowmouse[1] = in_windowmouse_y;
580                         }
581                 }
582                 else
583                 {
584                         if (in_mouse_x || in_mouse_y)
585                                 CL_VM_InputEvent(2, in_mouse_x * vid_conwidth.integer / vid.width, in_mouse_y * vid_conheight.integer / vid.height);
586                 }
587         }
588
589         // apply m_accelerate if it is on
590         if(m_accelerate.value > 1)
591         {
592                 static float averagespeed = 0;
593                 float speed, f, mi, ma;
594
595                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
596                 if(m_accelerate_filter.value > 0)
597                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
598                 else
599                         f = 1;
600                 averagespeed = speed * f + averagespeed * (1 - f);
601
602                 mi = max(1, m_accelerate_minspeed.value);
603                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
604
605                 if(averagespeed <= mi)
606                 {
607                         f = 1;
608                 }
609                 else if(averagespeed >= ma)
610                 {
611                         f = m_accelerate.value;
612                 }
613                 else
614                 {
615                         f = averagespeed;
616                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
617                 }
618
619                 in_mouse_x *= f;
620                 in_mouse_y *= f;
621         }
622
623         // apply m_filter if it is on
624         mx = in_mouse_x;
625         my = in_mouse_y;
626         if (m_filter.integer)
627         {
628                 in_mouse_x = (mx + old_mouse_x) * 0.5;
629                 in_mouse_y = (my + old_mouse_y) * 0.5;
630         }
631         old_mouse_x = mx;
632         old_mouse_y = my;
633
634         // ignore a mouse move if mouse was activated/deactivated this frame
635         if (cl_ignoremousemoves)
636         {
637                 cl_ignoremousemoves--;
638                 in_mouse_x = old_mouse_x = 0;
639                 in_mouse_y = old_mouse_y = 0;
640         }
641
642         // if not in menu, apply mouse move to viewangles/movement
643         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove && cl_prydoncursor.integer <= 0)
644         {
645                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
646                 if (in_strafe.state & 1)
647                 {
648                         // strafing mode, all looking is movement
649                         V_StopPitchDrift();
650                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         if (noclip_anglehack)
652                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
653                         else
654                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
655                 }
656                 else if ((in_mlook.state & 1) || freelook.integer)
657                 {
658                         // mouselook, lookstrafe causes turning to become strafing
659                         V_StopPitchDrift();
660                         if (lookstrafe.integer)
661                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
662                         else
663                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
664                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
665                 }
666                 else
667                 {
668                         // non-mouselook, yaw turning and forward/back movement
669                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
670                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
671                 }
672         }
673         else // don't pitch drift when csqc is controlling the mouse
674         {
675                 // mouse interacting with the scene, mostly stationary view
676                 V_StopPitchDrift();
677                 // update prydon cursor
678                 cl.cmd.cursor_screen[0] = in_windowmouse_x * 2.0 / vid.width - 1.0;
679                 cl.cmd.cursor_screen[1] = in_windowmouse_y * 2.0 / vid.height - 1.0;
680         }
681
682         if(v_flipped.integer)
683         {
684                 cl.viewangles[YAW] = -cl.viewangles[YAW];
685                 cl.cmd.sidemove = -cl.cmd.sidemove;
686         }
687
688         // clamp after the move to prevent rendering with bad angles
689         CL_AdjustAngles ();
690
691         if(cl_movecliptokeyboard.integer)
692         {
693                 vec_t f = 1;
694                 if (in_speed.state & 1)
695                         f *= cl_movespeedkey.value;
696                 if(cl_movecliptokeyboard.integer == 2)
697                 {
698                         // digital direction, analog amount
699                         vec_t wishvel_x, wishvel_y;
700                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
701                         wishvel_x = fabs(cl.cmd.forwardmove);
702                         wishvel_y = fabs(cl.cmd.sidemove);
703                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
704                         {
705                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
706                                 if(wishvel_x >= 2 * wishvel_y)
707                                 {
708                                         // pure X motion
709                                         if(cl.cmd.forwardmove > 0)
710                                                 cl.cmd.forwardmove = wishspeed;
711                                         else
712                                                 cl.cmd.forwardmove = -wishspeed;
713                                         cl.cmd.sidemove = 0;
714                                 }
715                                 else if(wishvel_y >= 2 * wishvel_x)
716                                 {
717                                         // pure Y motion
718                                         cl.cmd.forwardmove = 0;
719                                         if(cl.cmd.sidemove > 0)
720                                                 cl.cmd.sidemove = wishspeed;
721                                         else
722                                                 cl.cmd.sidemove = -wishspeed;
723                                 }
724                                 else
725                                 {
726                                         // diagonal
727                                         if(cl.cmd.forwardmove > 0)
728                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
729                                         else
730                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
731                                         if(cl.cmd.sidemove > 0)
732                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
733                                         else
734                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
735                                 }
736                         }
737                 }
738                 else if(cl_movecliptokeyboard.integer)
739                 {
740                         // digital direction, digital amount
741                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
742                                 cl.cmd.sidemove = cl_sidespeed.value * f;
743                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
744                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
745                         else
746                                 cl.cmd.sidemove = 0;
747                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
748                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
749                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
750                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
751                         else
752                                 cl.cmd.forwardmove = 0;
753                 }
754         }
755 }
756
757 #include "cl_collision.h"
758
759 static void CL_UpdatePrydonCursor(void)
760 {
761         vec3_t temp;
762
763         if (cl_prydoncursor.integer <= 0)
764                 VectorClear(cl.cmd.cursor_screen);
765
766         /*
767         if (cl.cmd.cursor_screen[0] < -1)
768         {
769                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
770                 cl.cmd.cursor_screen[0] = -1;
771         }
772         if (cl.cmd.cursor_screen[0] > 1)
773         {
774                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
775                 cl.cmd.cursor_screen[0] = 1;
776         }
777         if (cl.cmd.cursor_screen[1] < -1)
778         {
779                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
780                 cl.cmd.cursor_screen[1] = -1;
781         }
782         if (cl.cmd.cursor_screen[1] > 1)
783         {
784                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
785                 cl.cmd.cursor_screen[1] = 1;
786         }
787         */
788         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
789         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
790         cl.cmd.cursor_screen[2] = 1;
791
792         // calculate current view matrix
793         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
794         // calculate direction vector of cursor in viewspace by using frustum slopes
795         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
796         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
797         // trace from view origin to the cursor
798         if (cl_prydoncursor_notrace.integer)
799         {
800                 cl.cmd.cursor_fraction = 1.0f;
801                 VectorCopy(cl.cmd.cursor_end, cl.cmd.cursor_impact);
802                 VectorClear(cl.cmd.cursor_normal);
803                 cl.cmd.cursor_entitynumber = 0;
804         }
805         else
806                 cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
807 }
808
809 #define NUMOFFSETS 27
810 static vec3_t offsets[NUMOFFSETS] =
811 {
812 // 1 no nudge (just return the original if this test passes)
813         { 0.000,  0.000,  0.000},
814 // 6 simple nudges
815         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
816         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
817         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
818 // 4 diagonal flat nudges
819         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
820         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
821 // 8 diagonal upward nudges
822         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
823         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
824         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
825         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
826 // 8 diagonal downward nudges
827         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
828         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
829         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
830         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
831 };
832
833 static qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
834 {
835         int i;
836         vec3_t neworigin;
837         for (i = 0;i < NUMOFFSETS;i++)
838         {
839                 VectorAdd(offsets[i], s->origin, neworigin);
840                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true).startsolid)
841                 {
842                         VectorCopy(neworigin, s->origin);
843                         return true;
844                 }
845         }
846         // if all offsets failed, give up
847         return false;
848 }
849
850 static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
851 {
852         vec_t f;
853         vec3_t origin1, origin2;
854         trace_t trace;
855
856         // make sure player is not stuck
857         CL_ClientMovement_Unstick(s);
858
859         // set crouched
860         if (s->cmd.crouch)
861         {
862                 // wants to crouch, this always works..
