]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_input.c
protocol/dp8: Implement parting messages
[xonotic/darkplaces.git] / cl_input.c
index 1a0704d70dfa7785ea1dd72076547bd105fac079..7c5598ca54960ff1666673a5efaeb4ca52060193 100644 (file)
@@ -24,6 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "csprogs.h"
+#include "thread.h"
 
 /*
 ===============================================================================
@@ -52,7 +53,7 @@ kbutton_t     in_left, in_right, in_forward, in_back;
 kbutton_t      in_lookup, in_lookdown, in_moveleft, in_moveright;
 kbutton_t      in_strafe, in_speed, in_jump, in_attack, in_use;
 kbutton_t      in_up, in_down;
-// LordHavoc: added 6 new buttons
+// LadyHavoc: added 6 new buttons
 kbutton_t      in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
 //even more
 kbutton_t      in_button9, in_button10, in_button11, in_button12, in_button13, in_button14, in_button15, in_button16;
@@ -61,12 +62,12 @@ int                 in_impulse;
 
 
 
-void KeyDown (kbutton_t *b)
+static void KeyDown (cmd_state_t *cmd, kbutton_t *b)
 {
        int k;
        const char *c;
 
-       c = Cmd_Argv(1);
+       c = Cmd_Argv(cmd, 1);
        if (c[0])
                k = atoi(c);
        else
@@ -90,12 +91,12 @@ void KeyDown (kbutton_t *b)
        b->state |= 1 + 2;      // down + impulse down
 }
 
-void KeyUp (kbutton_t *b)
+static void KeyUp (cmd_state_t *cmd, kbutton_t *b)
 {
        int k;
        const char *c;
 
-       c = Cmd_Argv(1);
+       c = Cmd_Argv(cmd, 1);
        if (c[0])
                k = atoi(c);
        else
@@ -120,86 +121,86 @@ void KeyUp (kbutton_t *b)
        b->state |= 4;          // impulse up
 }
 
-void IN_KLookDown (void) {KeyDown(&in_klook);}
-void IN_KLookUp (void) {KeyUp(&in_klook);}
-void IN_MLookDown (void) {KeyDown(&in_mlook);}
-void IN_MLookUp (void)
+static void IN_KLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_klook);}
+static void IN_KLookUp(cmd_state_t *cmd) {KeyUp(cmd, &in_klook);}
+static void IN_MLookDown(cmd_state_t *cmd) {KeyDown(cmd, &in_mlook);}
+static void IN_MLookUp(cmd_state_t *cmd)
 {
-       KeyUp(&in_mlook);
+       KeyUp(cmd, &in_mlook);
        if ( !(in_mlook.state&1) && lookspring.value)
-               V_StartPitchDrift();
+               V_StartPitchDrift_f(cmd);
 }
-void IN_UpDown(void) {KeyDown(&in_up);}
-void IN_UpUp(void) {KeyUp(&in_up);}
-void IN_DownDown(void) {KeyDown(&in_down);}
-void IN_DownUp(void) {KeyUp(&in_down);}
-void IN_LeftDown(void) {KeyDown(&in_left);}
-void IN_LeftUp(void) {KeyUp(&in_left);}
-void IN_RightDown(void) {KeyDown(&in_right);}
-void IN_RightUp(void) {KeyUp(&in_right);}
-void IN_ForwardDown(void) {KeyDown(&in_forward);}
-void IN_ForwardUp(void) {KeyUp(&in_forward);}
-void IN_BackDown(void) {KeyDown(&in_back);}
-void IN_BackUp(void) {KeyUp(&in_back);}
-void IN_LookupDown(void) {KeyDown(&in_lookup);}
-void IN_LookupUp(void) {KeyUp(&in_lookup);}
-void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
-void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
-void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
-void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
-void IN_MoverightDown(void) {KeyDown(&in_moveright);}
-void IN_MoverightUp(void) {KeyUp(&in_moveright);}
-
-void IN_SpeedDown(void) {KeyDown(&in_speed);}
-void IN_SpeedUp(void) {KeyUp(&in_speed);}
-void IN_StrafeDown(void) {KeyDown(&in_strafe);}
-void IN_StrafeUp(void) {KeyUp(&in_strafe);}
-
-void IN_AttackDown(void) {KeyDown(&in_attack);}
-void IN_AttackUp(void) {KeyUp(&in_attack);}
-
-void IN_UseDown(void) {KeyDown(&in_use);}
-void IN_UseUp(void) {KeyUp(&in_use);}
-
-// LordHavoc: added 6 new buttons
-void IN_Button3Down(void) {KeyDown(&in_button3);}
-void IN_Button3Up(void) {KeyUp(&in_button3);}
-void IN_Button4Down(void) {KeyDown(&in_button4);}
-void IN_Button4Up(void) {KeyUp(&in_button4);}
-void IN_Button5Down(void) {KeyDown(&in_button5);}
-void IN_Button5Up(void) {KeyUp(&in_button5);}
-void IN_Button6Down(void) {KeyDown(&in_button6);}
-void IN_Button6Up(void) {KeyUp(&in_button6);}
-void IN_Button7Down(void) {KeyDown(&in_button7);}
-void IN_Button7Up(void) {KeyUp(&in_button7);}
-void IN_Button8Down(void) {KeyDown(&in_button8);}
-void IN_Button8Up(void) {KeyUp(&in_button8);}
-
-void IN_Button9Down(void) {KeyDown(&in_button9);}
-void IN_Button9Up(void) {KeyUp(&in_button9);}
-void IN_Button10Down(void) {KeyDown(&in_button10);}
-void IN_Button10Up(void) {KeyUp(&in_button10);}
-void IN_Button11Down(void) {KeyDown(&in_button11);}
-void IN_Button11Up(void) {KeyUp(&in_button11);}
-void IN_Button12Down(void) {KeyDown(&in_button12);}
-void IN_Button12Up(void) {KeyUp(&in_button12);}
-void IN_Button13Down(void) {KeyDown(&in_button13);}
-void IN_Button13Up(void) {KeyUp(&in_button13);}
-void IN_Button14Down(void) {KeyDown(&in_button14);}
-void IN_Button14Up(void) {KeyUp(&in_button14);}
-void IN_Button15Down(void) {KeyDown(&in_button15);}
-void IN_Button15Up(void) {KeyUp(&in_button15);}
-void IN_Button16Down(void) {KeyDown(&in_button16);}
-void IN_Button16Up(void) {KeyUp(&in_button16);}
-
-void IN_JumpDown (void) {KeyDown(&in_jump);}
-void IN_JumpUp (void) {KeyUp(&in_jump);}
-
-void IN_Impulse (void) {in_impulse=atoi(Cmd_Argv(1));}
+static void IN_UpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_up);}
+static void IN_UpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_up);}
+static void IN_DownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_down);}
+static void IN_DownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_down);}
+static void IN_LeftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_left);}
+static void IN_LeftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_left);}
+static void IN_RightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_right);}
+static void IN_RightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_right);}
+static void IN_ForwardDown(cmd_state_t *cmd) {KeyDown(cmd, &in_forward);}
+static void IN_ForwardUp(cmd_state_t *cmd) {KeyUp(cmd, &in_forward);}
+static void IN_BackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_back);}
+static void IN_BackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_back);}
+static void IN_LookupDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookup);}
+static void IN_LookupUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookup);}
+static void IN_LookdownDown(cmd_state_t *cmd) {KeyDown(cmd, &in_lookdown);}
+static void IN_LookdownUp(cmd_state_t *cmd) {KeyUp(cmd, &in_lookdown);}
+static void IN_MoveleftDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveleft);}
+static void IN_MoveleftUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveleft);}
+static void IN_MoverightDown(cmd_state_t *cmd) {KeyDown(cmd, &in_moveright);}
+static void IN_MoverightUp(cmd_state_t *cmd) {KeyUp(cmd, &in_moveright);}
+
+static void IN_SpeedDown(cmd_state_t *cmd) {KeyDown(cmd, &in_speed);}
+static void IN_SpeedUp(cmd_state_t *cmd) {KeyUp(cmd, &in_speed);}
+static void IN_StrafeDown(cmd_state_t *cmd) {KeyDown(cmd, &in_strafe);}
+static void IN_StrafeUp(cmd_state_t *cmd) {KeyUp(cmd, &in_strafe);}
+
+static void IN_AttackDown(cmd_state_t *cmd) {KeyDown(cmd, &in_attack);}
+static void IN_AttackUp(cmd_state_t *cmd) {KeyUp(cmd, &in_attack);}
+
+static void IN_UseDown(cmd_state_t *cmd) {KeyDown(cmd, &in_use);}
+static void IN_UseUp(cmd_state_t *cmd) {KeyUp(cmd, &in_use);}
+
+// LadyHavoc: added 6 new buttons
+static void IN_Button3Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button3);}
+static void IN_Button3Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button3);}
+static void IN_Button4Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button4);}
+static void IN_Button4Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button4);}
+static void IN_Button5Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button5);}
+static void IN_Button5Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button5);}
+static void IN_Button6Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button6);}
+static void IN_Button6Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button6);}
+static void IN_Button7Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button7);}
+static void IN_Button7Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button7);}
+static void IN_Button8Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button8);}
+static void IN_Button8Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button8);}
+
+static void IN_Button9Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button9);}
+static void IN_Button9Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button9);}
+static void IN_Button10Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button10);}
+static void IN_Button10Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button10);}
+static void IN_Button11Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button11);}
+static void IN_Button11Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button11);}
+static void IN_Button12Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button12);}
+static void IN_Button12Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button12);}
+static void IN_Button13Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button13);}
+static void IN_Button13Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button13);}
+static void IN_Button14Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button14);}
+static void IN_Button14Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button14);}
+static void IN_Button15Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button15);}
+static void IN_Button15Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button15);}
+static void IN_Button16Down(cmd_state_t *cmd) {KeyDown(cmd, &in_button16);}
+static void IN_Button16Up(cmd_state_t *cmd) {KeyUp(cmd, &in_button16);}
+
+static void IN_JumpDown(cmd_state_t *cmd) {KeyDown(cmd, &in_jump);}
+static void IN_JumpUp(cmd_state_t *cmd) {KeyUp(cmd, &in_jump);}
+
+static void IN_Impulse(cmd_state_t *cmd) {in_impulse=atoi(Cmd_Argv(cmd, 1));}
 
