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make CPMA air control code more logical
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl.input.c  -- builds an intended movement command to send to the server
21
22 // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
23 // rights reserved.
24
25 #include "quakedef.h"
26 #include "csprogs.h"
27
28 /*
29 ===============================================================================
30
31 KEY BUTTONS
32
33 Continuous button event tracking is complicated by the fact that two different
34 input sources (say, mouse button 1 and the control key) can both press the
35 same button, but the button should only be released when both of the
36 pressing key have been released.
37
38 When a key event issues a button command (+forward, +attack, etc), it appends
39 its key number as a parameter to the command so it can be matched up with
40 the release.
41
42 state bit 0 is the current state of the key
43 state bit 1 is edge triggered on the up to down transition
44 state bit 2 is edge triggered on the down to up transition
45
46 ===============================================================================
47 */
48
49
50 kbutton_t       in_mlook, in_klook;
51 kbutton_t       in_left, in_right, in_forward, in_back;
52 kbutton_t       in_lookup, in_lookdown, in_moveleft, in_moveright;
53 kbutton_t       in_strafe, in_speed, in_jump, in_attack, in_use;
54 kbutton_t       in_up, in_down;
55 // LordHavoc: added 6 new buttons
56 kbutton_t       in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
57 //even more
58 kbutton_t       in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
59
60 int                     in_impulse;
61
62
63
64 void KeyDown (kbutton_t *b)
65 {
66         int k;
67         const char *c;
68
69         c = Cmd_Argv(1);
70         if (c[0])
71                 k = atoi(c);
72         else
73                 k = -1;         // typed manually at the console for continuous down
74
75         if (k == b->down[0] || k == b->down[1])
76                 return;         // repeating key
77
78         if (!b->down[0])
79                 b->down[0] = k;
80         else if (!b->down[1])
81                 b->down[1] = k;
82         else
83         {
84                 Con_Print("Three keys down for a button!\n");
85                 return;
86         }
87
88         if (b->state & 1)
89                 return;         // still down
90         b->state |= 1 + 2;      // down + impulse down
91 }
92
93 void KeyUp (kbutton_t *b)
94 {
95         int k;
96         const char *c;
97
98         c = Cmd_Argv(1);
99         if (c[0])
100                 k = atoi(c);
101         else
102         { // typed manually at the console, assume for unsticking, so clear all
103                 b->down[0] = b->down[1] = 0;
104                 b->state = 4;   // impulse up
105                 return;
106         }
107
108         if (b->down[0] == k)
109                 b->down[0] = 0;
110         else if (b->down[1] == k)
111                 b->down[1] = 0;
112         else
113                 return;         // key up without coresponding down (menu pass through)
114         if (b->down[0] || b->down[1])
115                 return;         // some other key is still holding it down
116
117         if (!(b->state & 1))
118                 return;         // still up (this should not happen)
119         b->state &= ~1;         // now up
120         b->state |= 4;          // impulse up
121 }
122
123 void IN_KLookDown (void) {KeyDown(&in_klook);}
124 void IN_KLookUp (void) {KeyUp(&in_klook);}
125 void IN_MLookDown (void) {KeyDown(&in_mlook);}
126 void IN_MLookUp (void)
127 {
128         KeyUp(&in_mlook);
129         if ( !(in_mlook.state&1) && lookspring.value)
130                 V_StartPitchDrift();
131 }
132 void IN_UpDown(void) {KeyDown(&in_up);}
133 void IN_UpUp(void) {KeyUp(&in_up);}
134 void IN_DownDown(void) {KeyDown(&in_down);}
135 void IN_DownUp(void) {KeyUp(&in_down);}
136 void IN_LeftDown(void) {KeyDown(&in_left);}
137 void IN_LeftUp(void) {KeyUp(&in_left);}
138 void IN_RightDown(void) {KeyDown(&in_right);}
139 void IN_RightUp(void) {KeyUp(&in_right);}
140 void IN_ForwardDown(void) {KeyDown(&in_forward);}
141 void IN_ForwardUp(void) {KeyUp(&in_forward);}
142 void IN_BackDown(void) {KeyDown(&in_back);}
143 void IN_BackUp(void) {KeyUp(&in_back);}
144 void IN_LookupDown(void) {KeyDown(&in_lookup);}
145 void IN_LookupUp(void) {KeyUp(&in_lookup);}
146 void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
147 void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
148 void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
149 void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
150 void IN_MoverightDown(void) {KeyDown(&in_moveright);}
151 void IN_MoverightUp(void) {KeyUp(&in_moveright);}
152
153 void IN_SpeedDown(void) {KeyDown(&in_speed);}
154 void IN_SpeedUp(void) {KeyUp(&in_speed);}
155 void IN_StrafeDown(void) {KeyDown(&in_strafe);}
156 void IN_StrafeUp(void) {KeyUp(&in_strafe);}
157
158 void IN_AttackDown(void) {KeyDown(&in_attack);}
159 void IN_AttackUp(void) {KeyUp(&in_attack);}
160
161 void IN_UseDown(void) {KeyDown(&in_use);}
162 void IN_UseUp(void) {KeyUp(&in_use);}
163
164 // LordHavoc: added 6 new buttons
165 void IN_Button3Down(void) {KeyDown(&in_button3);}
166 void IN_Button3Up(void) {KeyUp(&in_button3);}
167 void IN_Button4Down(void) {KeyDown(&in_button4);}
168 void IN_Button4Up(void) {KeyUp(&in_button4);}
169 void IN_Button5Down(void) {KeyDown(&in_button5);}
170 void IN_Button5Up(void) {KeyUp(&in_button5);}
171 void IN_Button6Down(void) {KeyDown(&in_button6);}
172 void IN_Button6Up(void) {KeyUp(&in_button6);}
173 void IN_Button7Down(void) {KeyDown(&in_button7);}
174 void IN_Button7Up(void) {KeyUp(&in_button7);}
175 void IN_Button8Down(void) {KeyDown(&in_button8);}
176 void IN_Button8Up(void) {KeyUp(&in_button8);}
177
178 void IN_Button9Down(void) {KeyDown(&in_button9);}
179 void IN_Button9Up(void) {KeyUp(&in_button9);}
180 void IN_Button10Down(void) {KeyDown(&in_button10);}
181 void IN_Button10Up(void) {KeyUp(&in_button10);}
182 void IN_Button11Down(void) {KeyDown(&in_button11);}
183 void IN_Button11Up(void) {KeyUp(&in_button11);}
184 void IN_Button12Down(void) {KeyDown(&in_button12);}
185 void IN_Button12Up(void) {KeyUp(&in_button12);}
186 void IN_Button13Down(void) {KeyDown(&in_button13);}
187 void IN_Button13Up(void) {KeyUp(&in_button13);}
188 void IN_Button14Down(void) {KeyDown(&in_button14);}
189 void IN_Button14Up(void) {KeyUp(&in_button14);}
190 void IN_Button15Down(void) {KeyDown(&in_button15);}
191 void IN_Button15Up(void) {KeyUp(&in_button15);}
192 void IN_Button16Down(void) {KeyDown(&in_button16);}
193 void IN_Button16Up(void) {KeyUp(&in_button16);}
194
195 void IN_JumpDown (void) {KeyDown(&in_jump);}
196 void IN_JumpUp (void) {KeyUp(&in_jump);}
197
198 void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
199
200 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
201
202 void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
203 {
204         int i;
205         for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
206                 if(in_bestweapon_info[i].impulse == impulse)
207                         break;
208         if(i >= IN_BESTWEAPON_MAX)
209         {
210                 Con_Printf("no slot left for weapon definition; increase IN_BESTWEAPON_MAX\n");
211                 return; // sorry
212         }
213         strlcpy(in_bestweapon_info[i].name, name, sizeof(in_bestweapon_info[i].name));
214         in_bestweapon_info[i].impulse = impulse;
215         if(weaponbit != -1)
216                 in_bestweapon_info[i].weaponbit = weaponbit;
217         if(activeweaponcode != -1)
218                 in_bestweapon_info[i].activeweaponcode = activeweaponcode;
219         if(ammostat != -1)
220                 in_bestweapon_info[i].ammostat = ammostat;
221         if(ammomin != -1)
222                 in_bestweapon_info[i].ammomin = ammomin;
223 }
224
225 void IN_BestWeapon_ResetData (void)
226 {
227         memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
228         IN_BestWeapon_Register("1", 1, IT_AXE, IT_AXE, STAT_SHELLS, 0);
229         IN_BestWeapon_Register("2", 2, IT_SHOTGUN, IT_SHOTGUN, STAT_SHELLS, 1);
230         IN_BestWeapon_Register("3", 3, IT_SUPER_SHOTGUN, IT_SUPER_SHOTGUN, STAT_SHELLS, 1);
231         IN_BestWeapon_Register("4", 4, IT_NAILGUN, IT_NAILGUN, STAT_NAILS, 1);
232         IN_BestWeapon_Register("5", 5, IT_SUPER_NAILGUN, IT_SUPER_NAILGUN, STAT_NAILS, 1);
233         IN_BestWeapon_Register("6", 6, IT_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER, STAT_ROCKETS, 1);
234         IN_BestWeapon_Register("7", 7, IT_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER, STAT_ROCKETS, 1);
235         IN_BestWeapon_Register("8", 8, IT_LIGHTNING, IT_LIGHTNING, STAT_CELLS, 1);
236         IN_BestWeapon_Register("9", 9, 128, 128, STAT_CELLS, 1); // generic energy weapon for mods
237         IN_BestWeapon_Register("p", 209, 128, 128, STAT_CELLS, 1); // dpmod plasma gun
238         IN_BestWeapon_Register("w", 210, 8388608, 8388608, STAT_CELLS, 1); // dpmod plasma wave cannon
239         IN_BestWeapon_Register("l", 225, HIT_LASER_CANNON, HIT_LASER_CANNON, STAT_CELLS, 1); // hipnotic laser cannon
240         IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
241 }
242
243 void IN_BestWeapon_Register_f (void)
244 {
245         if(Cmd_Argc() == 7)
246         {
247                 IN_BestWeapon_Register(
248                         Cmd_Argv(1),
249                         atoi(Cmd_Argv(2)),
250                         atoi(Cmd_Argv(3)),
251                         atoi(Cmd_Argv(4)),
252                         atoi(Cmd_Argv(5)),
253                         atoi(Cmd_Argv(6))
254                 );
255         }
256         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
257         {
258                 memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
259         }
260         else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
261         {
262                 IN_BestWeapon_ResetData();
263         }
264         else
265         {
266                 Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
267         }
268 }
269
270 void IN_BestWeapon (void)
271 {
272         int i, n;
273         const char *t;
274         if (Cmd_Argc() < 2)
275         {
276                 Con_Printf("bestweapon requires 1 or more parameters\n");
277                 return;
278         }
279         for (i = 1;i < Cmd_Argc();i++)
280         {
281                 t = Cmd_Argv(i);
282                 // figure out which weapon this character refers to
283                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
284                 {
285                         if (!strcmp(in_bestweapon_info[n].name, t))
286                         {
287                                 // we found out what weapon this character refers to
288                                 // check if the inventory contains the weapon and enough ammo
289                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
290                                 {
291                                         // we found one of the weapons the player wanted
292                                         // send an impulse to switch to it
293                                         in_impulse = in_bestweapon_info[n].impulse;
294                                         return;
295                                 }
296                                 break;
297                         }
298                 }
299                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
300         }
301         // if we couldn't find any of the weapons, there's nothing more we can do...