863                 if (!s->crouched)
864                         s->crouched = true;
865         }
866         else
867         {
868                 // wants to stand, if currently crouching we need to check for a
869                 // low ceiling first
870                 if (s->crouched)
871                 {
872                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
873                         if (!trace.startsolid)
874                                 s->crouched = false;
875                 }
876         }
877         if (s->crouched)
878         {
879                 VectorCopy(cl.playercrouchmins, s->mins);
880                 VectorCopy(cl.playercrouchmaxs, s->maxs);
881         }
882         else
883         {
884                 VectorCopy(cl.playerstandmins, s->mins);
885                 VectorCopy(cl.playerstandmaxs, s->maxs);
886         }
887
888         // set onground
889         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
890         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
891         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
892         if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
893         {
894                 s->onground = true;
895
896                 // this code actually "predicts" an impact; so let's clip velocity first
897                 f = DotProduct(s->velocity, trace.plane.normal);
898                 if(f < 0) // only if moving downwards actually
899                         VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
900         }
901         else
902                 s->onground = false;
903
904         // set watertype/waterlevel
905         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
906         s->waterlevel = WATERLEVEL_NONE;
907         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
908         if (s->watertype)
909         {
910                 s->waterlevel = WATERLEVEL_WETFEET;
911                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
912                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
913                 {
914                         s->waterlevel = WATERLEVEL_SWIMMING;
915                         origin1[2] = s->origin[2] + 22;
916                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
917                                 s->waterlevel = WATERLEVEL_SUBMERGED;
918                 }
919         }
920
921         // water jump prediction
922         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
923                 s->waterjumptime = 0;
924 }
925
926 static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
927 {
928         int bump;
929         double t;
930         vec_t f;
931         vec3_t neworigin;
932         vec3_t currentorigin2;
933         vec3_t neworigin2;
934         vec3_t primalvelocity;
935         trace_t trace;
936         trace_t trace2;
937         trace_t trace3;
938         CL_ClientMovement_UpdateStatus(s);
939         VectorCopy(s->velocity, primalvelocity);
940         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
941         {
942                 VectorMA(s->origin, t, s->velocity, neworigin);
943                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
944                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
945                 {
946                         // may be a step or wall, try stepping up
947                         // first move forward at a higher level
948                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
949                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
950                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
951                         if (!trace2.startsolid)
952                         {
953                                 // then move down from there
954                                 VectorCopy(trace2.endpos, currentorigin2);
955                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
956                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
957                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
958                                 // accept the new trace if it made some progress
959                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
960                                 {
961                                         trace = trace2;
962                                         VectorCopy(trace3.endpos, trace.endpos);
963                                 }
964                         }
965                 }
966
967                 // check if it moved at all
968                 if (trace.fraction >= 0.001)
969                         VectorCopy(trace.endpos, s->origin);
970
971                 // check if it moved all the way
972                 if (trace.fraction == 1)
973                         break;
974
975                 //if (trace.plane.normal[2] > 0.7)
976                 //      s->onground = true;
977
978                 t -= t * trace.fraction;
979
980                 f = DotProduct(s->velocity, trace.plane.normal);
981                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
982         }
983         if (s->waterjumptime > 0)
984                 VectorCopy(primalvelocity, s->velocity);
985 }
986
987
988 static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
989 {
990         vec_t wishspeed;
991         vec_t f;
992         vec3_t wishvel;
993         vec3_t wishdir;
994
995         // water jump only in certain situations
996         // this mimics quakeworld code
997         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
998         {
999                 vec3_t forward;
1000                 vec3_t yawangles;
1001                 vec3_t spot;
1002                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1003                 AngleVectors(yawangles, forward, NULL, NULL);
1004                 VectorMA(s->origin, 24, forward, spot);
1005                 spot[2] += 8;
1006                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1007                 {
1008                         spot[2] += 24;
1009                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1010                         {
1011                                 VectorScale(forward, 50, s->velocity);
1012                                 s->velocity[2] = 310;
1013                                 s->waterjumptime = 2;
1014                                 s->onground = false;
1015                                 s->cmd.canjump = false;
1016                         }
1017                 }
1018         }
1019
1020         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1021         {
1022                 // drift towards bottom
1023                 VectorSet(wishvel, 0, 0, -60);
1024         }
1025         else
1026         {
1027                 // swim
1028                 vec3_t forward;
1029                 vec3_t right;
1030                 vec3_t up;
1031                 // calculate movement vector
1032                 AngleVectors(s->cmd.viewangles, forward, right, up);
1033                 VectorSet(up, 0, 0, 1);
1034                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1035         }
1036
1037         // split wishvel into wishspeed and wishdir
1038         wishspeed = VectorLength(wishvel);
1039         if (wishspeed)
1040                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1041         else
1042                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1043         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1044
1045         if (s->crouched)
1046                 wishspeed *= 0.5;
1047
1048         if (s->waterjumptime <= 0)
1049         {
1050                 // water friction
1051                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1052                 f = bound(0, f, 1);
1053                 VectorScale(s->velocity, f, s->velocity);
1054
1055                 // water acceleration
1056                 f = wishspeed - DotProduct(s->velocity, wishdir);
1057                 if (f > 0)
1058                 {
1059                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1060                         VectorMA(s->velocity, f, wishdir, s->velocity);
1061                 }
1062
1063                 // holding jump button swims upward slowly
1064                 if (s->cmd.jump)
1065                 {
1066                         if (s->watertype & SUPERCONTENTS_LAVA)
1067                                 s->velocity[2] =  50;
1068                         else if (s->watertype & SUPERCONTENTS_SLIME)
1069                                 s->velocity[2] =  80;
1070                         else
1071                         {
1072                                 if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