 in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX];
 
-void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
+static void IN_BestWeapon_Register(const char *name, int impulse, int weaponbit, int activeweaponcode, int ammostat, int ammomin)
 {
        int i;
        for(i = 0; i < IN_BESTWEAPON_MAX && in_bestweapon_info[i].impulse; ++i)
@@ -240,45 +241,45 @@ void IN_BestWeapon_ResetData (void)
        IN_BestWeapon_Register("h", 226, HIT_MJOLNIR, HIT_MJOLNIR, STAT_CELLS, 0); // hipnotic mjolnir hammer
 }
 
-void IN_BestWeapon_Register_f (void)
+static void IN_BestWeapon_Register_f(cmd_state_t *cmd)
 {
-       if(Cmd_Argc() == 7)
+       if(Cmd_Argc(cmd) == 7)
        {
                IN_BestWeapon_Register(
-                       Cmd_Argv(1),
-                       atoi(Cmd_Argv(2)),
-                       atoi(Cmd_Argv(3)),
-                       atoi(Cmd_Argv(4)),
-                       atoi(Cmd_Argv(5)),
-                       atoi(Cmd_Argv(6))
+                       Cmd_Argv(cmd, 1),
+                       atoi(Cmd_Argv(cmd, 2)),
+                       atoi(Cmd_Argv(cmd, 3)),
+                       atoi(Cmd_Argv(cmd, 4)),
+                       atoi(Cmd_Argv(cmd, 5)),
+                       atoi(Cmd_Argv(cmd, 6))
                );
        }
-       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "clear"))
+       else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "clear"))
        {
                memset(in_bestweapon_info, 0, sizeof(in_bestweapon_info));
        }
-       else if(Cmd_Argc() == 2 && !strcmp(Cmd_Argv(1), "quake"))
+       else if(Cmd_Argc(cmd) == 2 && !strcmp(Cmd_Argv(cmd, 1), "quake"))
        {
                IN_BestWeapon_ResetData();
        }
        else
        {
-               Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(0), Cmd_Argv(0), Cmd_Argv(0));
+               Con_Printf("Usage: %s weaponshortname impulse itemcode activeweaponcode ammostat ammomin; %s clear; %s quake\n", Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0), Cmd_Argv(cmd, 0));
        }
 }
 
-void IN_BestWeapon (void)
+static void IN_BestWeapon_f(cmd_state_t *cmd)
 {
        int i, n;
        const char *t;
-       if (Cmd_Argc() < 2)
+       if (Cmd_Argc(cmd) < 2)
        {
                Con_Printf("bestweapon requires 1 or more parameters\n");
                return;
        }
-       for (i = 1;i < Cmd_Argc();i++)
+       for (i = 1;i < Cmd_Argc(cmd);i++)
        {
-               t = Cmd_Argv(i);
+               t = Cmd_Argv(cmd, i);
                // figure out which weapon this character refers to
                for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
                {
@@ -301,55 +302,6 @@ void IN_BestWeapon (void)
        // if we couldn't find any of the weapons, there's nothing more we can do...
 }
 
-#if 0
-void IN_CycleWeapon (void)
-{
-       int i, n;
-       int first = -1;
-       qboolean found = false;
-       const char *t;
-       if (Cmd_Argc() < 2)
-       {
-               Con_Printf("bestweapon requires 1 or more parameters\n");
-               return;
-       }
-       for (i = 1;i < Cmd_Argc();i++)
-       {
-               t = Cmd_Argv(i);
-               // figure out which weapon this character refers to
-               for (n = 0;n < IN_BESTWEAPON_MAX && in_bestweapon_info[n].impulse;n++)
-               {
-                       if (!strcmp(in_bestweapon_info[n].name, t))
-                       {
-                               // we found out what weapon this character refers to
-                               // check if the inventory contains the weapon and enough ammo
-                               if ((cl.stats[STAT_ITEMS] & in_bestweapon_info[n].weaponbit) && (cl.stats[in_bestweapon_info[n].ammostat] >= in_bestweapon_info[n].ammomin))
-                               {
-                                       // we found one of the weapons the player wanted
-                                       if(first == -1)
-                                               first = n;
-                                       if(found)
-                                       {
-                                               in_impulse = in_bestweapon_info[n].impulse;
-                                               return;
-                                       }
-                                       if(cl.stats[STAT_ACTIVEWEAPON] == in_bestweapon_info[n].activeweaponcode)
-                                               found = true;
-                               }
-                               break;
-                       }
-               }
-               // if we couldn't identify the weapon we just ignore it and continue checking for other weapons
-       }
-       if(first != -1)
-       {
-               in_impulse = in_bestweapon_info[first].impulse;
-               return;
-       }
-       // if we couldn't find any of the weapons, there's nothing more we can do...
-}
-#endif
-
 /*
 ===============
 CL_KeyState
@@ -363,7 +315,7 @@ Returns 0.25 if a key was pressed and released during the frame,
 float CL_KeyState (kbutton_t *key)
 {
        float           val;
-       qboolean        impulsedown, impulseup, down;
+       qbool   impulsedown, impulseup, down;
 
        impulsedown = (key->state & 2) != 0;
        impulseup = (key->state & 4) != 0;
@@ -409,53 +361,60 @@ float CL_KeyState (kbutton_t *key)
 