302 }
303
304 #if 0
305 void IN_CycleWeapon (void)
306 {
307         int i, n;
308         int first = -1;
309         qboolean found = false;
310         const char *t;
311         if (Cmd_Argc() < 2)
312         {
313                 Con_Printf("bestweapon requires 1 or more parameters\n");
314                 return;
315         }
316         for (i = 1;i < Cmd_Argc();i++)
317         {
318                 t = Cmd_Argv(i);
319                 // figure out which weapon this character refers to
320                 for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
321                 {
322                         if (!strcmp(in_bestweapon_info[n].name, t))
323                         {
324                                 // we found out what weapon this character refers to
325                                 // check if the inventory contains the weapon and enough ammo
326                                 if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
327                                 {
328                                         // we found one of the weapons the player wanted
329                                         if(first == -1)
330                                                 first = n;
331                                         if(found)
332                                         {
333                                                 in_impulse = in_bestweapon_info[n].impulse;
334                                                 return;
335                                         }
336                                         if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
337                                                 found = true;
338                                 }
339                                 break;
340                         }
341                 }
342                 // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
343         }
344         if(first != -1)
345         {
346                 in_impulse = in_bestweapon_info[first].impulse;
347                 return;
348         }
349         // if we couldn't find any of the weapons, there's nothing more we can do...
350 }
351 #endif
352
353 /*
354 ===============
355 CL_KeyState
356
357 Returns 0.25 if a key was pressed and released during the frame,
358 0.5 if it was pressed and held
359 0 if held then released, and
360 1.0 if held for the entire time
361 ===============
362 */
363 float CL_KeyState (kbutton_t *key)
364 {
365         float           val;
366         qboolean        impulsedown, impulseup, down;
367
368         impulsedown = (key->state & 2) != 0;
369         impulseup = (key->state & 4) != 0;
370         down = (key->state & 1) != 0;
371         val = 0;
372
373         if (impulsedown && !impulseup)
374         {
375                 if (down)
376                         val = 0.5;      // pressed and held this frame
377                 else
378                         val = 0;        //      I_Error ();
379         }
380         if (impulseup && !impulsedown)
381         {
382                 if (down)
383                         val = 0;        //      I_Error ();
384                 else
385                         val = 0;        // released this frame
386         }
387         if (!impulsedown && !impulseup)
388         {
389                 if (down)
390                         val = 1.0;      // held the entire frame
391                 else
392                         val = 0;        // up the entire frame
393         }
394         if (impulsedown && impulseup)
395         {
396                 if (down)
397                         val = 0.75;     // released and re-pressed this frame
398                 else
399                         val = 0.25;     // pressed and released this frame
400         }
401
402         key->state &= 1;                // clear impulses
403
404         return val;
405 }
406
407
408
409
410 //==========================================================================
411
412 cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
413 cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
414 cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
415 cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
416
417 cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
418 cvar_t cl_movecliptokeyboard = {0, "cl_movecliptokeyboard", "0", "if set to 1, any move is clipped to the nine keyboard states; if set to 2, only the direction is clipped, not the amount"};
419
420 cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
421 cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
422
423 cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
424
425 cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
426 cvar_t cl_movement_nettimeout = {CVAR_SAVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
427 cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
428 cvar_t cl_movement_track_canjump = {CVAR_SAVE, "cl_movement_track_canjump", "1", "track if the player released the jump key between two jumps to decide if he is able to jump or not; when off, this causes some \"sliding\" slightly above the floor when the jump key is held too long; if the mod allows repeated jumping by holding space all the time, this has to be set to zero too"};
429 cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
430 cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
431 cvar_t cl_movement_stopspeed = {0, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
432 cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
433 cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
434 cvar_t cl_movement_waterfriction = {0, "cl_movement_waterfriction", "-1", "how fast you slow down (should match sv_waterfriction), if less than 0 the cl_movement_friction variable is used instead"};
435 cvar_t cl_movement_edgefriction = {0, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
436 cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
437 cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
438 cvar_t cl_movement_airaccelerate = {0, "cl_movement_airaccelerate", "-1", "how fast you accelerate while in the air (should match sv_airaccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
439 cvar_t cl_movement_wateraccelerate = {0, "cl_movement_wateraccelerate", "-1", "how fast you accelerate while in water (should match sv_wateraccelerate), if less than 0 the cl_movement_accelerate variable is used instead"};
440 cvar_t cl_movement_jumpvelocity = {0, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
441 cvar_t cl_movement_airaccel_qw = {0, "cl_movement_airaccel_qw", "1", "ratio of QW-style air control as opposed to simple acceleration (reduces speed gain when zigzagging) (should match sv_airaccel_qw); when < 0, the speed is clamped against the maximum allowed forward speed after the move"};
442 cvar_t cl_movement_airaccel_sideways_friction = {0, "cl_movement_airaccel_sideways_friction", "0", "anti-sideways movement stabilization (should match sv_airaccel_sideways_friction); when < 0, only so much friction is applied that braking (by accelerating backwards) cannot be stronger"};
443
444 cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
445 cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
446
447 cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
448 cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
449 cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
450 cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
451 cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
452
453 cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","20", "how many input packets to send to server each second"};
454 cvar_t cl_netrepeatinput = {CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};
455 cvar_t cl_netimmediatebuttons = {CVAR_SAVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
456
457 cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
458
459 extern cvar_t v_flipped;
460
461 /*
462 ================
463 CL_AdjustAngles
464
465 Moves the local angle positions
466 ================
467 */
468 void CL_AdjustAngles (void)
469 {
470         float   speed;
471         float   up, down;
472
473         if (in_speed.state & 1)
474                 speed = cl.realframetime * cl_anglespeedkey.value;
475         else
476                 speed = cl.realframetime;
477
478         if (!(in_strafe.state & 1))
479         {
480                 cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
481                 cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
482         }
483         if (in_klook.state & 1)
484         {
485                 V_StopPitchDrift ();
486                 cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
487                 cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
488         }
489
490         up = CL_KeyState (&in_lookup);
491         down = CL_KeyState(&in_lookdown);
492
493         cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
494         cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
495
496         if (up || down)
497                 V_StopPitchDrift ();
498
499         cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
500         cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
501         if (cl.viewangles[YAW] >= 180)
502                 cl.viewangles[YAW] -= 360;
503         if (cl.viewangles[PITCH] >= 180)
504                 cl.viewangles[PITCH] -= 360;
505         cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
506         cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
507 }
508
509 int cl_ignoremousemoves = 2;
510
511 /*
512 ================
513 CL_Input
514
515 Send the intended movement message to the server
516 ================
517 */
518 void CL_Input (void)
519 {
520         float mx, my;
521         static float old_mouse_x = 0, old_mouse_y = 0;
522
523         // clamp before the move to prevent starting with bad angles
524         CL_AdjustAngles ();
525
526         if(v_flipped.integer)
527                 cl.viewangles[YAW] = -cl.viewangles[YAW];
528
529         // reset some of the command fields
530         cl.cmd.forwardmove = 0;
531         cl.cmd.sidemove = 0;
532         cl.cmd.upmove = 0;
533
534         // get basic movement from keyboard
535         if (in_strafe.state & 1)
536         {
537                 cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
538                 cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
539         }
540
541         cl.cmd.sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
542         cl.cmd.sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
543
544         cl.cmd.upmove += cl_upspeed.value * CL_KeyState (&in_up);
545         cl.cmd.upmove -= cl_upspeed.value * CL_KeyState (&in_down);
546
547         if (! (in_klook.state & 1) )
548         {
549                 cl.cmd.forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
550                 cl.cmd.forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
551         }
552
553         // adjust for speed key
554         if (in_speed.state & 1)
555         {
556                 cl.cmd.forwardmove *= cl_movespeedkey.value;
557                 cl.cmd.sidemove *= cl_movespeedkey.value;
558                 cl.cmd.upmove *= cl_movespeedkey.value;
559         }
560
561         // allow mice or other external controllers to add to the move
562         IN_Move ();
563
564         // apply m_accelerate if it is on
565         if(m_accelerate.value > 1)
566         {
567                 static float averagespeed = 0;
568                 float speed, f, mi, ma;
569
570                 speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
571                 if(m_accelerate_filter.value > 0)
572                         f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
573                 else
574                         f = 1;
575                 averagespeed = speed * f + averagespeed * (1 - f);
576
577                 mi = max(1, m_accelerate_minspeed.value);
578                 ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
579
580                 if(averagespeed <= mi)
581                 {
582                         f = 1;
583                 }
584                 else if(averagespeed >= ma)
585                 {
586                         f = m_accelerate.value;
587                 }
588                 else
589                 {
590                         /*
591                         f = log(averagespeed);
592                         mi = log(mi);