1073                                         s->velocity[2] = 200;
1074                                 else
1075                                         s->velocity[2] = 100;
1076                         }
1077                 }
1078         }
1079
1080         CL_ClientMovement_Move(s);
1081 }
1082
1083 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1084 {
1085         if(forward == 0 && side == 0)
1086                 return 0; // avoid division by zero
1087         angle -= RAD2DEG(atan2(side, forward));
1088         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1089         if(angle >  1)
1090                 return 0;
1091         if(angle < -1)
1092                 return 0;
1093         return 1 - fabs(angle);
1094 }
1095
1096 static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
1097 {
1098         if(a == 0)
1099         {
1100                 if(lerp < 1)
1101                         return 0;
1102                 else
1103                         return b;
1104         }
1105         if(b == 0)
1106         {
1107                 if(lerp > 0)
1108                         return 0;
1109                 else
1110                         return a;
1111         }
1112         return a * pow(fabs(b / a), lerp);
1113 }
1114
1115 static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1116 {
1117         vec_t zspeed, speed, dot, k;
1118
1119 #if 0
1120         // this doesn't play well with analog input
1121         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1122                 return;
1123         k = 32;
1124 #else
1125         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1126         if(k <= 0)
1127                 return;
1128 #endif
1129
1130         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1131
1132         zspeed = s->velocity[2];
1133         s->velocity[2] = 0;
1134         speed = VectorNormalizeLength(s->velocity);
1135
1136         dot = DotProduct(s->velocity, wishdir);
1137
1138         if(dot > 0) { // we can't change direction while slowing down
1139                 k *= pow(dot, cl.movevars_aircontrol_power)*s->cmd.frametime;
1140                 speed = max(0, speed - cl.movevars_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
1141                 k *= cl.movevars_aircontrol;
1142                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1143                 VectorNormalize(s->velocity);
1144         }
1145
1146         VectorScale(s->velocity, speed, s->velocity);
1147         s->velocity[2] = zspeed;
1148 }
1149
1150 static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
1151 {
1152         return
1153                 (accelqw < 0 ? -1 : +1)
1154                 *
1155                 bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
1156 }
1157
1158 static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
1159 {
1160         vec_t vel_straight;
1161         vec_t vel_z;
1162         vec3_t vel_perpend;
1163         vec_t step;
1164         vec3_t vel_xy;
1165         vec_t vel_xy_current;
1166         vec_t vel_xy_backward, vel_xy_forward;
1167         vec_t speedclamp;
1168
1169         if(stretchfactor > 0)
1170                 speedclamp = stretchfactor;
1171         else if(accelqw < 0)
1172                 speedclamp = 1;
1173         else
1174                 speedclamp = -1; // no clamping
1175
1176         if(accelqw < 0)
1177                 accelqw = -accelqw;
1178
1179         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1180                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1181
1182         vel_straight = DotProduct(s->velocity, wishdir);
1183         vel_z = s->velocity[2];
1184         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1185         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1186
1187         step = accel * s->cmd.frametime * wishspeed0;
1188
1189         vel_xy_current  = VectorLength(vel_xy);
1190         if(speedlimit > 0)
1191                 accelqw = CL_ClientMovement_Physics_AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
1192         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1193         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1194         if(vel_xy_backward < 0)
1195                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1196
1197         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1198
1199         if(sidefric < 0 && VectorLength2(vel_perpend))
1200                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1201         {
1202                 vec_t f, fmin;
1203                 f = max(0, 1 + s->cmd.frametime * wishspeed * sidefric);
1204                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1205                 // assume: fmin > 1
1206                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
1207                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
1208                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
1209                 // obviously, this cannot be
1210                 if(fmin <= 0)
1211                         VectorScale(vel_perpend, f, vel_perpend);
1212                 else
1213                 {
1214                         fmin = sqrt(fmin);
1215                         VectorScale(vel_perpend, max(fmin, f), vel_perpend);
1216                 }
1217         }
1218         else
1219                 VectorScale(vel_perpend, max(0, 1 - s->cmd.frametime * wishspeed * sidefric), vel_perpend);
1220
1221         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1222
1223         if(speedclamp >= 0)
1224         {
1225                 vec_t vel_xy_preclamp;
1226                 vel_xy_preclamp = VectorLength(s->velocity);
1227                 if(vel_xy_preclamp > 0) // prevent division by zero
1228                 {
1229                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
1230                         if(vel_xy_current < vel_xy_preclamp)
1231                                 VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
1232                 }
1233         }
1234
1235         s->velocity[2] += vel_z;
1236 }
1237
1238 static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1239 {
1240     vec3_t curvel, wishvel, acceldir, curdir;
1241     float addspeed, accelspeed, curspeed;
1242     float dot;
1243
1244     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1245     float bunnyaccel = cl.movevars_warsowbunny_accel;
1246     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1247     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1248     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1249
1250     if( !wishspeed )
1251         return;
1252
1253     VectorCopy( s->velocity, curvel );
1254     curvel[2] = 0;
1255     curspeed = VectorLength( curvel );
1256
1257     if( wishspeed > curspeed * 1.01f )
1258     {
1259         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1260         if( accelspeed < wishspeed )
1261             wishspeed = accelspeed;
1262     }
1263     else
1264     {
1265         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1266         if( f < 0 )
1267             f = 0;
1268         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1269     }
1270     VectorScale( wishdir, wishspeed, wishvel );
1271     VectorSubtract( wishvel, curvel, acceldir );
1272     addspeed = VectorNormalizeLength( acceldir );
1273
1274     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1275     if( accelspeed > addspeed )
1276         accelspeed = addspeed;
1277
1278     if( backtosideratio < 1.0f )
1279     {
1280         VectorNormalize2( curvel, curdir );
1281         dot = DotProduct( acceldir, curdir );
1282         if( dot < 0 )
1283             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1284     }
1285
1286     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1287 }
1288
1289 static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1290 {
1291         vec_t friction;
1292         vec_t wishspeed;
1293         vec_t addspeed;
1294         vec_t accelspeed;
1295         vec_t f;
1296         vec_t gravity;
1297         vec3_t forward;
1298         vec3_t right;
1299         vec3_t up;
1300         vec3_t wishvel;
1301         vec3_t wishdir;
1302         vec3_t yawangles;
1303         trace_t trace;
1304
1305         // jump if on ground with jump button pressed but only if it has been
1306         // released at least once since the last jump
1307         if (s->cmd.jump)
1308         {
1309                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
1310                 {
1311                         s->velocity[2] += cl.movevars_jumpvelocity;
1312                         s->onground = false;
1313                         s->cmd.canjump = false;
1314                 }
1315         }
1316         else
1317                 s->cmd.canjump = true;
1318