 //==========================================================================
 
-cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
-cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400","forward movement speed"};
-cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400","backward movement speed"};
-cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350","strafe movement speed"};
-
-cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
-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"};
-
-cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140","keyboard yaw turning speed"};
-cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
-
-cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
-
-cvar_t cl_movement = {CVAR_SAVE, "cl_movement", "0", "enables clientside prediction of your player movement"};
-cvar_t cl_movement_replay = {0, "cl_movement_replay", "1", "use engine prediction"};
-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"};
-cvar_t cl_movement_minping = {CVAR_SAVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
-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"};
-cvar_t cl_movement_maxspeed = {0, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
-cvar_t cl_movement_maxairspeed = {0, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
-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)"};
-cvar_t cl_movement_friction = {0, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
-cvar_t cl_movement_wallfriction = {0, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
-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"};
-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)"};
-cvar_t cl_movement_stepheight = {0, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
-cvar_t cl_movement_accelerate = {0, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
-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"};
-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"};
-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)"};
-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"};
-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"};
-
-cvar_t in_pitch_min = {0, "in_pitch_min", "-90", "how far downward you can aim (quake used -70"};
-cvar_t in_pitch_max = {0, "in_pitch_max", "90", "how far upward you can aim (quake used 80"};
-
-cvar_t m_filter = {CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
-cvar_t m_accelerate = {CVAR_SAVE, "m_accelerate","1", "mouse acceleration factor (try 2)"};
-cvar_t m_accelerate_minspeed = {CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed, no acceleration is done"};
-cvar_t m_accelerate_maxspeed = {CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed, full acceleration is done"};
-cvar_t m_accelerate_filter = {CVAR_SAVE, "m_accelerate_filter","0.1", "mouse acceleration factor filtering"};
-
-cvar_t cl_netfps = {CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
-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)"};
-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)"};
-
-cvar_t cl_nodelta = {0, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+cvar_t cl_upspeed = {CF_CLIENT | CF_ARCHIVE, "cl_upspeed","400","vertical movement speed (while swimming or flying)"};
+cvar_t cl_forwardspeed = {CF_CLIENT | CF_ARCHIVE, "cl_forwardspeed","400","forward movement speed"};
+cvar_t cl_backspeed = {CF_CLIENT | CF_ARCHIVE, "cl_backspeed","400","backward movement speed"};
+cvar_t cl_sidespeed = {CF_CLIENT | CF_ARCHIVE, "cl_sidespeed","350","strafe movement speed"};
+
+cvar_t cl_movespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_movespeedkey","2.0","how much +speed multiplies keyboard movement speed"};
+cvar_t cl_movecliptokeyboard = {CF_CLIENT, "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"};
+
+cvar_t cl_yawspeed = {CF_CLIENT | CF_ARCHIVE, "cl_yawspeed","140","keyboard yaw turning speed"};
+cvar_t cl_pitchspeed = {CF_CLIENT | CF_ARCHIVE, "cl_pitchspeed","150","keyboard pitch turning speed"};
+
+cvar_t cl_anglespeedkey = {CF_CLIENT | CF_ARCHIVE, "cl_anglespeedkey","1.5","how much +speed multiplies keyboard turning speed"};
+
+cvar_t cl_movement = {CF_CLIENT | CF_ARCHIVE, "cl_movement", "0", "enables clientside prediction of your player movement on DP servers (use cl_nopred for QWSV servers)"};
+cvar_t cl_movement_replay = {CF_CLIENT, "cl_movement_replay", "1", "use engine prediction"};
+cvar_t cl_movement_nettimeout = {CF_CLIENT | CF_ARCHIVE, "cl_movement_nettimeout", "0.3", "stops predicting moves when server is lagging badly (avoids major performance problems), timeout in seconds"};
+cvar_t cl_movement_minping = {CF_CLIENT | CF_ARCHIVE, "cl_movement_minping", "0", "whether to use prediction when ping is lower than this value in milliseconds"};
+cvar_t cl_movement_track_canjump = {CF_CLIENT | CF_ARCHIVE, "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"};
+cvar_t cl_movement_maxspeed = {CF_CLIENT, "cl_movement_maxspeed", "320", "how fast you can move (should match sv_maxspeed)"};
+cvar_t cl_movement_maxairspeed = {CF_CLIENT, "cl_movement_maxairspeed", "30", "how fast you can move while in the air (should match sv_maxairspeed)"};
+cvar_t cl_movement_stopspeed = {CF_CLIENT, "cl_movement_stopspeed", "100", "speed below which you will be slowed rapidly to a stop rather than sliding endlessly (should match sv_stopspeed)"};
+cvar_t cl_movement_friction = {CF_CLIENT, "cl_movement_friction", "4", "how fast you slow down (should match sv_friction)"};
+cvar_t cl_movement_wallfriction = {CF_CLIENT, "cl_movement_wallfriction", "1", "how fast you slow down while sliding along a wall (should match sv_wallfriction)"};
+cvar_t cl_movement_waterfriction = {CF_CLIENT, "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"};
+cvar_t cl_movement_edgefriction = {CF_CLIENT, "cl_movement_edgefriction", "1", "how much to slow down when you may be about to fall off a ledge (should match edgefriction)"};
+cvar_t cl_movement_stepheight = {CF_CLIENT, "cl_movement_stepheight", "18", "how tall a step you can step in one instant (should match sv_stepheight)"};
+cvar_t cl_movement_accelerate = {CF_CLIENT, "cl_movement_accelerate", "10", "how fast you accelerate (should match sv_accelerate)"};
+cvar_t cl_movement_airaccelerate = {CF_CLIENT, "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"};
+cvar_t cl_movement_wateraccelerate = {CF_CLIENT, "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"};
+cvar_t cl_movement_jumpvelocity = {CF_CLIENT, "cl_movement_jumpvelocity", "270", "how fast you move upward when you begin a jump (should match the quakec code)"};
+cvar_t cl_movement_airaccel_qw = {CF_CLIENT, "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"};
+cvar_t cl_movement_airaccel_sideways_friction = {CF_CLIENT, "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"};
+cvar_t cl_nopred = {CF_CLIENT | CF_ARCHIVE, "cl_nopred", "0", "(QWSV only) disables player movement prediction when playing on QWSV servers (this setting is separate from cl_movement because player expectations are different when playing on DP vs QW servers)"};
+
+cvar_t in_pitch_min = {CF_CLIENT, "in_pitch_min", "-90", "how far you can aim upward (quake used -70)"};
+cvar_t in_pitch_max = {CF_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
+
+cvar_t m_filter = {CF_CLIENT | CF_ARCHIVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"}; 
+cvar_t m_accelerate = {CF_CLIENT | CF_ARCHIVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
+cvar_t m_accelerate_minspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_maxspeed = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_filter = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_filter","0", "linear mouse acceleration factor filtering lowpass constant in seconds (set to 0 for no filtering)"};
+cvar_t m_accelerate_power_offset = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
+cvar_t m_accelerate_power = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
+cvar_t m_accelerate_power_senscap = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
+cvar_t m_accelerate_power_strength = {CF_CLIENT | CF_ARCHIVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
+
+cvar_t cl_netfps = {CF_CLIENT | CF_ARCHIVE, "cl_netfps","72", "how many input packets to send to server each second"};
+cvar_t cl_netrepeatinput = {CF_CLIENT | CF_ARCHIVE, "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)"};
+cvar_t cl_netimmediatebuttons = {CF_CLIENT | CF_ARCHIVE, "cl_netimmediatebuttons", "1", "sends extra packets whenever your buttons change or an impulse is used (basically: whenever you click fire or change weapon)"};
+
+cvar_t cl_nodelta = {CF_CLIENT, "cl_nodelta", "0", "disables delta compression of non-player entities in QW network protocol"};
+
+cvar_t cl_csqc_generatemousemoveevents = {CF_CLIENT, "cl_csqc_generatemousemoveevents", "1", "enables calls to CSQC_InputEvent with type 2, for compliance with EXT_CSQC spec"};
 