593                         ma = log(ma);
594                         */
595                         f = averagespeed;
596                         mi = mi;
597                         ma = ma;
598                         f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
599                 }
600
601                 in_mouse_x *= f;
602                 in_mouse_y *= f;
603         }
604
605         // apply m_filter if it is on
606         mx = in_mouse_x;
607         my = in_mouse_y;
608         if (m_filter.integer)
609         {
610                 in_mouse_x = (mx + old_mouse_x) * 0.5;
611                 in_mouse_y = (my + old_mouse_y) * 0.5;
612         }
613         old_mouse_x = mx;
614         old_mouse_y = my;
615
616         // ignore a mouse move if mouse was activated/deactivated this frame
617         if (cl_ignoremousemoves)
618         {
619                 cl_ignoremousemoves--;
620                 in_mouse_x = old_mouse_x = 0;
621                 in_mouse_y = old_mouse_y = 0;
622         }
623
624         // if not in menu, apply mouse move to viewangles/movement
625         if (!key_consoleactive && key_dest == key_game && !cl.csqc_wantsmousemove)
626         {
627                 float modulatedsensitivity = sensitivity.value * cl.sensitivityscale;
628                 if (cl_prydoncursor.integer)
629                 {
630                         // mouse interacting with the scene, mostly stationary view
631                         V_StopPitchDrift();
632                         cl.cmd.cursor_screen[0] += in_mouse_x * modulatedsensitivity / vid.width;
633                         cl.cmd.cursor_screen[1] += in_mouse_y * modulatedsensitivity / vid.height;
634                 }
635                 else if (in_strafe.state & 1)
636                 {
637                         // strafing mode, all looking is movement
638                         V_StopPitchDrift();
639                         cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
640                         if (noclip_anglehack)
641                                 cl.cmd.upmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
642                         else
643                                 cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
644                 }
645                 else if ((in_mlook.state & 1) || freelook.integer)
646                 {
647                         // mouselook, lookstrafe causes turning to become strafing
648                         V_StopPitchDrift();
649                         if (lookstrafe.integer)
650                                 cl.cmd.sidemove += m_side.value * in_mouse_x * modulatedsensitivity;
651                         else
652                                 cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
653                         cl.viewangles[PITCH] += m_pitch.value * in_mouse_y * modulatedsensitivity * cl.viewzoom;
654                 }
655                 else
656                 {
657                         // non-mouselook, yaw turning and forward/back movement
658                         cl.viewangles[YAW] -= m_yaw.value * in_mouse_x * modulatedsensitivity * cl.viewzoom;
659                         cl.cmd.forwardmove -= m_forward.value * in_mouse_y * modulatedsensitivity;
660                 }
661         }
662         else // don't pitch drift when csqc is controlling the mouse
663                 V_StopPitchDrift();
664
665         if(v_flipped.integer)
666         {
667                 cl.viewangles[YAW] = -cl.viewangles[YAW];
668                 cl.cmd.sidemove = -cl.cmd.sidemove;
669         }
670
671         // clamp after the move to prevent rendering with bad angles
672         CL_AdjustAngles ();
673
674         if(cl_movecliptokeyboard.integer)
675         {
676                 vec_t f = 1;
677                 if (in_speed.state & 1)
678                         f *= cl_movespeedkey.value;
679                 if(cl_movecliptokeyboard.integer == 2)
680                 {
681                         // digital direction, analog amount
682                         vec_t wishvel_x, wishvel_y;
683                         f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
684                         wishvel_x = fabs(cl.cmd.forwardmove);
685                         wishvel_y = fabs(cl.cmd.sidemove);
686                         if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
687                         {
688                                 vec_t wishspeed = sqrt(wishvel_x * wishvel_x + wishvel_y * wishvel_y);
689                                 if(wishvel_x >= 2 * wishvel_y)
690                                 {
691                                         // pure X motion
692                                         if(cl.cmd.forwardmove > 0)
693                                                 cl.cmd.forwardmove = wishspeed;
694                                         else
695                                                 cl.cmd.forwardmove = -wishspeed;
696                                         cl.cmd.sidemove = 0;
697                                 }
698                                 else if(wishvel_y >= 2 * wishvel_x)
699                                 {
700                                         // pure Y motion
701                                         cl.cmd.forwardmove = 0;
702                                         if(cl.cmd.sidemove > 0)
703                                                 cl.cmd.sidemove = wishspeed;
704                                         else
705                                                 cl.cmd.sidemove = -wishspeed;
706                                 }
707                                 else
708                                 {
709                                         // diagonal
710                                         if(cl.cmd.forwardmove > 0)
711                                                 cl.cmd.forwardmove = 0.70710678118654752440 * wishspeed;
712                                         else
713                                                 cl.cmd.forwardmove = -0.70710678118654752440 * wishspeed;
714                                         if(cl.cmd.sidemove > 0)
715                                                 cl.cmd.sidemove = 0.70710678118654752440 * wishspeed;
716                                         else
717                                                 cl.cmd.sidemove = -0.70710678118654752440 * wishspeed;
718                                 }
719                         }
720                 }
721                 else if(cl_movecliptokeyboard.integer)
722                 {
723                         // digital direction, digital amount
724                         if(cl.cmd.sidemove >= cl_sidespeed.value * f * 0.5)
725                                 cl.cmd.sidemove = cl_sidespeed.value * f;
726                         else if(cl.cmd.sidemove <= -cl_sidespeed.value * f * 0.5)
727                                 cl.cmd.sidemove = -cl_sidespeed.value * f;
728                         else
729                                 cl.cmd.sidemove = 0;
730                         if(cl.cmd.forwardmove >= cl_forwardspeed.value * f * 0.5)
731                                 cl.cmd.forwardmove = cl_forwardspeed.value * f;
732                         else if(cl.cmd.forwardmove <= -cl_backspeed.value * f * 0.5)
733                                 cl.cmd.forwardmove = -cl_backspeed.value * f;
734                         else
735                                 cl.cmd.forwardmove = 0;
736                 }
737         }
738 }
739
740 #include "cl_collision.h"
741
742 void CL_UpdatePrydonCursor(void)
743 {
744         vec3_t temp;
745
746         if (!cl_prydoncursor.integer)
747                 VectorClear(cl.cmd.cursor_screen);
748
749         /*
750         if (cl.cmd.cursor_screen[0] < -1)
751         {
752                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - -1) * vid.width * sensitivity.value * cl.viewzoom;
753                 cl.cmd.cursor_screen[0] = -1;
754         }
755         if (cl.cmd.cursor_screen[0] > 1)
756         {
757                 cl.viewangles[YAW] -= m_yaw.value * (cl.cmd.cursor_screen[0] - 1) * vid.width * sensitivity.value * cl.viewzoom;
758                 cl.cmd.cursor_screen[0] = 1;
759         }
760         if (cl.cmd.cursor_screen[1] < -1)
761         {
762                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - -1) * vid.height * sensitivity.value * cl.viewzoom;
763                 cl.cmd.cursor_screen[1] = -1;
764         }
765         if (cl.cmd.cursor_screen[1] > 1)
766         {
767                 cl.viewangles[PITCH] += m_pitch.value * (cl.cmd.cursor_screen[1] - 1) * vid.height * sensitivity.value * cl.viewzoom;
768                 cl.cmd.cursor_screen[1] = 1;
769         }
770         */
771         cl.cmd.cursor_screen[0] = bound(-1, cl.cmd.cursor_screen[0], 1);
772         cl.cmd.cursor_screen[1] = bound(-1, cl.cmd.cursor_screen[1], 1);
773         cl.cmd.cursor_screen[2] = 1;
774
775         // calculate current view matrix
776         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start);
777         // calculate direction vector of cursor in viewspace by using frustum slopes
778         VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000);
779         Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end);
780         // trace from view origin to the cursor
781         cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL);
782 }
783
784 typedef enum waterlevel_e
785 {
786         WATERLEVEL_NONE,
787         WATERLEVEL_WETFEET,
788         WATERLEVEL_SWIMMING,
789         WATERLEVEL_SUBMERGED
790 }
791 waterlevel_t;
792
793 typedef struct cl_clientmovement_state_s
794 {
795         // position
796         vec3_t origin;
797         vec3_t velocity;
798         // current bounding box (different if crouched vs standing)
799         vec3_t mins;
800         vec3_t maxs;
801         // currently on the ground
802         qboolean onground;
803         // currently crouching
804         qboolean crouched;
805         // what kind of water (SUPERCONTENTS_LAVA for instance)
806         int watertype;
807         // how deep
808         waterlevel_t waterlevel;
809         // weird hacks when jumping out of water
810         // (this is in seconds and counts down to 0)
811         float waterjumptime;
812
813         // user command
814         usercmd_t cmd;
815 }
816 cl_clientmovement_state_t;
817
818 #define NUMOFFSETS 27
819 static vec3_t offsets[NUMOFFSETS] =
820 {
821 // 1 no nudge (just return the original if this test passes)
822         { 0.000,  0.000,  0.000},
823 // 6 simple nudges
824         { 0.000,  0.000,  0.125}, { 0.000,  0.000, -0.125},
825         {-0.125,  0.000,  0.000}, { 0.125,  0.000,  0.000},
826         { 0.000, -0.125,  0.000}, { 0.000,  0.125,  0.000},
827 // 4 diagonal flat nudges
828         {-0.125, -0.125,  0.000}, { 0.125, -0.125,  0.000},
829         {-0.125,  0.125,  0.000}, { 0.125,  0.125,  0.000},
830 // 8 diagonal upward nudges
831         {-0.125,  0.000,  0.125}, { 0.125,  0.000,  0.125},
832         { 0.000, -0.125,  0.125}, { 0.000,  0.125,  0.125},
833         {-0.125, -0.125,  0.125}, { 0.125, -0.125,  0.125},
834         {-0.125,  0.125,  0.125}, { 0.125,  0.125,  0.125},
835 // 8 diagonal downward nudges
836         {-0.125,  0.000, -0.125}, { 0.125,  0.000, -0.125},
837         { 0.000, -0.125, -0.125}, { 0.000,  0.125, -0.125},
838         {-0.125, -0.125, -0.125}, { 0.125, -0.125, -0.125},
839         {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
840 };
841
842 qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
843 {
844         int i;
845         vec3_t neworigin;
846         for (i = 0;i < NUMOFFSETS;i++)
847         {
848                 VectorAdd(offsets[i], s->origin, neworigin);
849                 if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
850                 {
851                         VectorCopy(neworigin, s->origin);
852                         return true;
853                 }
854         }
855         // if all offsets failed, give up
856         return false;
857 }
858
859 void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
860 {
861         vec3_t origin1, origin2;
862         trace_t trace;
863
864         // make sure player is not stuck
865         CL_ClientMovement_Unstick(s);
866
867         // set crouched
868         if (s->cmd.crouch)
869         {
870                 // wants to crouch, this always works..