1319         // calculate movement vector
1320         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1321         AngleVectors(yawangles, forward, right, up);
1322         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1323
1324         // split wishvel into wishspeed and wishdir
1325         wishspeed = VectorLength(wishvel);
1326         if (wishspeed)
1327                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1328         else
1329                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1330         // check if onground
1331         if (s->onground)
1332         {
1333                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1334                 if (s->crouched)
1335                         wishspeed *= 0.5;
1336
1337                 // apply edge friction
1338                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1339                 if (f > 0)
1340                 {
1341                         friction = cl.movevars_friction;
1342                         if (cl.movevars_edgefriction != 1)
1343                         {
1344                                 vec3_t neworigin2;
1345                                 vec3_t neworigin3;
1346                                 // note: QW uses the full player box for the trace, and yet still
1347                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1348                                 // this mimics it for compatibility
1349                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1350                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1351                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1352                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true);
1353                                 else
1354                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, true, false);
1355                                 if (trace.fraction == 1 && !trace.startsolid)
1356                                         friction *= cl.movevars_edgefriction;
1357                         }
1358                         // apply ground friction
1359                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1360                         f = max(f, 0);
1361                         VectorScale(s->velocity, f, s->velocity);
1362                 }
1363                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1364                 if (addspeed > 0)
1365                 {
1366                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1367                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1368                 }
1369                 if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
1370                         gravity = 0;
1371                 else
1372                         gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1373                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1374                         s->velocity[2] -= gravity * 0.5f;
1375                 else
1376                         s->velocity[2] -= gravity;
1377                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1378                         s->velocity[2] = 0;
1379                 if (VectorLength2(s->velocity))
1380                         CL_ClientMovement_Move(s);
1381                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1382                         s->velocity[2] -= gravity * 0.5f;
1383         }
1384         else
1385         {
1386                 if (s->waterjumptime <= 0)
1387                 {
1388                         // apply air speed limit
1389                         vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
1390                         qboolean accelerating;
1391
1392                         accelqw = cl.movevars_airaccel_qw;
1393                         wishspeed0 = wishspeed;
1394                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1395                         if (s->crouched)
1396                                 wishspeed *= 0.5;
1397                         accel = cl.movevars_airaccelerate;
1398
1399                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1400                         wishspeed2 = wishspeed;
1401
1402                         // CPM: air control
1403                         if(cl.movevars_airstopaccelerate != 0)
1404                         {
1405                                 vec3_t curdir;
1406                                 curdir[0] = s->velocity[0];
1407                                 curdir[1] = s->velocity[1];
1408                                 curdir[2] = 0;
1409                                 VectorNormalize(curdir);
1410                                 accel = accel + (cl.movevars_airstopaccelerate - accel) * max(0, -DotProduct(curdir, wishdir));
1411                         }
1412                         strafity = CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, -90) + CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, +90); // if one is nonzero, other is always zero
1413                         if(cl.movevars_maxairstrafespeed)
1414                                 wishspeed = min(wishspeed, CL_GeomLerp(cl.movevars_maxairspeed, strafity, cl.movevars_maxairstrafespeed));
1415                         if(cl.movevars_airstrafeaccelerate)
1416                                 accel = CL_GeomLerp(cl.movevars_airaccelerate, strafity, cl.movevars_airstrafeaccelerate);
1417                         if(cl.movevars_airstrafeaccel_qw)
1418                                 accelqw =
1419                                         (((strafity > 0.5 ? cl.movevars_airstrafeaccel_qw : cl.movevars_airaccel_qw) >= 0) ? +1 : -1)
1420                                         *
1421                                         (1 - CL_GeomLerp(1 - fabs(cl.movevars_airaccel_qw), strafity, 1 - fabs(cl.movevars_airstrafeaccel_qw)));
1422                         // !CPM
1423
1424                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1425                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1426                         else
1427                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
1428
1429                         if(cl.movevars_aircontrol)
1430                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1431                 }
1432                 gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1433                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1434                         s->velocity[2] -= gravity * 0.5f;
1435                 else
1436                         s->velocity[2] -= gravity;
1437                 CL_ClientMovement_Move(s);
1438                 if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
1439                         s->velocity[2] -= gravity * 0.5f;
1440         }
1441 }
1442
1443 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1444 {
1445         //Con_Printf(" %f", frametime);
1446         if (!s->cmd.jump)
1447                 s->cmd.canjump = true;
1448         s->waterjumptime -= s->cmd.frametime;
1449         CL_ClientMovement_UpdateStatus(s);
1450         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1451                 CL_ClientMovement_Physics_Swim(s);
1452         else
1453                 CL_ClientMovement_Physics_Walk(s);
1454 }
1455
1456 extern cvar_t slowmo;
1457 void CL_UpdateMoveVars(void)
1458 {
1459         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1460         {
1461                 cl.moveflags = 0;
1462         }
1463         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1464         {
1465                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1466                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1467                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1468                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1469                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1470                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1471                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1472                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1473                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1474                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1475                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1476                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1477                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1478                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1479                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1480                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1481                 cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