 extern cvar_t v_flipped;
 
@@ -466,7 +425,7 @@ CL_AdjustAngles
 Moves the local angle positions
 ================
 */
-void CL_AdjustAngles (void)
+static void CL_AdjustAngles (void)
 {
        float   speed;
        float   up, down;
@@ -503,6 +462,8 @@ void CL_AdjustAngles (void)
                cl.viewangles[YAW] -= 360;
        if (cl.viewangles[PITCH] >= 180)
                cl.viewangles[PITCH] -= 360;
+        // TODO: honor serverinfo minpitch and maxpitch values in PROTOCOL_QUAKEWORLD
+        // TODO: honor proquake pq_fullpitch cvar when playing on proquake server (server stuffcmd's this to 0 usually)
        cl.viewangles[PITCH] = bound(in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
        cl.viewangles[ROLL] = bound(-180, cl.viewangles[ROLL], 180);
 }
@@ -562,45 +523,109 @@ void CL_Input (void)
        // allow mice or other external controllers to add to the move
        IN_Move ();
 
-       // apply m_accelerate if it is on
-       if(m_accelerate.value > 1)
+       // send mouse move to csqc
+       if (cl.csqc_loaded && cl_csqc_generatemousemoveevents.integer)
        {
-               static float averagespeed = 0;
-               float speed, f, mi, ma;
+               if (cl.csqc_wantsmousemove)
+               {
+                       // event type 3 is a DP_CSQC thing
+                       static int oldwindowmouse[2];
+                       if (oldwindowmouse[0] != in_windowmouse_x || oldwindowmouse[1] != in_windowmouse_y)
+                       {
+                               CL_VM_InputEvent(3, in_windowmouse_x * vid_conwidth.value / vid.width, in_windowmouse_y * vid_conheight.value / vid.height);
+                               oldwindowmouse[0] = in_windowmouse_x;
+                               oldwindowmouse[1] = in_windowmouse_y;
+                       }
+               }
+               else
+               {
+                       if (in_mouse_x || in_mouse_y)
+                               CL_VM_InputEvent(2, in_mouse_x, in_mouse_y);
+               }
+       }
 
-               speed = sqrt(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y) / cl.realframetime;
+       // apply m_accelerate if it is on
+       if(m_accelerate.value > 0)
+       {
+               float mouse_deltadist = sqrtf(in_mouse_x * in_mouse_x + in_mouse_y * in_mouse_y);
+               float speed = mouse_deltadist / cl.realframetime;
+               static float averagespeed = 0;
+               float f, mi, ma;
                if(m_accelerate_filter.value > 0)
-                       f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
+                       f = bound(0, cl.realframetime / m_accelerate_filter.value, 1);
                else
-                       f = 1;
+                       f = 1;
                averagespeed = speed * f + averagespeed * (1 - f);
 
-               mi = max(1, m_accelerate_minspeed.value);
-               ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
-
-               if(averagespeed <= mi)
-               {
-                       f = 1;
-               }
-               else if(averagespeed >= ma)
+               // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
+               if (m_accelerate.value != 1.0f)
                {
-                       f = m_accelerate.value;
+                       // First do linear slope acceleration which was ripped "in
+                       // spirit" from many classic mouse driver implementations.
+                       // If m_accelerate.value == 1, this code does nothing at all.
+
+                       mi = max(1, m_accelerate_minspeed.value);
+                       ma = max(m_accelerate_minspeed.value + 1, m_accelerate_maxspeed.value);
+
+                       if(averagespeed <= mi)
+                       {
+                               f = 1;
+                       }
+                       else if(averagespeed >= ma)
+                       {
+                               f = m_accelerate.value;
+                       }
+                       else
+                       {
+                               f = averagespeed;
+                               f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
+                       }
+                       in_mouse_x *= f;
+                       in_mouse_y *= f;
                }
-               else
+
+               // Note: this check is technically unnecessary, as everything in here cancels out if it is zero.
+               if (m_accelerate_power_strength.value != 0.0f)
                {
-                       /*
-                       f = log(averagespeed);
-                       mi = log(mi);
-                       ma = log(ma);
-                       */
-                       f = averagespeed;
-                       mi = mi;
-                       ma = ma;
-                       f = (f - mi) / (ma - mi) * (m_accelerate.value - 1) + 1;
-               }
+                       // Then do Quake Live-style power acceleration.
+                       // Note that this behavior REPLACES the usual
+                       // sensitivity, so we apply it but then dividie by
+                       // sensitivity.value so that the later multiplication
+                       // restores it again.
+                       float accelsens = 1.0f;
+                       float adjusted_speed_pxms = (averagespeed * 0.001f - m_accelerate_power_offset.value) * m_accelerate_power_strength.value;
+                       float inv_sensitivity = 1.0f / sensitivity.value;
+                       if (adjusted_speed_pxms > 0)
+                       {
+                               if (m_accelerate_power.value > 1.0f)
+                               {
+                                       // TODO: How does this interact with sensitivity changes? Is this intended?
+                                       // Currently: more sensitivity = less acceleration at same pixel speed.
+                                       accelsens += expf((m_accelerate_power.value - 1.0f) * logf(adjusted_speed_pxms)) * inv_sensitivity;
+                               }
+                               else
+                               {
+                                       // The limit of the then-branch for m_accelerate_power -> 1.
+                                       accelsens += inv_sensitivity;
+                                       // Note: QL had just accelsens = 1.0f.
+                                       // This is mathematically wrong though.
+                               }
+                       }
+                       else
+                       {
+                               // The limit of the then-branch for adjusted_speed -> 0.
+                               // accelsens += 0.0f;
+                       }
+                       if (m_accelerate_power_senscap.value > 0.0f && accelsens > m_accelerate_power_senscap.value * inv_sensitivity)
+                       {
+                               // TODO: How does this interact with sensitivity changes? Is this intended?
+                               // Currently: senscap is in absolute sensitivity units, so if senscap < sensitivity, it overrides.
+                               accelsens = m_accelerate_power_senscap.value * inv_sensitivity;
+                       }
 