871                 if (!s->crouched)
872                         s->crouched = true;
873         }
874         else
875         {
876                 // wants to stand, if currently crouching we need to check for a
877                 // low ceiling first
878                 if (s->crouched)
879                 {
880                         trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
881                         if (!trace.startsolid)
882                                 s->crouched = false;
883                 }
884         }
885         if (s->crouched)
886         {
887                 VectorCopy(cl.playercrouchmins, s->mins);
888                 VectorCopy(cl.playercrouchmaxs, s->maxs);
889         }
890         else
891         {
892                 VectorCopy(cl.playerstandmins, s->mins);
893                 VectorCopy(cl.playerstandmaxs, s->maxs);
894         }
895
896         // set onground
897         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
898         VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
899         trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
900         s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
901
902         // set watertype/waterlevel
903         VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
904         s->waterlevel = WATERLEVEL_NONE;
905         s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
906         if (s->watertype)
907         {
908                 s->waterlevel = WATERLEVEL_WETFEET;
909                 origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
910                 if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
911                 {
912                         s->waterlevel = WATERLEVEL_SWIMMING;
913                         origin1[2] = s->origin[2] + 22;
914                         if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
915                                 s->waterlevel = WATERLEVEL_SUBMERGED;
916                 }
917         }
918
919         // water jump prediction
920         if (s->onground || s->velocity[2] <= 0 || s->waterjumptime <= 0)
921                 s->waterjumptime = 0;
922 }
923
924 void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
925 {
926         int bump;
927         double t;
928         vec_t f;
929         vec3_t neworigin;
930         vec3_t currentorigin2;
931         vec3_t neworigin2;
932         vec3_t primalvelocity;
933         trace_t trace;
934         trace_t trace2;
935         trace_t trace3;
936         CL_ClientMovement_UpdateStatus(s);
937         VectorCopy(s->velocity, primalvelocity);
938         for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
939         {
940                 VectorMA(s->origin, t, s->velocity, neworigin);
941                 trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
942                 if (trace.fraction < 1 && trace.plane.normal[2] == 0)
943                 {
944                         // may be a step or wall, try stepping up
945                         // first move forward at a higher level
946                         VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
947                         VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
948                         trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
949                         if (!trace2.startsolid)
950                         {
951                                 // then move down from there
952                                 VectorCopy(trace2.endpos, currentorigin2);
953                                 VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
954                                 trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
955                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
956                                 // accept the new trace if it made some progress
957                                 if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
958                                 {
959                                         trace = trace2;
960                                         VectorCopy(trace3.endpos, trace.endpos);
961                                 }
962                         }
963                 }
964
965                 // check if it moved at all
966                 if (trace.fraction >= 0.001)
967                         VectorCopy(trace.endpos, s->origin);
968
969                 // check if it moved all the way
970                 if (trace.fraction == 1)
971                         break;
972
973                 //if (trace.plane.normal[2] > 0.7)
974                 //      s->onground = true;
975
976                 t -= t * trace.fraction;
977
978                 f = DotProduct(s->velocity, trace.plane.normal);
979                 VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
980         }
981         if (s->waterjumptime > 0)
982                 VectorCopy(primalvelocity, s->velocity);
983 }
984
985
986 void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
987 {
988         vec_t wishspeed;
989         vec_t f;
990         vec3_t wishvel;
991         vec3_t wishdir;
992
993         // water jump only in certain situations
994         // this mimics quakeworld code
995         if (s->cmd.jump && s->waterlevel == 2 && s->velocity[2] >= -180)
996         {
997                 vec3_t forward;
998                 vec3_t yawangles;
999                 vec3_t spot;
1000                 VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1001                 AngleVectors(yawangles, forward, NULL, NULL);
1002                 VectorMA(s->origin, 24, forward, spot);
1003                 spot[2] += 8;
1004                 if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1005                 {
1006                         spot[2] += 24;
1007                         if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
1008                         {
1009                                 VectorScale(forward, 50, s->velocity);
1010                                 s->velocity[2] = 310;
1011                                 s->waterjumptime = 2;
1012                                 s->onground = false;
1013                                 s->cmd.canjump = false;
1014                         }
1015                 }
1016         }
1017
1018         if (!(s->cmd.forwardmove*s->cmd.forwardmove + s->cmd.sidemove*s->cmd.sidemove + s->cmd.upmove*s->cmd.upmove))
1019         {
1020                 // drift towards bottom
1021                 VectorSet(wishvel, 0, 0, -60);
1022         }
1023         else
1024         {
1025                 // swim
1026                 vec3_t forward;
1027                 vec3_t right;
1028                 vec3_t up;
1029                 // calculate movement vector
1030                 AngleVectors(s->cmd.viewangles, forward, right, up);
1031                 VectorSet(up, 0, 0, 1);
1032                 VectorMAMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, s->cmd.upmove, up, wishvel);
1033         }
1034
1035         // split wishvel into wishspeed and wishdir
1036         wishspeed = VectorLength(wishvel);
1037         if (wishspeed)
1038                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1039         else
1040                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1041         wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
1042
1043         if (s->crouched)
1044                 wishspeed *= 0.5;
1045
1046         if (s->waterjumptime <= 0)
1047         {
1048                 // water friction
1049                 f = 1 - s->cmd.frametime * cl.movevars_waterfriction * (cls.protocol == PROTOCOL_QUAKEWORLD ? s->waterlevel : 1);
1050                 f = bound(0, f, 1);
1051                 VectorScale(s->velocity, f, s->velocity);
1052
1053                 // water acceleration
1054                 f = wishspeed - DotProduct(s->velocity, wishdir);
1055                 if (f > 0)
1056                 {
1057                         f = min(cl.movevars_wateraccelerate * s->cmd.frametime * wishspeed, f);
1058                         VectorMA(s->velocity, f, wishdir, s->velocity);
1059                 }
1060
1061                 // holding jump button swims upward slowly
1062                 if (s->cmd.jump)
1063                 {
1064                         if (s->watertype & SUPERCONTENTS_LAVA)
1065                                 s->velocity[2] =  50;
1066                         else if (s->watertype & SUPERCONTENTS_SLIME)
1067                                 s->velocity[2] =  80;
1068                         else
1069                         {
1070                                 if (gamemode == GAME_NEXUIZ)
1071                                         s->velocity[2] = 200;
1072                                 else
1073                                         s->velocity[2] = 100;
1074                         }
1075                 }
1076         }
1077
1078         CL_ClientMovement_Move(s);
1079 }
1080
1081 static vec_t CL_IsMoveInDirection(vec_t forward, vec_t side, vec_t angle)
1082 {
1083         if(forward == 0 && side == 0)
1084                 return 0; // avoid division by zero
1085         angle -= RAD2DEG(atan2(side, forward));
1086         angle = (ANGLEMOD(angle + 180) - 180) / 45;
1087         if(angle >  1)
1088                 return 0;
1089         if(angle < -1)
1090                 return 0;
1091         return 1 - fabs(angle);
1092 }
1093
1094 void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1095 {
1096         vec_t zspeed, speed, dot, k;
1097
1098 #if 0
1099         // this doesn't play well with analog input
1100         if(s->cmd.forwardmove == 0 || s->cmd.sidemove != 0)
1101                 return;
1102         k = 32;
1103 #else
1104         k = 32 * (2 * CL_IsMoveInDirection(s->cmd.forwardmove, s->cmd.sidemove, 0) - 1);
1105         if(k <= 0)
1106                 return;
1107 #endif
1108
1109         k *= bound(0, wishspeed / cl.movevars_maxairspeed, 1);
1110
1111         zspeed = s->velocity[2];
1112         s->velocity[2] = 0;
1113         speed = VectorNormalizeLength(s->velocity);
1114
1115         dot = DotProduct(s->velocity, wishdir);
1116         k *= cl.movevars_aircontrol*dot*dot*s->cmd.frametime;
1117
1118         if(dot > 0) { // we can't change direction while slowing down
1119                 VectorMAM(speed, s->velocity, k, wishdir, s->velocity);
1120                 VectorNormalize(s->velocity);
1121         }
1122
1123         VectorScale(s->velocity, speed, s->velocity);
1124         s->velocity[2] = zspeed;
1125 }
1126
1127 void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t sidefric)
1128 {
1129         vec_t vel_straight;
1130         vec_t vel_z;
1131         vec3_t vel_perpend;
1132         vec_t step;
1133         vec3_t vel_xy;
1134         vec_t vel_xy_current;
1135         vec_t vel_xy_backward, vel_xy_forward;
1136         qboolean speedclamp;
1137
1138         speedclamp = (accelqw < 0);
1139         if(speedclamp)
1140                 accelqw = -accelqw;
1141
1142         if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
1143                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
1144
1145         vel_straight = DotProduct(s->velocity, wishdir);
1146         vel_z = s->velocity[2];
1147         VectorCopy(s->velocity, vel_xy); vel_xy[2] -= vel_z;
1148         VectorMA(vel_xy, -vel_straight, wishdir, vel_perpend);
1149
1150         step = accel * s->cmd.frametime * wishspeed0;
1151
1152         vel_xy_current  = VectorLength(vel_xy);
1153         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1154         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
1155         if(vel_xy_backward < 0)
1156                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
1157
1158         vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
1159
1160         if(sidefric < 0 && VectorLength2(vel_perpend))
1161                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
1162         {
1163                 vec_t f, fmin;
1164                 f = 1 - s->cmd.frametime * wishspeed * sidefric;
1165                 fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / VectorLength2(vel_perpend);
1166                 if(fmin <= 0)
1167                         VectorScale(vel_perpend, f, vel_perpend);
1168                 else