1482                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1483                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1484                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1485                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1486                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1487                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1488                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1489                 cl.movevars_airstrafeaccel_qw = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCEL_QW];
1490                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1491                 cl.movevars_aircontrol_power = cl.statsf[STAT_MOVEVARS_AIRCONTROL_POWER];
1492                 cl.movevars_aircontrol_penalty = cl.statsf[STAT_MOVEVARS_AIRCONTROL_PENALTY];
1493                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1494                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1495                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1496                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1497                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1498                 cl.movevars_airspeedlimit_nonqw = cl.statsf[STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW];
1499         }
1500         else
1501         {
1502                 cl.moveflags = 0;
1503                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1504                 cl.movevars_timescale = slowmo.value;
1505                 cl.movevars_gravity = sv_gravity.value;
1506                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1507                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1508                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1509                 cl.movevars_accelerate = cl_movement_accelerate.value;
1510                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1511                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1512                 cl.movevars_friction = cl_movement_friction.value;
1513                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1514                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1515                 cl.movevars_entgravity = 1;
1516                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1517                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1518                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1519                 cl.movevars_stepheight = cl_movement_stepheight.value;
1520                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1521                 cl.movevars_airaccel_qw_stretchfactor = 0;
1522                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1523                 cl.movevars_airstopaccelerate = 0;
1524                 cl.movevars_airstrafeaccelerate = 0;
1525                 cl.movevars_maxairstrafespeed = 0;
1526                 cl.movevars_airstrafeaccel_qw = 0;
1527                 cl.movevars_aircontrol = 0;
1528                 cl.movevars_aircontrol_power = 2;
1529                 cl.movevars_aircontrol_penalty = 0;
1530                 cl.movevars_warsowbunny_airforwardaccel = 0;
1531                 cl.movevars_warsowbunny_accel = 0;
1532                 cl.movevars_warsowbunny_topspeed = 0;
1533                 cl.movevars_warsowbunny_turnaccel = 0;
1534                 cl.movevars_warsowbunny_backtosideratio = 0;
1535                 cl.movevars_airspeedlimit_nonqw = 0;
1536         }
1537
1538         if(!(cl.moveflags & MOVEFLAG_VALID))
1539         {
1540                 if(gamemode == GAME_NEXUIZ)
1541                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1542         }
1543
1544         if(cl.movevars_aircontrol_power <= 0)
1545                 cl.movevars_aircontrol_power = 2; // CPMA default
1546 }
1547
1548 void CL_ClientMovement_Replay(void)
1549 {
1550         int i;
1551         double totalmovemsec;
1552         cl_clientmovement_state_t s;
1553
1554         VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1555
1556         if (cl.movement_predicted && !cl.movement_replay)
1557                 return;
1558
1559         if (!cl_movement_replay.integer)
1560                 return;
1561
1562         // set up starting state for the series of moves
1563         memset(&s, 0, sizeof(s));
1564         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1565         VectorCopy(cl.mvelocity[0], s.velocity);
1566         s.crouched = true; // will be updated on first move
1567         //Con_Printf("movement replay starting org %f %f %f vel %f %f %f\n", s.origin[0], s.origin[1], s.origin[2], s.velocity[0], s.velocity[1], s.velocity[2]);
1568
1569         totalmovemsec = 0;
1570         for (i = 0;i < CL_MAX_USERCMDS;i++)
1571                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1572                         totalmovemsec += cl.movecmd[i].msec;
1573         cl.movement_predicted = totalmovemsec >= cl_movement_minping.value && cls.servermovesequence && (cl_movement.integer && !cls.demoplayback && cls.signon == SIGNONS && cl.stats[STAT_HEALTH] > 0 && !cl.intermission);
1574         //Con_Printf("%i = %.0f >= %.0f && %i && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
1575         if (cl.movement_predicted)
1576         {
1577                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1578
1579                 // replay the input queue to predict current location
1580                 // note: this relies on the fact there's always one queue item at the end
1581
1582                 // find how many are still valid
1583                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1584                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1585                                 break;
1586                 // now walk them in oldest to newest order
1587                 for (i--;i >= 0;i--)
1588                 {
1589                         s.cmd = cl.movecmd[i];
1590                         if (i < CL_MAX_USERCMDS - 1)
1591                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1592
1593                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1594                         //Con_Printf("%i ", s.cmd.msec);
1595                         if(s.cmd.frametime > 0.0005)
1596                         {
1597                                 if (s.cmd.frametime > 0.05)
1598                                 {
1599                                         s.cmd.frametime /= 2;
1600                                         CL_ClientMovement_PlayerMove(&s);
1601                                 }
1602                                 CL_ClientMovement_PlayerMove(&s);
1603                         }
1604                         else
1605                         {
1606                                 // we REALLY need this handling to happen, even if the move is not executed
1607                                 if (!s.cmd.jump)
1608                                         s.cmd.canjump = true;
1609                         }
1610                         cl.movecmd[i].canjump = s.cmd.canjump;
1611                 }
1612                 //Con_Printf("\n");
1613                 CL_ClientMovement_UpdateStatus(&s);
1614         }
1615         else
1616         {
1617                 // get the first movement queue entry to know whether to crouch and such
1618                 s.cmd = cl.movecmd[0];
1619         }
1620
1621         if (!cls.demoplayback) // for bob, speedometer
1622         {
1623                 cl.movement_replay = false;
1624                 // update the interpolation target position and velocity
1625                 VectorCopy(s.origin, cl.movement_origin);
1626                 VectorCopy(s.velocity, cl.movement_velocity);
1627         }
1628
1629         // update the onground flag if appropriate
1630         if (cl.movement_predicted)
1631         {
1632                 // when predicted we simply set the flag according to the UpdateStatus
1633                 cl.onground = s.onground;
1634         }
1635         else
1636         {
1637                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1638                 // an update packet is received, but can be forced on here to hide
1639                 // server inconsistencies in the onground flag
1640                 // (which mostly occur when stepping up stairs at very high framerates
1641                 //  where after the step up the move continues forward and not
1642                 //  downward so the ground is not detected)
1643                 //
1644                 // such onground inconsistencies can cause jittery gun bobbing and