-               in_mouse_x *= f;
-               in_mouse_y *= f;
+                       in_mouse_x *= accelsens;
+                       in_mouse_y *= accelsens;
+               }
        }
 
        // apply m_filter if it is on
@@ -680,7 +705,6 @@ void CL_Input (void)
                {
                        // digital direction, analog amount
                        vec_t wishvel_x, wishvel_y;
-                       f *= max(cl_sidespeed.value, max(cl_forwardspeed.value, cl_backspeed.value));
                        wishvel_x = fabs(cl.cmd.forwardmove);
                        wishvel_y = fabs(cl.cmd.sidemove);
                        if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
@@ -739,7 +763,7 @@ void CL_Input (void)
 
 #include "cl_collision.h"
 
-void CL_UpdatePrydonCursor(void)
+static void CL_UpdatePrydonCursor(void)
 {
        vec3_t temp;
 
@@ -789,40 +813,6 @@ void CL_UpdatePrydonCursor(void)
                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);
 }
 
-typedef enum waterlevel_e
-{
-       WATERLEVEL_NONE,
-       WATERLEVEL_WETFEET,
-       WATERLEVEL_SWIMMING,
-       WATERLEVEL_SUBMERGED
-}
-waterlevel_t;
-
-typedef struct cl_clientmovement_state_s
-{
-       // position
-       vec3_t origin;
-       vec3_t velocity;
-       // current bounding box (different if crouched vs standing)
-       vec3_t mins;
-       vec3_t maxs;
-       // currently on the ground
-       qboolean onground;
-       // currently crouching
-       qboolean crouched;
-       // what kind of water (SUPERCONTENTS_LAVA for instance)
-       int watertype;
-       // how deep
-       waterlevel_t waterlevel;
-       // weird hacks when jumping out of water
-       // (this is in seconds and counts down to 0)
-       float waterjumptime;
-
-       // user command
-       usercmd_t cmd;
-}
-cl_clientmovement_state_t;
-
 #define NUMOFFSETS 27
 static vec3_t offsets[NUMOFFSETS] =
 {
@@ -847,14 +837,14 @@ static vec3_t offsets[NUMOFFSETS] =
        {-0.125,  0.125, -0.125}, { 0.125,  0.125, -0.125},
 };
 
-qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
+static qbool CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
 {
        int i;
        vec3_t neworigin;
        for (i = 0;i < NUMOFFSETS;i++)
        {
                VectorAdd(offsets[i], s->origin, neworigin);
-               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false).startsolid)
+               if (!CL_TraceBox(neworigin, cl.playercrouchmins, cl.playercrouchmaxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true).startsolid)
                {
                        VectorCopy(neworigin, s->origin);
                        return true;
@@ -864,8 +854,9 @@ qboolean CL_ClientMovement_Unstick(cl_clientmovement_state_t *s)
        return false;
 }
 
-void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
 {
+       vec_t f;
        vec3_t origin1, origin2;
        trace_t trace;
 
@@ -885,7 +876,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
                // low ceiling first
                if (s->crouched)
                {
-                       trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                       trace = CL_TraceBox(s->origin, cl.playerstandmins, cl.playerstandmaxs, s->origin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
                        if (!trace.startsolid)
                                s->crouched = false;
                }
@@ -904,22 +895,32 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
        // set onground
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + 1);
        VectorSet(origin2, s->origin[0], s->origin[1], s->origin[2] - 1); // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
-       trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
-       s->onground = trace.fraction < 1 && trace.plane.normal[2] > 0.7;
+       trace = CL_TraceBox(origin1, s->mins, s->maxs, origin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
+       if(trace.fraction < 1 && trace.plane.normal[2] > 0.7)
+       {
+               s->onground = true;
+
+               // this code actually "predicts" an impact; so let's clip velocity first
+               f = DotProduct(s->velocity, trace.plane.normal);
+               if(f < 0) // only if moving downwards actually
+                       VectorMA(s->velocity, -f, trace.plane.normal, s->velocity);
+       }
+       else
+               s->onground = false;
 
        // set watertype/waterlevel
        VectorSet(origin1, s->origin[0], s->origin[1], s->origin[2] + s->mins[2] + 1);
        s->waterlevel = WATERLEVEL_NONE;
-       s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
+       s->watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
        if (s->watertype)
        {
                s->waterlevel = WATERLEVEL_WETFEET;
                origin1[2] = s->origin[2] + (s->mins[2] + s->maxs[2]) * 0.5f;
-               if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+               if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                {
                        s->waterlevel = WATERLEVEL_SWIMMING;
                        origin1[2] = s->origin[2] + 22;
-                       if (CL_TracePoint(origin1, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+                       if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
                                s->waterlevel = WATERLEVEL_SUBMERGED;
                }
        }
@@ -929,7 +930,7 @@ void CL_ClientMovement_UpdateStatus(cl_clientmovement_state_t *s)
                s->waterjumptime = 0;
 }
 
-void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
 {
        int bump;
        double t;
@@ -946,20 +947,20 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
        for (bump = 0, t = s->cmd.frametime;bump < 8 && VectorLength2(s->velocity) > 0;bump++)
        {
                VectorMA(s->origin, t, s->velocity, neworigin);
-               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+               trace = CL_TraceBox(s->origin, s->mins, s->maxs, neworigin, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
                if (trace.fraction < 1 && trace.plane.normal[2] == 0)
                {
                        // may be a step or wall, try stepping up
                        // first move forward at a higher level
                        VectorSet(currentorigin2, s->origin[0], s->origin[1], s->origin[2] + cl.movevars_stepheight);
                        VectorSet(neworigin2, neworigin[0], neworigin[1], s->origin[2] + cl.movevars_stepheight);
-                       trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                       trace2 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
                        if (!trace2.startsolid)
                        {
                                // then move down from there
                                VectorCopy(trace2.endpos, currentorigin2);
                                VectorSet(neworigin2, trace2.endpos[0], trace2.endpos[1], s->origin[2]);
-                               trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                               trace3 = CL_TraceBox(currentorigin2, s->mins, s->maxs, neworigin2, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
                                //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]);
                                // accept the new trace if it made some progress
                                if (fabs(trace3.endpos[0] - trace.endpos[0]) >= 0.03125 || fabs(trace3.endpos[1] - trace.endpos[1]) >= 0.03125)
@@ -978,8 +979,12 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
                if (trace.fraction == 1)
                        break;
 
-               //if (trace.plane.normal[2] > 0.7)
-               //      s->onground = true;
+               // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
+               // <LadyHavoc> I'm pretty sure I commented it out solely because it seemed redundant
+               // this got commented out in a change that supposedly makes the code match QW better
+               // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
+               if (trace.plane.normal[2] > 0.7)
+                       s->onground = true;
 
                t -= t * trace.fraction;
 