1169                         VectorScale(vel_perpend, min(1.0f, max(fmin, f)), vel_perpend);
1170         }
1171         else
1172                 VectorScale(vel_perpend, 1 - s->cmd.frametime * wishspeed * sidefric, vel_perpend);
1173
1174         VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
1175
1176         if(speedclamp)
1177         {
1178                 vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
1179                 if(vel_xy_current > 0) // prevent division by zero
1180                 {
1181                         VectorNormalize(s->velocity);
1182                         VectorScale(s->velocity, vel_xy_current, s->velocity);
1183                 }
1184         }
1185
1186         s->velocity[2] += vel_z;
1187 }
1188
1189 void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
1190 {
1191     vec3_t curvel, wishvel, acceldir, curdir;
1192     float addspeed, accelspeed, curspeed;
1193     float dot;
1194
1195     float airforwardaccel = cl.movevars_warsowbunny_airforwardaccel;
1196     float bunnyaccel = cl.movevars_warsowbunny_accel;
1197     float bunnytopspeed = cl.movevars_warsowbunny_topspeed;
1198     float turnaccel = cl.movevars_warsowbunny_turnaccel;
1199     float backtosideratio = cl.movevars_warsowbunny_backtosideratio;
1200
1201     if( !wishspeed )
1202         return;
1203
1204     VectorCopy( s->velocity, curvel );
1205     curvel[2] = 0;
1206     curspeed = VectorLength( curvel );
1207
1208     if( wishspeed > curspeed * 1.01f )
1209     {
1210         float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
1211         if( accelspeed < wishspeed )
1212             wishspeed = accelspeed;
1213     }
1214     else
1215     {
1216         float f = ( bunnytopspeed - curspeed ) / ( bunnytopspeed - cl.movevars_maxairspeed );
1217         if( f < 0 )
1218             f = 0;
1219         wishspeed = max( curspeed, cl.movevars_maxairspeed ) + bunnyaccel * f * cl.movevars_maxairspeed * s->cmd.frametime;
1220     }
1221     VectorScale( wishdir, wishspeed, wishvel );
1222     VectorSubtract( wishvel, curvel, acceldir );
1223     addspeed = VectorNormalizeLength( acceldir );
1224
1225     accelspeed = turnaccel * cl.movevars_maxairspeed /* wishspeed */ * s->cmd.frametime;
1226     if( accelspeed > addspeed )
1227         accelspeed = addspeed;
1228
1229     if( backtosideratio < 1.0f )
1230     {
1231         VectorNormalize2( curvel, curdir );
1232         dot = DotProduct( acceldir, curdir );
1233         if( dot < 0 )
1234             VectorMA( acceldir, -( 1.0f - backtosideratio ) * dot, curdir, acceldir );
1235     }
1236
1237     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
1238 }
1239
1240 void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
1241 {
1242         vec_t friction;
1243         vec_t wishspeed;
1244         vec_t addspeed;
1245         vec_t accelspeed;
1246         vec_t f;
1247         vec3_t forward;
1248         vec3_t right;
1249         vec3_t up;
1250         vec3_t wishvel;
1251         vec3_t wishdir;
1252         vec3_t yawangles;
1253         trace_t trace;
1254
1255         // jump if on ground with jump button pressed but only if it has been
1256         // released at least once since the last jump
1257         if (s->cmd.jump)
1258         {
1259                 if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer)) // FIXME remove this cvar again when canjump logic actually works, or maybe keep it for mods that allow "pogo-ing"
1260                 {
1261                         s->velocity[2] += cl.movevars_jumpvelocity;
1262                         s->onground = false;
1263                         s->cmd.canjump = false;
1264                 }
1265         }
1266         else
1267                 s->cmd.canjump = true;
1268
1269         // calculate movement vector
1270         VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
1271         AngleVectors(yawangles, forward, right, up);
1272         VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
1273
1274         // split wishvel into wishspeed and wishdir
1275         wishspeed = VectorLength(wishvel);
1276         if (wishspeed)
1277                 VectorScale(wishvel, 1 / wishspeed, wishdir);
1278         else
1279                 VectorSet( wishdir, 0.0, 0.0, 0.0 );
1280         // check if onground
1281         if (s->onground)
1282         {
1283                 wishspeed = min(wishspeed, cl.movevars_maxspeed);
1284                 if (s->crouched)
1285                         wishspeed *= 0.5;
1286
1287                 // apply edge friction
1288                 f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
1289                 if (f > 0)
1290                 {
1291                         friction = cl.movevars_friction;
1292                         if (cl.movevars_edgefriction != 1)
1293                         {
1294                                 vec3_t neworigin2;
1295                                 vec3_t neworigin3;
1296                                 // note: QW uses the full player box for the trace, and yet still
1297                                 // uses s->origin[2] + s->mins[2], which is clearly an bug, but
1298                                 // this mimics it for compatibility
1299                                 VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
1300                                 VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
1301                                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1302                                         trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1303                                 else
1304                                         trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
1305                                 if (trace.fraction == 1 && !trace.startsolid)
1306                                         friction *= cl.movevars_edgefriction;
1307                         }
1308                         // apply ground friction
1309                         f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
1310                         f = max(f, 0);
1311                         VectorScale(s->velocity, f, s->velocity);
1312                 }
1313                 addspeed = wishspeed - DotProduct(s->velocity, wishdir);
1314                 if (addspeed > 0)
1315                 {
1316                         accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
1317                         VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
1318                 }
1319                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1320                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
1321                         s->velocity[2] = 0;
1322                 if (VectorLength2(s->velocity))
1323                         CL_ClientMovement_Move(s);
1324         }
1325         else
1326         {
1327                 if (s->waterjumptime <= 0)
1328                 {
1329                         // apply air speed limit
1330                         vec_t accel, wishspeed0, wishspeed2, accelqw;
1331                         qboolean accelerating;
1332
1333                         accelqw = cl.movevars_airaccel_qw;
1334                         wishspeed0 = wishspeed;
1335                         wishspeed = min(wishspeed, cl.movevars_maxairspeed);
1336                         if (s->crouched)
1337                                 wishspeed *= 0.5;
1338                         accel = cl.movevars_airaccelerate;
1339
1340                         accelerating = (DotProduct(s->velocity, wishdir) > 0);
1341                         wishspeed2 = wishspeed;
1342
1343                         // CPM: air control
1344                         if(cl.movevars_airstopaccelerate != 0)
1345                                 if(DotProduct(s->velocity, wishdir) < 0)
1346                                         accel = cl.movevars_airstopaccelerate;
1347                         // this doesn't play well with analog input, but can't really be
1348                         // fixed like the AirControl can. So, don't set the maxairstrafe*
1349                         // cvars when you want to support analog input.
1350                         if(s->cmd.forwardmove == 0 && s->cmd.sidemove != 0)
1351                         {
1352                                 if(cl.movevars_maxairstrafespeed)
1353                                 {
1354                                         if(wishspeed > cl.movevars_maxairstrafespeed)
1355                                                 wishspeed = cl.movevars_maxairstrafespeed;
1356                                         if(cl.movevars_maxairstrafespeed < cl.movevars_maxairspeed)
1357                                                 accelqw = 1;
1358                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1359                                                 // if partially non-QW acceleration is used (as in, strafing
1360                                                 // would get faster than moving forward straight)
1361                                 }
1362                                 if(cl.movevars_airstrafeaccelerate)
1363                                 {
1364                                         accel = cl.movevars_airstrafeaccelerate;
1365                                         if(cl.movevars_airstrafeaccelerate > cl.movevars_airaccelerate)
1366                                                 accelqw = 1;
1367                                                 // otherwise, CPMA-style air acceleration misbehaves a lot
1368                                                 // if partially non-QW acceleration is used (as in, strafing
1369                                                 // would get faster than moving forward straight)
1370                                 }
1371                         }
1372                         // !CPM
1373
1374                         if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
1375                                 CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
1376                         else
1377                                 CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed);
1378
1379                         if(cl.movevars_aircontrol)
1380                                 CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
1381                 }
1382                 s->velocity[2] -= cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
1383                 CL_ClientMovement_Move(s);
1384         }
1385 }
1386
1387 void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
1388 {
1389         //Con_Printf(" %f", frametime);
1390         if (!s->cmd.jump)
1391                 s->cmd.canjump = true;
1392         s->waterjumptime -= s->cmd.frametime;
1393         CL_ClientMovement_UpdateStatus(s);
1394         if (s->waterlevel >= WATERLEVEL_SWIMMING)
1395                 CL_ClientMovement_Physics_Swim(s);
1396         else
1397                 CL_ClientMovement_Physics_Walk(s);
1398 }
1399
1400 extern cvar_t slowmo;
1401 void CL_UpdateMoveVars(void)
1402 {
1403         if (cls.protocol == PROTOCOL_QUAKEWORLD)
1404         {
1405                 cl.moveflags = 0;
1406         }
1407         else if (cl.stats[STAT_MOVEVARS_TICRATE])
1408         {
1409                 cl.moveflags = cl.stats[STAT_MOVEFLAGS];
1410                 cl.movevars_ticrate = cl.statsf[STAT_MOVEVARS_TICRATE];
1411                 cl.movevars_timescale = cl.statsf[STAT_MOVEVARS_TIMESCALE];
1412                 cl.movevars_gravity = cl.statsf[STAT_MOVEVARS_GRAVITY];
1413                 cl.movevars_stopspeed = cl.statsf[STAT_MOVEVARS_STOPSPEED] ;
1414                 cl.movevars_maxspeed = cl.statsf[STAT_MOVEVARS_MAXSPEED];
1415                 cl.movevars_spectatormaxspeed = cl.statsf[STAT_MOVEVARS_SPECTATORMAXSPEED];
1416                 cl.movevars_accelerate = cl.statsf[STAT_MOVEVARS_ACCELERATE];
1417                 cl.movevars_airaccelerate = cl.statsf[STAT_MOVEVARS_AIRACCELERATE];
1418                 cl.movevars_wateraccelerate = cl.statsf[STAT_MOVEVARS_WATERACCELERATE];
1419                 cl.movevars_entgravity = cl.statsf[STAT_MOVEVARS_ENTGRAVITY];
1420                 cl.movevars_jumpvelocity = cl.statsf[STAT_MOVEVARS_JUMPVELOCITY];
1421                 cl.movevars_edgefriction = cl.statsf[STAT_MOVEVARS_EDGEFRICTION];