1645                 // stair smoothing, so we set onground if UpdateStatus says so
1646                 if (s.onground)
1647                         cl.onground = true;
1648         }
1649 }
1650
1651 static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1652 {
1653         int bits;
1654
1655         bits = 0;
1656         if (to->viewangles[0] != from->viewangles[0])
1657                 bits |= QW_CM_ANGLE1;
1658         if (to->viewangles[1] != from->viewangles[1])
1659                 bits |= QW_CM_ANGLE2;
1660         if (to->viewangles[2] != from->viewangles[2])
1661                 bits |= QW_CM_ANGLE3;
1662         if (to->forwardmove != from->forwardmove)
1663                 bits |= QW_CM_FORWARD;
1664         if (to->sidemove != from->sidemove)
1665                 bits |= QW_CM_SIDE;
1666         if (to->upmove != from->upmove)
1667                 bits |= QW_CM_UP;
1668         if (to->buttons != from->buttons)
1669                 bits |= QW_CM_BUTTONS;
1670         if (to->impulse != from->impulse)
1671                 bits |= QW_CM_IMPULSE;
1672
1673         MSG_WriteByte(buf, bits);
1674         if (bits & QW_CM_ANGLE1)
1675                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1676         if (bits & QW_CM_ANGLE2)
1677                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1678         if (bits & QW_CM_ANGLE3)
1679                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1680         if (bits & QW_CM_FORWARD)
1681                 MSG_WriteShort(buf, (short) to->forwardmove);
1682         if (bits & QW_CM_SIDE)
1683                 MSG_WriteShort(buf, (short) to->sidemove);
1684         if (bits & QW_CM_UP)
1685                 MSG_WriteShort(buf, (short) to->upmove);
1686         if (bits & QW_CM_BUTTONS)
1687                 MSG_WriteByte(buf, to->buttons);
1688         if (bits & QW_CM_IMPULSE)
1689                 MSG_WriteByte(buf, to->impulse);
1690         MSG_WriteByte(buf, to->msec);
1691 }
1692
1693 void CL_NewFrameReceived(int num)
1694 {
1695         if (developer_networkentities.integer >= 10)
1696                 Con_Printf("recv: svc_entities %i\n", num);
1697         cl.latestframenums[cl.latestframenumsposition] = num;
1698         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1699         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1700 }
1701
1702 void CL_RotateMoves(const matrix4x4_t *m)
1703 {
1704         // rotate viewangles in all previous moves
1705         vec3_t v;
1706         vec3_t f, r, u;
1707         int i;
1708         for (i = 0;i < CL_MAX_USERCMDS;i++)
1709         {
1710                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1711                 {
1712                         usercmd_t *c = &cl.movecmd[i];
1713                         AngleVectors(c->viewangles, f, r, u);
1714                         Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
1715                         Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
1716                         AnglesFromVectors(c->viewangles, f, u, false);
1717                 }
1718         }
1719 }
1720
1721 /*
1722 ==============
1723 CL_SendMove
1724 ==============
1725 */
1726 usercmd_t nullcmd; // for delta compression of qw moves
1727 void CL_SendMove(void)
1728 {
1729         int i, j, packetloss;
1730         int checksumindex;
1731         int bits;
1732         int maxusercmds;
1733         usercmd_t *cmd;
1734         sizebuf_t buf;
1735         unsigned char data[1024];
1736         double packettime;
1737         int msecdelta;
1738         qboolean quemove;
1739         qboolean important;
1740
1741         // if playing a demo, do nothing
1742         if (!cls.netcon)
1743                 return;
1744
1745         // we don't que moves during a lag spike (potential network timeout)
1746         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1747
1748         // we build up cl.cmd and then decide whether to send or not
1749         // we store this into cl.movecmd[0] for prediction each frame even if we
1750         // do not send, to make sure that prediction is instant
1751         cl.cmd.time = cl.time;
1752         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1753
1754         // set button bits
1755         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1756         bits = 0;
1757         if (in_attack.state   & 3) bits |=   1;
1758         if (in_jump.state     & 3) bits |=   2;
1759         if (in_button3.state  & 3) bits |=   4;
1760         if (in_button4.state  & 3) bits |=   8;
1761         if (in_button5.state  & 3) bits |=  16;
1762         if (in_button6.state  & 3) bits |=  32;
1763         if (in_button7.state  & 3) bits |=  64;
1764         if (in_button8.state  & 3) bits |= 128;
1765         if (in_use.state      & 3) bits |= 256;
1766         if (key_dest != key_game || key_consoleactive) bits |= 512;
1767         if (cl_prydoncursor.integer > 0) bits |= 1024;
1768         if (in_button9.state  & 3)  bits |=   2048;
1769         if (in_button10.state  & 3) bits |=   4096;
1770         if (in_button11.state  & 3) bits |=   8192;
1771         if (in_button12.state  & 3) bits |=  16384;
1772         if (in_button13.state  & 3) bits |=  32768;
1773         if (in_button14.state  & 3) bits |=  65536;
1774         if (in_button15.state  & 3) bits |= 131072;
1775         if (in_button16.state  & 3) bits |= 262144;
1776         // button bits 19-31 unused currently
1777         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1778         if(cl_prydoncursor.integer > 0)
1779         {
1780                 if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1781                 if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1782                 if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1783                 if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1784         }
1785
1786         // set buttons and impulse
1787         cl.cmd.buttons = bits;
1788         cl.cmd.impulse = in_impulse;
1789
1790         // set viewangles
1791         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1792
1793         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1794         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1795         // ridiculous value rejection (matches qw)
1796         if (cl.cmd.msec > 250)
1797                 cl.cmd.msec = 100;
1798         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1799
1800         cl.cmd.predicted = cl_movement.integer != 0;
1801
1802         // movement is set by input code (forwardmove/sidemove/upmove)
1803         // always dump the first two moves, because they may contain leftover inputs from the last level
1804         if (cl.cmd.sequence <= 2)
1805                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1806
1807         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1808         cl.cmd.crouch = 0;
1809         switch (cls.protocol)
1810         {
1811         case PROTOCOL_QUAKEWORLD:
1812         case PROTOCOL_QUAKE:
1813         case PROTOCOL_QUAKEDP:
1814         case PROTOCOL_NEHAHRAMOVIE:
1815         case PROTOCOL_NEHAHRABJP:
1816         case PROTOCOL_NEHAHRABJP2:
1817         case PROTOCOL_NEHAHRABJP3:
1818         case PROTOCOL_DARKPLACES1:
1819         case PROTOCOL_DARKPLACES2:
1820         case PROTOCOL_DARKPLACES3:
1821         case PROTOCOL_DARKPLACES4:
1822         case PROTOCOL_DARKPLACES5:
1823                 break;
1824         case PROTOCOL_DARKPLACES6:
1825         case PROTOCOL_DARKPLACES7:
1826                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
1827                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1828                 break;
1829         case PROTOCOL_UNKNOWN:
1830                 break;
1831         }
1832
1833         if (quemove)
1834                 cl.movecmd[0] = cl.cmd;
1835
1836         // don't predict more than 200fps
1837         if (realtime >= cl.lastpackettime + 0.005)
1838                 cl.movement_replay = true; // redo the prediction
1839
1840         // now decide whether to actually send this move
1841         // (otherwise it is only for prediction)
1842
1843         // don't send too often or else network connections can get clogged by a
1844         // high renderer framerate
1845         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1846         if (cl.movevars_timescale && cl.movevars_ticrate)
1847         {
1848                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1849                 packettime = min(packettime, maxtic);
1850         }
1851
1852         // do not send 0ms packets because they mess up physics
1853         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1854                 return;
1855         // always send if buttons changed or an impulse is pending
1856         // even if it violates the rate limit!