@@ -991,7 +996,7 @@ void CL_ClientMovement_Move(cl_clientmovement_state_t *s)
 }
 
 
-void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
 {
        vec_t wishspeed;
        vec_t f;
@@ -1009,10 +1014,10 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                AngleVectors(yawangles, forward, NULL, NULL);
                VectorMA(s->origin, 24, forward, spot);
                spot[2] += 8;
-               if (CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+               if (CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
                {
                        spot[2] += 24;
-                       if (!CL_TracePoint(spot, MOVE_NOMONSTERS, NULL, 0, true, false, NULL, false).startsolid)
+                       if (!CL_TracePoint(spot, MOVE_NOMONSTERS, s->self, 0, 0, 0, true, false, NULL, false).startsolid)
                        {
                                VectorScale(forward, 50, s->velocity);
                                s->velocity[2] = 310;
@@ -1041,11 +1046,8 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
        }
 
        // split wishvel into wishspeed and wishdir
-       wishspeed = VectorLength(wishvel);
-       if (wishspeed)
-               VectorScale(wishvel, 1 / wishspeed, wishdir);
-       else
-               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       VectorCopy(wishvel, wishdir);
+       wishspeed = VectorNormalizeLength(wishdir);
        wishspeed = min(wishspeed, cl.movevars_maxspeed) * 0.7;
 
        if (s->crouched)
@@ -1075,7 +1077,7 @@ void CL_ClientMovement_Physics_Swim(cl_clientmovement_state_t *s)
                                s->velocity[2] =  80;
                        else
                        {
-                               if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
+                               if (IS_NEXUIZ_DERIVED(gamemode))
                                        s->velocity[2] = 200;
                                else
                                        s->velocity[2] = 100;
@@ -1118,7 +1120,7 @@ static vec_t CL_GeomLerp(vec_t a, vec_t lerp, vec_t b)
        return a * pow(fabs(b / a), lerp);
 }
 
-void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
+static void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
 {
        vec_t zspeed, speed, dot, k;
 
@@ -1153,7 +1155,7 @@ void CL_ClientMovement_Physics_CPM_PM_Aircontrol(cl_clientmovement_state_t *s, v
        s->velocity[2] = zspeed;
 }
 
-float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
+static float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
 {
        return
                (accelqw < 0 ? -1 : +1)
@@ -1161,7 +1163,7 @@ float CL_ClientMovement_Physics_AdjustAirAccelQW(float accelqw, float factor)
                bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1);
 }
 
-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, vec_t speedlimit)
+static void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed, vec_t wishspeed0, vec_t accel, vec_t accelqw, vec_t stretchfactor, vec_t sidefric, vec_t speedlimit)
 {
        vec_t vel_straight;
        vec_t vel_z;
@@ -1170,10 +1172,16 @@ void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_
        vec3_t vel_xy;
        vec_t vel_xy_current;
        vec_t vel_xy_backward, vel_xy_forward;
-       qboolean speedclamp;
+       vec_t speedclamp;
+
+       if(stretchfactor > 0)
+               speedclamp = stretchfactor;
+       else if(accelqw < 0)
+               speedclamp = 1;
+       else
+               speedclamp = -1; // no clamping
 
-       speedclamp = (accelqw < 0);
-       if(speedclamp)
+       if(accelqw < 0)
                accelqw = -accelqw;
 
        if(cl.moveflags & MOVEFLAG_Q2AIRACCELERATE)
@@ -1220,20 +1228,22 @@ void CL_ClientMovement_Physics_PM_Accelerate(cl_clientmovement_state_t *s, vec3_
 
        VectorMA(vel_perpend, vel_straight, wishdir, s->velocity);
 
-       if(speedclamp)
+       if(speedclamp >= 0)
        {
-               vel_xy_current = min(VectorLength(s->velocity), vel_xy_forward);
-               if(vel_xy_current > 0) // prevent division by zero
+               vec_t vel_xy_preclamp;
+               vel_xy_preclamp = VectorLength(s->velocity);
+               if(vel_xy_preclamp > 0) // prevent division by zero
                {
-                       VectorNormalize(s->velocity);
-                       VectorScale(s->velocity, vel_xy_current, s->velocity);
+                       vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
+                       if(vel_xy_current < vel_xy_preclamp)
+                               VectorScale(s->velocity, (vel_xy_current / vel_xy_preclamp), s->velocity);
                }
        }
 
        s->velocity[2] += vel_z;
 }
 
-void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
+static void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, vec3_t wishdir, vec_t wishspeed)
 {
     vec3_t curvel, wishvel, acceldir, curdir;
     float addspeed, accelspeed, curspeed;
@@ -1254,9 +1264,9 @@ void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, ve
 
     if( wishspeed > curspeed * 1.01f )
     {
-        float accelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
-        if( accelspeed < wishspeed )
-            wishspeed = accelspeed;
+        float faccelspeed = curspeed + airforwardaccel * cl.movevars_maxairspeed * s->cmd.frametime;
+        if( faccelspeed < wishspeed )
+            wishspeed = faccelspeed;
     }
     else
     {
@@ -1284,13 +1294,30 @@ void CL_ClientMovement_Physics_PM_AirAccelerate(cl_clientmovement_state_t *s, ve
     VectorMA( s->velocity, accelspeed, acceldir, s->velocity );
 }
 
-void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_Physics_CheckJump(cl_clientmovement_state_t *s)
+{
+       // jump if on ground with jump button pressed but only if it has been
+       // released at least once since the last jump
+       if (s->cmd.jump)
+       {
+               if (s->onground && (s->cmd.canjump || !cl_movement_track_canjump.integer))
+               {
+                       s->velocity[2] += cl.movevars_jumpvelocity;
+                       s->onground = false;
+                       s->cmd.canjump = false;
+               }
+       }
+       else
+               s->cmd.canjump = true;
+}
+
+static void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
 {
        vec_t friction;
        vec_t wishspeed;
        vec_t addspeed;
        vec_t accelspeed;
-       vec_t f;
+       vec_t speed;
        vec_t gravity;
        vec3_t forward;
        vec3_t right;
@@ -1300,19 +1327,7 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
        vec3_t yawangles;
        trace_t trace;
 
-       // jump if on ground with jump button pressed but only if it has been
-       // released at least once since the last jump
-       if (s->cmd.jump)
-       {
-               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"
-               {
-                       s->velocity[2] += cl.movevars_jumpvelocity;
-                       s->onground = false;
-                       s->cmd.canjump = false;
-               }
-       }
-       else
-               s->cmd.canjump = true;
+       CL_ClientMovement_Physics_CheckJump(s);
 
        // calculate movement vector
        VectorSet(yawangles, 0, s->cmd.viewangles[1], 0);
@@ -1320,11 +1335,9 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
        VectorMAM(s->cmd.forwardmove, forward, s->cmd.sidemove, right, wishvel);
 
        // split wishvel into wishspeed and wishdir
-       wishspeed = VectorLength(wishvel);
-       if (wishspeed)
-               VectorScale(wishvel, 1 / wishspeed, wishdir);
-       else
-               VectorSet( wishdir, 0.0, 0.0, 0.0 );
+       VectorCopy(wishvel, wishdir);
+       wishspeed = VectorNormalizeLength(wishdir);
+
        // check if onground
        if (s->onground)
        {
@@ -1333,8 +1346,8 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                        wishspeed *= 0.5;
 