1422                 cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
1423                 cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
1424                 cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
1425                 cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
1426                 cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
1427                 cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
1428                 cl.movevars_waterfriction = cl.statsf[STAT_MOVEVARS_WATERFRICTION];
1429                 cl.movevars_airstopaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTOPACCELERATE];
1430                 cl.movevars_airstrafeaccelerate = cl.statsf[STAT_MOVEVARS_AIRSTRAFEACCELERATE];
1431                 cl.movevars_maxairstrafespeed = cl.statsf[STAT_MOVEVARS_MAXAIRSTRAFESPEED];
1432                 cl.movevars_aircontrol = cl.statsf[STAT_MOVEVARS_AIRCONTROL];
1433                 cl.movevars_warsowbunny_airforwardaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL];
1434                 cl.movevars_warsowbunny_accel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_ACCEL];
1435                 cl.movevars_warsowbunny_topspeed = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED];
1436                 cl.movevars_warsowbunny_turnaccel = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL];
1437                 cl.movevars_warsowbunny_backtosideratio = cl.statsf[STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO];
1438         }
1439         else
1440         {
1441                 cl.moveflags = 0;
1442                 cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
1443                 cl.movevars_timescale = slowmo.value;
1444                 cl.movevars_gravity = sv_gravity.value;
1445                 cl.movevars_stopspeed = cl_movement_stopspeed.value;
1446                 cl.movevars_maxspeed = cl_movement_maxspeed.value;
1447                 cl.movevars_spectatormaxspeed = cl_movement_maxspeed.value;
1448                 cl.movevars_accelerate = cl_movement_accelerate.value;
1449                 cl.movevars_airaccelerate = cl_movement_airaccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_airaccelerate.value;
1450                 cl.movevars_wateraccelerate = cl_movement_wateraccelerate.value < 0 ? cl_movement_accelerate.value : cl_movement_wateraccelerate.value;
1451                 cl.movevars_friction = cl_movement_friction.value;
1452                 cl.movevars_wallfriction = cl_movement_wallfriction.value;
1453                 cl.movevars_waterfriction = cl_movement_waterfriction.value < 0 ? cl_movement_friction.value : cl_movement_waterfriction.value;
1454                 cl.movevars_entgravity = 1;
1455                 cl.movevars_jumpvelocity = cl_movement_jumpvelocity.value;
1456                 cl.movevars_edgefriction = cl_movement_edgefriction.value;
1457                 cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
1458                 cl.movevars_stepheight = cl_movement_stepheight.value;
1459                 cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
1460                 cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
1461                 cl.movevars_airstopaccelerate = 0;
1462                 cl.movevars_airstrafeaccelerate = 0;
1463                 cl.movevars_maxairstrafespeed = 0;
1464                 cl.movevars_aircontrol = 0;
1465                 cl.movevars_warsowbunny_airforwardaccel = 0;
1466                 cl.movevars_warsowbunny_accel = 0;
1467                 cl.movevars_warsowbunny_topspeed = 0;
1468                 cl.movevars_warsowbunny_turnaccel = 0;
1469                 cl.movevars_warsowbunny_backtosideratio = 0;
1470         }
1471
1472         if(!(cl.moveflags & MOVEFLAG_VALID))
1473         {
1474                 if(gamemode == GAME_NEXUIZ)
1475                         cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
1476         }
1477 }
1478
1479 void CL_ClientMovement_Replay(void)
1480 {
1481         int i;
1482         double totalmovemsec;
1483         cl_clientmovement_state_t s;
1484
1485         if (cl.movement_predicted && !cl.movement_replay)
1486                 return;
1487
1488         // set up starting state for the series of moves
1489         memset(&s, 0, sizeof(s));
1490         VectorCopy(cl.entities[cl.playerentity].state_current.origin, s.origin);
1491         VectorCopy(cl.mvelocity[0], s.velocity);
1492         s.crouched = true; // will be updated on first move
1493         //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]);
1494
1495         totalmovemsec = 0;
1496         for (i = 0;i < CL_MAX_USERCMDS;i++)
1497                 if (cl.movecmd[i].sequence > cls.servermovesequence)
1498                         totalmovemsec += cl.movecmd[i].msec;
1499         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);
1500         //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);
1501         if (cl.movement_predicted)
1502         {
1503                 //Con_Printf("%ims\n", cl.movecmd[0].msec);
1504
1505                 // replay the input queue to predict current location
1506                 // note: this relies on the fact there's always one queue item at the end
1507
1508                 // find how many are still valid
1509                 for (i = 0;i < CL_MAX_USERCMDS;i++)
1510                         if (cl.movecmd[i].sequence <= cls.servermovesequence)
1511                                 break;
1512                 // now walk them in oldest to newest order
1513                 for (i--;i >= 0;i--)
1514                 {
1515                         s.cmd = cl.movecmd[i];
1516                         if (i < CL_MAX_USERCMDS - 1)
1517                                 s.cmd.canjump = cl.movecmd[i+1].canjump;
1518                         // if a move is more than 50ms, do it as two moves (matching qwsv)
1519                         //Con_Printf("%i ", s.cmd.msec);
1520                         if(s.cmd.frametime > 0.0005)
1521                         {
1522                                 if (s.cmd.frametime > 0.05)
1523                                 {
1524                                         s.cmd.frametime /= 2;
1525                                         CL_ClientMovement_PlayerMove(&s);
1526                                 }
1527                                 CL_ClientMovement_PlayerMove(&s);
1528                                 cl.movecmd[i].canjump = s.cmd.canjump;
1529                         }
1530                 }
1531                 //Con_Printf("\n");
1532                 CL_ClientMovement_UpdateStatus(&s);
1533         }
1534         else
1535         {
1536                 // get the first movement queue entry to know whether to crouch and such
1537                 s.cmd = cl.movecmd[0];
1538         }
1539
1540         if (cls.demoplayback) // for bob, speedometer
1541                 VectorCopy(cl.mvelocity[0], cl.movement_velocity);
1542         else
1543         {
1544                 cl.movement_replay = false;
1545                 // update the interpolation target position and velocity
1546                 VectorCopy(s.origin, cl.movement_origin);
1547                 VectorCopy(s.velocity, cl.movement_velocity);
1548         }
1549
1550         // update the onground flag if appropriate
1551         if (cl.movement_predicted)
1552         {
1553                 // when predicted we simply set the flag according to the UpdateStatus
1554                 cl.onground = s.onground;
1555         }
1556         else
1557         {
1558                 // when not predicted, cl.onground is cleared by cl_parse.c each time
1559                 // an update packet is received, but can be forced on here to hide
1560                 // server inconsistencies in the onground flag
1561                 // (which mostly occur when stepping up stairs at very high framerates
1562                 //  where after the step up the move continues forward and not
1563                 //  downward so the ground is not detected)
1564                 //
1565                 // such onground inconsistencies can cause jittery gun bobbing and
1566                 // stair smoothing, so we set onground if UpdateStatus says so
1567                 if (s.onground)
1568                         cl.onground = true;
1569         }
1570
1571         // react to onground state changes (for gun bob)
1572         if (cl.onground)
1573         {
1574                 if (!cl.oldonground)
1575                         cl.hitgroundtime = cl.movecmd[0].time;
1576                 cl.lastongroundtime = cl.movecmd[0].time;
1577         }
1578         cl.oldonground = cl.onground;
1579 }
1580
1581 void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
1582 {
1583         int bits;
1584
1585         bits = 0;
1586         if (to->viewangles[0] != from->viewangles[0])
1587                 bits |= QW_CM_ANGLE1;
1588         if (to->viewangles[1] != from->viewangles[1])
1589                 bits |= QW_CM_ANGLE2;
1590         if (to->viewangles[2] != from->viewangles[2])
1591                 bits |= QW_CM_ANGLE3;
1592         if (to->forwardmove != from->forwardmove)
1593                 bits |= QW_CM_FORWARD;
1594         if (to->sidemove != from->sidemove)
1595                 bits |= QW_CM_SIDE;
1596         if (to->upmove != from->upmove)
1597                 bits |= QW_CM_UP;
1598         if (to->buttons != from->buttons)
1599                 bits |= QW_CM_BUTTONS;
1600         if (to->impulse != from->impulse)
1601                 bits |= QW_CM_IMPULSE;
1602
1603         MSG_WriteByte(buf, bits);
1604         if (bits & QW_CM_ANGLE1)
1605                 MSG_WriteAngle16i(buf, to->viewangles[0]);
1606         if (bits & QW_CM_ANGLE2)
1607                 MSG_WriteAngle16i(buf, to->viewangles[1]);
1608         if (bits & QW_CM_ANGLE3)
1609                 MSG_WriteAngle16i(buf, to->viewangles[2]);
1610         if (bits & QW_CM_FORWARD)
1611                 MSG_WriteShort(buf, (short) to->forwardmove);
1612         if (bits & QW_CM_SIDE)
1613                 MSG_WriteShort(buf, (short) to->sidemove);
1614         if (bits & QW_CM_UP)
1615                 MSG_WriteShort(buf, (short) to->upmove);
1616         if (bits & QW_CM_BUTTONS)
1617                 MSG_WriteByte(buf, to->buttons);
1618         if (bits & QW_CM_IMPULSE)
1619                 MSG_WriteByte(buf, to->impulse);
1620         MSG_WriteByte(buf, to->msec);
1621 }
1622
1623 void CL_NewFrameReceived(int num)
1624 {
1625         if (developer_networkentities.integer >= 10)
1626                 Con_Printf("recv: svc_entities %i\n", num);
1627         cl.latestframenums[cl.latestframenumsposition] = num;
1628         cl.latestsendnums[cl.latestframenumsposition] = cl.cmd.sequence;
1629         cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
1630 }
1631
1632 /*
1633 ==============
1634 CL_SendMove
1635 ==============
1636 */
1637 usercmd_t nullcmd; // for delta compression of qw moves
1638 void CL_SendMove(void)
1639 {
1640         int i, j, packetloss;
1641         int checksumindex;
1642         int bits;
1643         int maxusercmds;
1644         usercmd_t *cmd;
1645         sizebuf_t buf;
1646         unsigned char data[1024];
1647         double packettime;
1648         int msecdelta;
1649         qboolean quemove;
1650         qboolean important;
1651
1652         // if playing a demo, do nothing
1653         if (!cls.netcon)
1654                 return;
1655
1656         // we don't que moves during a lag spike (potential network timeout)
1657         quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
1658
1659         // we build up cl.cmd and then decide whether to send or not
1660         // we store this into cl.movecmd[0] for prediction each frame even if we
1661         // do not send, to make sure that prediction is instant
1662         cl.cmd.time = cl.time;
1663         cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
1664
1665         // set button bits
1666         // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
1667         bits = 0;
1668         if (in_attack.state   & 3) bits |=   1;
1669         if (in_jump.state     & 3) bits |=   2;
1670         if (in_button3.state  & 3) bits |=   4;
1671         if (in_button4.state  & 3) bits |=   8;
1672         if (in_button5.state  & 3) bits |=  16;