1857         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1858         // don't send too often (cl_netfps)
1859         if (!important && realtime < cl.lastpackettime + packettime)
1860                 return;
1861         // don't choke the connection with packets (obey rate limit)
1862         // it is important that this check be last, because it adds a new
1863         // frame to the shownetgraph output and any cancelation after this
1864         // will produce a nasty spike-like look to the netgraph
1865         // we also still send if it is important
1866         if (!NetConn_CanSend(cls.netcon) && !important)
1867                 return;
1868         // try to round off the lastpackettime to a multiple of the packet interval
1869         // (this causes it to emit packets at a steady beat)
1870         if (packettime > 0)
1871                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1872         else
1873                 cl.lastpackettime = realtime;
1874
1875         buf.maxsize = sizeof(data);
1876         buf.cursize = 0;
1877         buf.data = data;
1878
1879         // send the movement message
1880         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1881         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1882         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1883         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1884         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1885         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1886         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1887         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1888         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1889         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1890         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1891
1892         // set prydon cursor info
1893         CL_UpdatePrydonCursor();
1894
1895         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1896         {
1897                 switch (cls.protocol)
1898                 {
1899                 case PROTOCOL_QUAKEWORLD:
1900                         MSG_WriteByte(&buf, qw_clc_move);
1901                         // save the position for a checksum byte
1902                         checksumindex = buf.cursize;
1903                         MSG_WriteByte(&buf, 0);
1904                         // packet loss percentage
1905                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1906                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1907                                         packetloss++;
1908                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1909                         MSG_WriteByte(&buf, packetloss);
1910                         // write most recent 3 moves
1911                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1912                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1913                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1914                         // calculate the checksum
1915                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1916                         // if delta compression history overflows, request no delta
1917                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1918                                 cl.qw_validsequence = 0;
1919                         // request delta compression if appropriate
1920                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1921                         {
1922                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1923                                 MSG_WriteByte(&buf, qw_clc_delta);
1924                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1925                         }
1926                         else
1927                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1928                         break;
1929                 case PROTOCOL_QUAKE:
1930                 case PROTOCOL_QUAKEDP:
1931                 case PROTOCOL_NEHAHRAMOVIE:
1932                 case PROTOCOL_NEHAHRABJP:
1933                 case PROTOCOL_NEHAHRABJP2:
1934                 case PROTOCOL_NEHAHRABJP3:
1935                         // 5 bytes
1936                         MSG_WriteByte (&buf, clc_move);
1937                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1938                         // 3 bytes (6 bytes in proquake)
1939                         if (cls.proquake_servermod == 1) // MOD_PROQUAKE
1940                         {
1941                                 for (i = 0;i < 3;i++)
1942                                         MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1943                         }
1944                         else
1945                         {
1946                                 for (i = 0;i < 3;i++)
1947                                         MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1948                         }
1949                         // 6 bytes
1950                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1951                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1952                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1953                         // 2 bytes
1954                         MSG_WriteByte (&buf, cl.cmd.buttons);
1955                         MSG_WriteByte (&buf, cl.cmd.impulse);
1956                         break;
1957                 case PROTOCOL_DARKPLACES2:
1958                 case PROTOCOL_DARKPLACES3:
1959                         // 5 bytes
1960                         MSG_WriteByte (&buf, clc_move);
1961                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1962                         // 12 bytes
1963                         for (i = 0;i < 3;i++)
1964                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1965                         // 6 bytes
1966                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1967                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1968                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1969                         // 2 bytes
1970                         MSG_WriteByte (&buf, cl.cmd.buttons);
1971                         MSG_WriteByte (&buf, cl.cmd.impulse);
1972                         break;
1973                 case PROTOCOL_DARKPLACES1:
1974                 case PROTOCOL_DARKPLACES4:
1975                 case PROTOCOL_DARKPLACES5:
1976                         // 5 bytes
1977                         MSG_WriteByte (&buf, clc_move);
1978                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1979                         // 6 bytes
1980                         for (i = 0;i < 3;i++)
1981                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
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                 case PROTOCOL_DARKPLACES6:
1990                 case PROTOCOL_DARKPLACES7:
1991                         // set the maxusercmds variable to limit how many should be sent
1992                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1993                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1994                         if (!cl.cmd.predicted)
1995                                 maxusercmds = 1;
1996
1997                         // send the latest moves in order, the old ones will be
1998                         // ignored by the server harmlessly, however if the previous
1999                         // packets were lost these moves will be used
2000                         //
2001                         // this reduces packet loss impact on gameplay.