                // apply edge friction
-               f = sqrt(s->velocity[0] * s->velocity[0] + s->velocity[1] * s->velocity[1]);
-               if (f > 0)
+               speed = VectorLength2(s->velocity);
+               if (speed > 0)
                {
                        friction = cl.movevars_friction;
                        if (cl.movevars_edgefriction != 1)
@@ -1344,19 +1357,19 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                                // note: QW uses the full player box for the trace, and yet still
                                // uses s->origin[2] + s->mins[2], which is clearly an bug, but
                                // this mimics it for compatibility
-                               VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/f), s->origin[1] + s->velocity[1]*(16/f), s->origin[2] + s->mins[2]);
+                               VectorSet(neworigin2, s->origin[0] + s->velocity[0]*(16/speed), s->origin[1] + s->velocity[1]*(16/speed), s->origin[2] + s->mins[2]);
                                VectorSet(neworigin3, neworigin2[0], neworigin2[1], neworigin2[2] - 34);
                                if (cls.protocol == PROTOCOL_QUAKEWORLD)
-                                       trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false);
+                                       trace = CL_TraceBox(neworigin2, s->mins, s->maxs, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true);
                                else
-                                       trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, true, true, NULL, false, false);
+                                       trace = CL_TraceLine(neworigin2, neworigin3, MOVE_NORMAL, s->self, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP, 0, 0, collision_extendmovelength.value, true, true, NULL, true, false);
                                if (trace.fraction == 1 && !trace.startsolid)
                                        friction *= cl.movevars_edgefriction;
                        }
                        // apply ground friction
-                       f = 1 - s->cmd.frametime * friction * ((f < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / f) : 1);
-                       f = max(f, 0);
-                       VectorScale(s->velocity, f, s->velocity);
+                       speed = 1 - s->cmd.frametime * friction * ((speed < cl.movevars_stopspeed) ? (cl.movevars_stopspeed / speed) : 1);
+                       speed = max(speed, 0);
+                       VectorScale(s->velocity, speed, s->velocity);
                }
                addspeed = wishspeed - DotProduct(s->velocity, wishdir);
                if (addspeed > 0)
@@ -1364,20 +1377,23 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                        accelspeed = min(cl.movevars_accelerate * s->cmd.frametime * wishspeed, addspeed);
                        VectorMA(s->velocity, accelspeed, wishdir, s->velocity);
                }
-               if(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND)
-                       gravity = 0;
-               else
-                       gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
-               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
-                       s->velocity[2] -= gravity * 0.5f;
-               else
-                       s->velocity[2] -= gravity;
+               gravity = cl.movevars_gravity * cl.movevars_entgravity * s->cmd.frametime;
+               if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND))
+               {
+                       if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                               s->velocity[2] -= gravity * 0.5f;
+                       else
+                               s->velocity[2] -= gravity;
+               }
                if (cls.protocol == PROTOCOL_QUAKEWORLD)
                        s->velocity[2] = 0;
                if (VectorLength2(s->velocity))
                        CL_ClientMovement_Move(s);
-               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
-                       s->velocity[2] -= gravity * 0.5f;
+               if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
+               {
+                       if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                               s->velocity[2] -= gravity * 0.5f;
+               }
        }
        else
        {
@@ -1385,7 +1401,7 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                {
                        // apply air speed limit
                        vec_t accel, wishspeed0, wishspeed2, accelqw, strafity;
-                       qboolean accelerating;
+                       qbool accelerating;
 
                        accelqw = cl.movevars_airaccel_qw;
                        wishspeed0 = wishspeed;
@@ -1422,7 +1438,7 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                        if(cl.movevars_warsowbunny_turnaccel && accelerating && s->cmd.sidemove == 0 && s->cmd.forwardmove != 0)
                                CL_ClientMovement_Physics_PM_AirAccelerate(s, wishdir, wishspeed2);
                        else
-                               CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
+                               CL_ClientMovement_Physics_PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, cl.movevars_airaccel_qw_stretchfactor, cl.movevars_airaccel_sideways_friction / cl.movevars_maxairspeed, cl.movevars_airspeedlimit_nonqw);
 
                        if(cl.movevars_aircontrol)
                                CL_ClientMovement_Physics_CPM_PM_Aircontrol(s, wishdir, wishspeed2);
@@ -1433,12 +1449,15 @@ void CL_ClientMovement_Physics_Walk(cl_clientmovement_state_t *s)
                else
                        s->velocity[2] -= gravity;
                CL_ClientMovement_Move(s);
-               if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
-                       s->velocity[2] -= gravity * 0.5f;
+               if(!(cl.moveflags & MOVEFLAG_NOGRAVITYONGROUND) || !s->onground)
+               {
+                       if(cl.moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
+                               s->velocity[2] -= gravity * 0.5f;
+               }
        }
 }
 
-void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
+static void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
 {
        //Con_Printf(" %f", frametime);
        if (!s->cmd.jump)
@@ -1451,7 +1470,7 @@ void CL_ClientMovement_PlayerMove(cl_clientmovement_state_t *s)
                CL_ClientMovement_Physics_Walk(s);
 }
 
-extern cvar_t slowmo;
+extern cvar_t host_timescale;
 void CL_UpdateMoveVars(void)
 {
        if (cls.protocol == PROTOCOL_QUAKEWORLD)
@@ -1476,6 +1495,7 @@ void CL_UpdateMoveVars(void)
                cl.movevars_maxairspeed = cl.statsf[STAT_MOVEVARS_MAXAIRSPEED];
                cl.movevars_stepheight = cl.statsf[STAT_MOVEVARS_STEPHEIGHT];
                cl.movevars_airaccel_qw = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW];
+               cl.movevars_airaccel_qw_stretchfactor = cl.statsf[STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR];
                cl.movevars_airaccel_sideways_friction = cl.statsf[STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION];
                cl.movevars_friction = cl.statsf[STAT_MOVEVARS_FRICTION];
                cl.movevars_wallfriction = cl.statsf[STAT_MOVEVARS_WALLFRICTION];
@@ -1497,8 +1517,8 @@ void CL_UpdateMoveVars(void)
        else
        {
                cl.moveflags = 0;
-               cl.movevars_ticrate = slowmo.value / bound(1.0f, cl_netfps.value, 1000.0f);
-               cl.movevars_timescale = slowmo.value;
+               cl.movevars_ticrate = (cls.demoplayback ? 1.0f : host_timescale.value) / bound(10.0f, cl_netfps.value, 1000.0f);
+               cl.movevars_timescale = (cls.demoplayback ? 1.0f : host_timescale.value);
                cl.movevars_gravity = sv_gravity.value;
                cl.movevars_stopspeed = cl_movement_stopspeed.value;
                cl.movevars_maxspeed = cl_movement_maxspeed.value;
@@ -1515,6 +1535,7 @@ void CL_UpdateMoveVars(void)
                cl.movevars_maxairspeed = cl_movement_maxairspeed.value;
                cl.movevars_stepheight = cl_movement_stepheight.value;
                cl.movevars_airaccel_qw = cl_movement_airaccel_qw.value;
+               cl.movevars_airaccel_qw_stretchfactor = 0;
                cl.movevars_airaccel_sideways_friction = cl_movement_airaccel_sideways_friction.value;
                cl.movevars_airstopaccelerate = 0;
                cl.movevars_airstrafeaccelerate = 0;
@@ -1533,7 +1554,7 @@ void CL_UpdateMoveVars(void)
 
        if(!(cl.moveflags & MOVEFLAG_VALID))
        {
-               if(gamemode == GAME_NEXUIZ)
+               if(gamemode == GAME_NEXUIZ)  // Legacy hack to work with old servers of Nexuiz.
                        cl.moveflags = MOVEFLAG_Q2AIRACCELERATE;
        }
 