1673         if (in_button6.state  & 3) bits |=  32;
1674         if (in_button7.state  & 3) bits |=  64;
1675         if (in_button8.state  & 3) bits |= 128;
1676         if (in_use.state      & 3) bits |= 256;
1677         if (key_dest != key_game || key_consoleactive) bits |= 512;
1678         if (cl_prydoncursor.integer) bits |= 1024;
1679         if (in_button9.state  & 3)  bits |=   2048;
1680         if (in_button10.state  & 3) bits |=   4096;
1681         if (in_button11.state  & 3) bits |=   8192;
1682         if (in_button12.state  & 3) bits |=  16384;
1683         if (in_button13.state  & 3) bits |=  32768;
1684         if (in_button14.state  & 3) bits |=  65536;
1685         if (in_button15.state  & 3) bits |= 131072;
1686         if (in_button16.state  & 3) bits |= 262144;
1687         // button bits 19-31 unused currently
1688         // rotate/zoom view serverside if PRYDON_CLIENTCURSOR cursor is at edge of screen
1689         if (cl.cmd.cursor_screen[0] <= -1) bits |= 8;
1690         if (cl.cmd.cursor_screen[0] >=  1) bits |= 16;
1691         if (cl.cmd.cursor_screen[1] <= -1) bits |= 32;
1692         if (cl.cmd.cursor_screen[1] >=  1) bits |= 64;
1693
1694         // set buttons and impulse
1695         cl.cmd.buttons = bits;
1696         cl.cmd.impulse = in_impulse;
1697
1698         // set viewangles
1699         VectorCopy(cl.viewangles, cl.cmd.viewangles);
1700
1701         msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
1702         cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
1703         // ridiculous value rejection (matches qw)
1704         if (cl.cmd.msec > 250)
1705                 cl.cmd.msec = 100;
1706         cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
1707
1708         cl.cmd.predicted = cl_movement.integer != 0;
1709
1710         // movement is set by input code (forwardmove/sidemove/upmove)
1711         // always dump the first two moves, because they may contain leftover inputs from the last level
1712         if (cl.cmd.sequence <= 2)
1713                 cl.cmd.forwardmove = cl.cmd.sidemove = cl.cmd.upmove = cl.cmd.impulse = cl.cmd.buttons = 0;
1714
1715         cl.cmd.jump = (cl.cmd.buttons & 2) != 0;
1716         cl.cmd.crouch = 0;
1717         switch (cls.protocol)
1718         {
1719         case PROTOCOL_QUAKEWORLD:
1720         case PROTOCOL_QUAKE:
1721         case PROTOCOL_QUAKEDP:
1722         case PROTOCOL_NEHAHRAMOVIE:
1723         case PROTOCOL_NEHAHRABJP:
1724         case PROTOCOL_NEHAHRABJP2:
1725         case PROTOCOL_NEHAHRABJP3:
1726         case PROTOCOL_DARKPLACES1:
1727         case PROTOCOL_DARKPLACES2:
1728         case PROTOCOL_DARKPLACES3:
1729         case PROTOCOL_DARKPLACES4:
1730         case PROTOCOL_DARKPLACES5:
1731                 break;
1732         case PROTOCOL_DARKPLACES6:
1733         case PROTOCOL_DARKPLACES7:
1734                 // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz specific
1735                 cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
1736                 break;
1737         case PROTOCOL_UNKNOWN:
1738                 break;
1739         }
1740
1741         if (quemove)
1742                 cl.movecmd[0] = cl.cmd;
1743
1744         // don't predict more than 200fps
1745         if (realtime >= cl.lastpackettime + 0.005)
1746                 cl.movement_replay = true; // redo the prediction
1747
1748         // now decide whether to actually send this move
1749         // (otherwise it is only for prediction)
1750
1751         // don't send too often or else network connections can get clogged by a
1752         // high renderer framerate
1753         packettime = 1.0 / bound(1, cl_netfps.value, 1000);
1754         if (cl.movevars_timescale && cl.movevars_ticrate)
1755         {
1756                 float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
1757                 packettime = min(packettime, maxtic);
1758         }
1759
1760         // do not send 0ms packets because they mess up physics
1761         if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
1762                 return;
1763         // always send if buttons changed or an impulse is pending
1764         // even if it violates the rate limit!
1765         important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
1766         // don't send too often (cl_netfps)
1767         if (!important && realtime < cl.lastpackettime + packettime)
1768                 return;
1769         // don't choke the connection with packets (obey rate limit)
1770         // it is important that this check be last, because it adds a new
1771         // frame to the shownetgraph output and any cancelation after this
1772         // will produce a nasty spike-like look to the netgraph
1773         // we also still send if it is important
1774         if (!NetConn_CanSend(cls.netcon) && !important)
1775                 return;
1776         // try to round off the lastpackettime to a multiple of the packet interval
1777         // (this causes it to emit packets at a steady beat)
1778         if (packettime > 0)
1779                 cl.lastpackettime = floor(realtime / packettime) * packettime;
1780         else
1781                 cl.lastpackettime = realtime;
1782
1783         buf.maxsize = sizeof(data);
1784         buf.cursize = 0;
1785         buf.data = data;
1786
1787         // send the movement message
1788         // PROTOCOL_QUAKE        clc_move = 16 bytes total
1789         // PROTOCOL_QUAKEDP      clc_move = 16 bytes total
1790         // PROTOCOL_NEHAHRAMOVIE clc_move = 16 bytes total
1791         // PROTOCOL_DARKPLACES1  clc_move = 19 bytes total
1792         // PROTOCOL_DARKPLACES2  clc_move = 25 bytes total
1793         // PROTOCOL_DARKPLACES3  clc_move = 25 bytes total
1794         // PROTOCOL_DARKPLACES4  clc_move = 19 bytes total
1795         // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
1796         // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
1797         // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
1798         // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
1799
1800         // set prydon cursor info
1801         CL_UpdatePrydonCursor();
1802
1803         if (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS)
1804         {
1805                 switch (cls.protocol)
1806                 {
1807                 case PROTOCOL_QUAKEWORLD:
1808                         MSG_WriteByte(&buf, qw_clc_move);
1809                         // save the position for a checksum byte
1810                         checksumindex = buf.cursize;
1811                         MSG_WriteByte(&buf, 0);
1812                         // packet loss percentage
1813                         for (j = 0, packetloss = 0;j < NETGRAPH_PACKETS;j++)
1814                                 if (cls.netcon->incoming_netgraph[j].unreliablebytes == NETGRAPH_LOSTPACKET)
1815                                         packetloss++;
1816                         packetloss = packetloss * 100 / NETGRAPH_PACKETS;
1817                         MSG_WriteByte(&buf, packetloss);
1818                         // write most recent 3 moves
1819                         QW_MSG_WriteDeltaUsercmd(&buf, &nullcmd, &cl.movecmd[2]);
1820                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[2], &cl.movecmd[1]);
1821                         QW_MSG_WriteDeltaUsercmd(&buf, &cl.movecmd[1], &cl.cmd);
1822                         // calculate the checksum
1823                         buf.data[checksumindex] = COM_BlockSequenceCRCByteQW(buf.data + checksumindex + 1, buf.cursize - checksumindex - 1, cls.netcon->outgoing_unreliable_sequence);
1824                         // if delta compression history overflows, request no delta
1825                         if (cls.netcon->outgoing_unreliable_sequence - cl.qw_validsequence >= QW_UPDATE_BACKUP-1)
1826                                 cl.qw_validsequence = 0;
1827                         // request delta compression if appropriate
1828                         if (cl.qw_validsequence && !cl_nodelta.integer && cls.state == ca_connected && !cls.demorecording)
1829                         {
1830                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = cl.qw_validsequence;
1831                                 MSG_WriteByte(&buf, qw_clc_delta);
1832                                 MSG_WriteByte(&buf, cl.qw_validsequence & 255);
1833                         }
1834                         else
1835                                 cl.qw_deltasequence[cls.netcon->outgoing_unreliable_sequence & QW_UPDATE_MASK] = -1;
1836                         break;
1837                 case PROTOCOL_QUAKE:
1838                 case PROTOCOL_QUAKEDP:
1839                 case PROTOCOL_NEHAHRAMOVIE:
1840                 case PROTOCOL_NEHAHRABJP:
1841                 case PROTOCOL_NEHAHRABJP2:
1842                 case PROTOCOL_NEHAHRABJP3:
1843                         // 5 bytes
1844                         MSG_WriteByte (&buf, clc_move);
1845                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1846                         // 3 bytes
1847                         for (i = 0;i < 3;i++)
1848                                 MSG_WriteAngle8i (&buf, cl.cmd.viewangles[i]);
1849                         // 6 bytes
1850                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1851                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1852                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1853                         // 2 bytes
1854                         MSG_WriteByte (&buf, cl.cmd.buttons);
1855                         MSG_WriteByte (&buf, cl.cmd.impulse);
1856                         break;
1857                 case PROTOCOL_DARKPLACES2:
1858                 case PROTOCOL_DARKPLACES3:
1859                         // 5 bytes
1860                         MSG_WriteByte (&buf, clc_move);
1861                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1862                         // 12 bytes
1863                         for (i = 0;i < 3;i++)
1864                                 MSG_WriteAngle32f (&buf, cl.cmd.viewangles[i]);
1865                         // 6 bytes
1866                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1867                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1868                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1869                         // 2 bytes
1870                         MSG_WriteByte (&buf, cl.cmd.buttons);
1871                         MSG_WriteByte (&buf, cl.cmd.impulse);
1872                         break;
1873                 case PROTOCOL_DARKPLACES1:
1874                 case PROTOCOL_DARKPLACES4:
1875                 case PROTOCOL_DARKPLACES5:
1876                         // 5 bytes
1877                         MSG_WriteByte (&buf, clc_move);
1878                         MSG_WriteFloat (&buf, cl.cmd.time); // last server packet time
1879                         // 6 bytes
1880                         for (i = 0;i < 3;i++)
1881                                 MSG_WriteAngle16i (&buf, cl.cmd.viewangles[i]);
1882                         // 6 bytes
1883                         MSG_WriteCoord16i (&buf, cl.cmd.forwardmove);
1884                         MSG_WriteCoord16i (&buf, cl.cmd.sidemove);
1885                         MSG_WriteCoord16i (&buf, cl.cmd.upmove);
1886                         // 2 bytes
1887                         MSG_WriteByte (&buf, cl.cmd.buttons);
1888                         MSG_WriteByte (&buf, cl.cmd.impulse);
1889                 case PROTOCOL_DARKPLACES6:
1890                 case PROTOCOL_DARKPLACES7:
1891                         // set the maxusercmds variable to limit how many should be sent
1892                         maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
1893                         // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
1894                         if (!cl.cmd.predicted)
1895                                 maxusercmds = 1;
1896
1897                         // send the latest moves in order, the old ones will be
1898                         // ignored by the server harmlessly, however if the previous
1899                         // packets were lost these moves will be used
1900                         //
1901                         // this reduces packet loss impact on gameplay.