2002                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
2003                         {
2004                                 // don't repeat any stale moves
2005                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
2006                                         continue;
2007                                 // 5/9 bytes
2008                                 MSG_WriteByte (&buf, clc_move);
2009                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
2010                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
2011                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
2012                                 // 6 bytes
2013                                 for (i = 0;i < 3;i++)
2014                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
2015                                 // 6 bytes
2016                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
2017                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
2018                                 MSG_WriteCoord16i (&buf, cmd->upmove);
2019                                 // 5 bytes
2020                                 MSG_WriteLong (&buf, cmd->buttons);
2021                                 MSG_WriteByte (&buf, cmd->impulse);
2022                                 // PRYDON_CLIENTCURSOR
2023                                 // 30 bytes
2024                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
2025                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
2026                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
2027                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
2028                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
2029                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
2030                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
2031                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
2032                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
2033                         }
2034                         break;
2035                 case PROTOCOL_UNKNOWN:
2036                         break;
2037                 }
2038         }
2039
2040         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
2041         {
2042                 // ack entity frame numbers received since the last input was sent
2043                 // (redundent to improve handling of client->server packet loss)
2044                 // if cl_netrepeatinput is 1 and client framerate matches server
2045                 // framerate, this is 10 bytes, if client framerate is lower this
2046                 // will be more...
2047                 int i, j;
2048                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
2049                 if (oldsequence < 1)
2050                         oldsequence = 1;
2051                 for (i = 0;i < LATESTFRAMENUMS;i++)
2052                 {
2053                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
2054                         if (cl.latestsendnums[j] >= oldsequence)
2055                         {
2056                                 if (developer_networkentities.integer >= 10)
2057                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
2058                                 MSG_WriteByte(&buf, clc_ackframe);
2059                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
2060                         }
2061                 }
2062         }
2063
2064         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
2065         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
2066
2067         // acknowledge any recently received data blocks
2068         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
2069         {
2070                 MSG_WriteByte(&buf, clc_ackdownloaddata);
2071                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
2072                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
2073                 cls.dp_downloadack[i].start = 0;
2074                 cls.dp_downloadack[i].size = 0;
2075         }
2076
2077         // send the reliable message (forwarded commands) if there is one
2078         if (buf.cursize || cls.netcon->message.cursize)
2079                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
2080
2081         if (quemove)
2082         {
2083                 // update the cl.movecmd array which holds the most recent moves,
2084                 // because we now need a new slot for the next input
2085                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
2086                         cl.movecmd[i] = cl.movecmd[i-1];
2087                 cl.movecmd[0].msec = 0;
2088                 cl.movecmd[0].frametime = 0;
2089         }
2090
2091         // clear button 'click' states
2092         in_attack.state  &= ~2;
2093         in_jump.state    &= ~2;
2094         in_button3.state &= ~2;
2095         in_button4.state &= ~2;
2096         in_button5.state &= ~2;
2097         in_button6.state &= ~2;
2098         in_button7.state &= ~2;
2099         in_button8.state &= ~2;
2100         in_use.state     &= ~2;
2101         in_button9.state  &= ~2;
2102         in_button10.state &= ~2;
2103         in_button11.state &= ~2;
2104         in_button12.state &= ~2;
2105         in_button13.state &= ~2;
2106         in_button14.state &= ~2;
2107         in_button15.state &= ~2;
2108         in_button16.state &= ~2;
2109         // clear impulse
2110         in_impulse = 0;
2111
2112         if (cls.netcon->message.overflowed)
2113         {
2114                 Con_Print("CL_SendMove: lost server connection\n");
2115                 CL_Disconnect();
2116                 SV_LockThreadMutex();
2117                 Host_ShutdownServer();
2118                 SV_UnlockThreadMutex();
2119         }
2120 }
2121
2122 /*
2123 ============
2124 CL_InitInput
2125 ============
2126 */
2127 void CL_InitInput (void)
2128 {
2129         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2130         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2131         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2132         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2133         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2134         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2135         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2136         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2137         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2138         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2139         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2140         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2141         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2142         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2143         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2144         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2145         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2146         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2147         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2148         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2149         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2150         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2151         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2152         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2153         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2154         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2155         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2156         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2157         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2158         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2159         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2160         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2161         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2162
2163         // LordHavoc: added use button
2164         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2165         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2166
2167         // LordHavoc: added 6 new buttons
2168         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2169         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2170         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2171         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2172         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2173         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2174         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2175         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2176         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2177         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2178         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2179         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2180         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2181         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2182         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2183         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2184         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2185         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2186         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2187         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2188         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2189         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2190         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2191         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2192         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2193         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2194         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2195         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2196
2197         // LordHavoc: added bestweapon command
2198         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)");
2199 #if 0
2200         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");
2201 #endif
2202         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2203
2204         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2205         Cvar_RegisterVariable(&cl_movement);
2206         Cvar_RegisterVariable(&cl_movement_replay);
2207         Cvar_RegisterVariable(&cl_movement_nettimeout);
2208         Cvar_RegisterVariable(&cl_movement_minping);
2209         Cvar_RegisterVariable(&cl_movement_track_canjump);
2210         Cvar_RegisterVariable(&cl_movement_maxspeed);
2211         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2212         Cvar_RegisterVariable(&cl_movement_stopspeed);
2213         Cvar_RegisterVariable(&cl_movement_friction);
2214         Cvar_RegisterVariable(&cl_movement_wallfriction);
2215         Cvar_RegisterVariable(&cl_movement_waterfriction);
2216         Cvar_RegisterVariable(&cl_movement_edgefriction);
2217         Cvar_RegisterVariable(&cl_movement_stepheight);
2218         Cvar_RegisterVariable(&cl_movement_accelerate);
2219         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2220         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2221         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2222         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2223         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2224
2225         Cvar_RegisterVariable(&in_pitch_min);
2226         Cvar_RegisterVariable(&in_pitch_max);
2227         Cvar_RegisterVariable(&m_filter);
2228         Cvar_RegisterVariable(&m_accelerate);
2229         Cvar_RegisterVariable(&m_accelerate_minspeed);
2230         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2231         Cvar_RegisterVariable(&m_accelerate_filter);
2232
2233         Cvar_RegisterVariable(&cl_netfps);
2234         Cvar_RegisterVariable(&cl_netrepeatinput);
2235         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2236
2237         Cvar_RegisterVariable(&cl_nodelta);
2238
2239         Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
2240 }
2241