1902                         for (j = 0, cmd = &cl.movecmd[maxusercmds-1];j < maxusercmds;j++, cmd--)
1903                         {
1904                                 // don't repeat any stale moves
1905                                 if (cmd->sequence && cmd->sequence < cls.servermovesequence)
1906                                         continue;
1907                                 // 5/9 bytes
1908                                 MSG_WriteByte (&buf, clc_move);
1909                                 if (cls.protocol != PROTOCOL_DARKPLACES6)
1910                                         MSG_WriteLong (&buf, cmd->predicted ? cmd->sequence : 0);
1911                                 MSG_WriteFloat (&buf, cmd->time); // last server packet time
1912                                 // 6 bytes
1913                                 for (i = 0;i < 3;i++)
1914                                         MSG_WriteAngle16i (&buf, cmd->viewangles[i]);
1915                                 // 6 bytes
1916                                 MSG_WriteCoord16i (&buf, cmd->forwardmove);
1917                                 MSG_WriteCoord16i (&buf, cmd->sidemove);
1918                                 MSG_WriteCoord16i (&buf, cmd->upmove);
1919                                 // 5 bytes
1920                                 MSG_WriteLong (&buf, cmd->buttons);
1921                                 MSG_WriteByte (&buf, cmd->impulse);
1922                                 // PRYDON_CLIENTCURSOR
1923                                 // 30 bytes
1924                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[0] * 32767.0f));
1925                                 MSG_WriteShort (&buf, (short)(cmd->cursor_screen[1] * 32767.0f));
1926                                 MSG_WriteFloat (&buf, cmd->cursor_start[0]);
1927                                 MSG_WriteFloat (&buf, cmd->cursor_start[1]);
1928                                 MSG_WriteFloat (&buf, cmd->cursor_start[2]);
1929                                 MSG_WriteFloat (&buf, cmd->cursor_impact[0]);
1930                                 MSG_WriteFloat (&buf, cmd->cursor_impact[1]);
1931                                 MSG_WriteFloat (&buf, cmd->cursor_impact[2]);
1932                                 MSG_WriteShort (&buf, cmd->cursor_entitynumber);
1933                         }
1934                         break;
1935                 case PROTOCOL_UNKNOWN:
1936                         break;
1937                 }
1938         }
1939
1940         if (cls.protocol != PROTOCOL_QUAKEWORLD && buf.cursize)
1941         {
1942                 // ack entity frame numbers received since the last input was sent
1943                 // (redundent to improve handling of client->server packet loss)
1944                 // if cl_netrepeatinput is 1 and client framerate matches server
1945                 // framerate, this is 10 bytes, if client framerate is lower this
1946                 // will be more...
1947                 int i, j;
1948                 int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
1949                 if (oldsequence < 1)
1950                         oldsequence = 1;
1951                 for (i = 0;i < LATESTFRAMENUMS;i++)
1952                 {
1953                         j = (cl.latestframenumsposition + i) % LATESTFRAMENUMS;
1954                         if (cl.latestsendnums[j] >= oldsequence)
1955                         {
1956                                 if (developer_networkentities.integer >= 10)
1957                                         Con_Printf("send clc_ackframe %i\n", cl.latestframenums[j]);
1958                                 MSG_WriteByte(&buf, clc_ackframe);
1959                                 MSG_WriteLong(&buf, cl.latestframenums[j]);
1960                         }
1961                 }
1962         }
1963
1964         // PROTOCOL_DARKPLACES6 = 67 bytes per packet
1965         // PROTOCOL_DARKPLACES7 = 71 bytes per packet
1966
1967         // acknowledge any recently received data blocks
1968         for (i = 0;i < CL_MAX_DOWNLOADACKS && (cls.dp_downloadack[i].start || cls.dp_downloadack[i].size);i++)
1969         {
1970                 MSG_WriteByte(&buf, clc_ackdownloaddata);
1971                 MSG_WriteLong(&buf, cls.dp_downloadack[i].start);
1972                 MSG_WriteShort(&buf, cls.dp_downloadack[i].size);
1973                 cls.dp_downloadack[i].start = 0;
1974                 cls.dp_downloadack[i].size = 0;
1975         }
1976
1977         // send the reliable message (forwarded commands) if there is one
1978         if (buf.cursize || cls.netcon->message.cursize)
1979                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
1980
1981         if (quemove)
1982         {
1983                 // update the cl.movecmd array which holds the most recent moves,
1984                 // because we now need a new slot for the next input
1985                 for (i = CL_MAX_USERCMDS - 1;i >= 1;i--)
1986                         cl.movecmd[i] = cl.movecmd[i-1];
1987                 cl.movecmd[0].msec = 0;
1988                 cl.movecmd[0].frametime = 0;
1989         }
1990
1991         // clear button 'click' states
1992         in_attack.state  &= ~2;
1993         in_jump.state    &= ~2;
1994         in_button3.state &= ~2;
1995         in_button4.state &= ~2;
1996         in_button5.state &= ~2;
1997         in_button6.state &= ~2;
1998         in_button7.state &= ~2;
1999         in_button8.state &= ~2;
2000         in_use.state     &= ~2;
2001         in_button9.state  &= ~2;
2002         in_button10.state &= ~2;
2003         in_button11.state &= ~2;
2004         in_button12.state &= ~2;
2005         in_button13.state &= ~2;
2006         in_button14.state &= ~2;
2007         in_button15.state &= ~2;
2008         in_button16.state &= ~2;
2009         // clear impulse
2010         in_impulse = 0;
2011
2012         if (cls.netcon->message.overflowed)
2013         {
2014                 Con_Print("CL_SendMove: lost server connection\n");
2015                 CL_Disconnect();
2016                 Host_ShutdownServer();
2017         }
2018 }
2019
2020 /*
2021 ============
2022 CL_InitInput
2023 ============
2024 */
2025 void CL_InitInput (void)
2026 {
2027         Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
2028         Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
2029         Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
2030         Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
2031         Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
2032         Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
2033         Cmd_AddCommand ("+right",IN_RightDown, "turn right");
2034         Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
2035         Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
2036         Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
2037         Cmd_AddCommand ("+back",IN_BackDown, "move backward");
2038         Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
2039         Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
2040         Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
2041         Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
2042         Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
2043         Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
2044         Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
2045         Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
2046         Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
2047         Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
2048         Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
2049         Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
2050         Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
2051         Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
2052         Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
2053         Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
2054         Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
2055         Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
2056         Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
2057         Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
2058         Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
2059         Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
2060
2061         // LordHavoc: added use button
2062         Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
2063         Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
2064
2065         // LordHavoc: added 6 new buttons
2066         Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
2067         Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
2068         Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
2069         Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
2070         Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
2071         Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
2072         Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
2073         Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
2074         Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
2075         Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
2076         Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
2077         Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
2078         Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
2079         Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
2080         Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
2081         Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
2082         Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
2083         Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
2084         Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
2085         Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
2086         Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
2087         Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
2088         Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
2089         Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
2090         Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
2091         Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
2092         Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
2093         Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
2094
2095         // LordHavoc: added bestweapon command
2096         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)");
2097 #if 0
2098         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");
2099 #endif
2100         Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
2101
2102         Cvar_RegisterVariable(&cl_movecliptokeyboard);
2103         Cvar_RegisterVariable(&cl_movement);
2104         Cvar_RegisterVariable(&cl_movement_nettimeout);
2105         Cvar_RegisterVariable(&cl_movement_minping);
2106         Cvar_RegisterVariable(&cl_movement_track_canjump);
2107         Cvar_RegisterVariable(&cl_movement_maxspeed);
2108         Cvar_RegisterVariable(&cl_movement_maxairspeed);
2109         Cvar_RegisterVariable(&cl_movement_stopspeed);
2110         Cvar_RegisterVariable(&cl_movement_friction);
2111         Cvar_RegisterVariable(&cl_movement_wallfriction);
2112         Cvar_RegisterVariable(&cl_movement_waterfriction);
2113         Cvar_RegisterVariable(&cl_movement_edgefriction);
2114         Cvar_RegisterVariable(&cl_movement_stepheight);
2115         Cvar_RegisterVariable(&cl_movement_accelerate);
2116         Cvar_RegisterVariable(&cl_movement_airaccelerate);
2117         Cvar_RegisterVariable(&cl_movement_wateraccelerate);
2118         Cvar_RegisterVariable(&cl_movement_jumpvelocity);
2119         Cvar_RegisterVariable(&cl_movement_airaccel_qw);
2120         Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
2121
2122         Cvar_RegisterVariable(&in_pitch_min);
2123         Cvar_RegisterVariable(&in_pitch_max);
2124         Cvar_RegisterVariable(&m_filter);
2125         Cvar_RegisterVariable(&m_accelerate);
2126         Cvar_RegisterVariable(&m_accelerate_minspeed);
2127         Cvar_RegisterVariable(&m_accelerate_maxspeed);
2128         Cvar_RegisterVariable(&m_accelerate_filter);
2129
2130         Cvar_RegisterVariable(&cl_netfps);
2131         Cvar_RegisterVariable(&cl_netrepeatinput);
2132         Cvar_RegisterVariable(&cl_netimmediatebuttons);
2133
2134         Cvar_RegisterVariable(&cl_nodelta);
2135 }
2136