@@ -1541,12 +1562,35 @@ void CL_UpdateMoveVars(void)
                cl.movevars_aircontrol_power = 2; // CPMA default
 }
 
+void CL_ClientMovement_PlayerMove_Frame(cl_clientmovement_state_t *s)
+{
+       // if a move is more than 50ms, do it as two moves (matching qwsv)
+       //Con_Printf("%i ", s.cmd.msec);
+       if(s->cmd.frametime > 0.0005)
+       {
+               if (s->cmd.frametime > 0.05)
+               {
+                       s->cmd.frametime /= 2;
+                       CL_ClientMovement_PlayerMove(s);
+               }
+               CL_ClientMovement_PlayerMove(s);
+       }
+       else
+       {
+               // we REALLY need this handling to happen, even if the move is not executed
+               if (!s->cmd.jump)
+                       s->cmd.canjump = true;
+       }
+}
+
 void CL_ClientMovement_Replay(void)
 {
        int i;
        double totalmovemsec;
        cl_clientmovement_state_t s;
 
+       VectorCopy(cl.mvelocity[0], cl.movement_velocity);
+
        if (cl.movement_predicted && !cl.movement_replay)
                return;
 
@@ -1565,7 +1609,7 @@ void CL_ClientMovement_Replay(void)
                if (cl.movecmd[i].sequence > cls.servermovesequence)
                        totalmovemsec += cl.movecmd[i].msec;
        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);
-       //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);
+       //Con_Printf("%i = %.0f >= %.0f && %u && (%i && %i && %i == %i && %i > 0 && %i\n", cl.movement_predicted, totalmovemsec, cl_movement_minping.value, cls.servermovesequence, cl_movement.integer, !cls.demoplayback, cls.signon, SIGNONS, cl.stats[STAT_HEALTH], !cl.intermission);
        if (cl.movement_predicted)
        {
                //Con_Printf("%ims\n", cl.movecmd[0].msec);
@@ -1583,18 +1627,10 @@ void CL_ClientMovement_Replay(void)
                        s.cmd = cl.movecmd[i];
                        if (i < CL_MAX_USERCMDS - 1)
                                s.cmd.canjump = cl.movecmd[i+1].canjump;
-                       // if a move is more than 50ms, do it as two moves (matching qwsv)
-                       //Con_Printf("%i ", s.cmd.msec);
-                       if(s.cmd.frametime > 0.0005)
-                       {
-                               if (s.cmd.frametime > 0.05)
-                               {
-                                       s.cmd.frametime /= 2;
-                                       CL_ClientMovement_PlayerMove(&s);
-                               }
-                               CL_ClientMovement_PlayerMove(&s);
-                               cl.movecmd[i].canjump = s.cmd.canjump;
-                       }
+
+                       CL_ClientMovement_PlayerMove_Frame(&s);
+
+                       cl.movecmd[i].canjump = s.cmd.canjump;
                }
                //Con_Printf("\n");
                CL_ClientMovement_UpdateStatus(&s);
@@ -1605,9 +1641,7 @@ void CL_ClientMovement_Replay(void)
                s.cmd = cl.movecmd[0];
        }
 
-       if (cls.demoplayback) // for bob, speedometer
-               VectorCopy(cl.mvelocity[0], cl.movement_velocity);
-       else
+       if (!cls.demoplayback) // for bob, speedometer
        {
                cl.movement_replay = false;
                // update the interpolation target position and velocity
@@ -1635,18 +1669,9 @@ void CL_ClientMovement_Replay(void)
                if (s.onground)
                        cl.onground = true;
        }
-
-       // react to onground state changes (for gun bob)
-       if (cl.onground)
-       {
-               if (!cl.oldonground)
-                       cl.hitgroundtime = cl.movecmd[0].time;
-               cl.lastongroundtime = cl.movecmd[0].time;
-       }
-       cl.oldonground = cl.onground;
 }
 
-void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
+static void QW_MSG_WriteDeltaUsercmd(sizebuf_t *buf, usercmd_t *from, usercmd_t *to)
 {
        int bits;
 
@@ -1697,6 +1722,25 @@ void CL_NewFrameReceived(int num)
        cl.latestframenumsposition = (cl.latestframenumsposition + 1) % LATESTFRAMENUMS;
 }
 
+void CL_RotateMoves(const matrix4x4_t *m)
+{
+       // rotate viewangles in all previous moves
+       vec3_t v;
+       vec3_t f, r, u;
+       int i;
+       for (i = 0;i < CL_MAX_USERCMDS;i++)
+       {
+               if (cl.movecmd[i].sequence > cls.servermovesequence)
+               {
+                       usercmd_t *c = &cl.movecmd[i];
+                       AngleVectors(c->viewangles, f, r, u);
+                       Matrix4x4_Transform(m, f, v); VectorCopy(v, f);
+                       Matrix4x4_Transform(m, u, v); VectorCopy(v, u);
+                       AnglesFromVectors(c->viewangles, f, u, false);
+               }
+       }
+}
+
 /*
 ==============
 CL_SendMove
@@ -1712,17 +1756,16 @@ void CL_SendMove(void)
        usercmd_t *cmd;
        sizebuf_t buf;
        unsigned char data[1024];
-       double packettime;
-       int msecdelta;
-       qboolean quemove;
-       qboolean important;
+       float packettime;
+       qbool quemove;
+       qbool important;
 
        // if playing a demo, do nothing
        if (!cls.netcon)
                return;
 
        // we don't que moves during a lag spike (potential network timeout)
-       quemove = realtime - cl.last_received_message < cl_movement_nettimeout.value;
+       quemove = host.realtime - cl.last_received_message < cl_movement_nettimeout.value;
 
        // we build up cl.cmd and then decide whether to send or not
        // we store this into cl.movecmd[0] for prediction each frame even if we
@@ -1731,7 +1774,7 @@ void CL_SendMove(void)
        cl.cmd.sequence = cls.netcon->outgoing_unreliable_sequence;
 
        // set button bits
-       // LordHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
+       // LadyHavoc: added 6 new buttons and use and chat buttons, and prydon cursor active button
        bits = 0;
        if (in_attack.state   & 3) bits |=   1;
        if (in_jump.state     & 3) bits |=   2;
@@ -1769,14 +1812,30 @@ void CL_SendMove(void)
        // set viewangles
        VectorCopy(cl.viewangles, cl.cmd.viewangles);
 
-       msecdelta = (int)(floor(cl.cmd.time * 1000) - floor(cl.movecmd[1].time * 1000));
-       cl.cmd.msec = (unsigned char)bound(0, msecdelta, 255);
+       // bones_was_here: previously cl.cmd.frametime was floored to nearest millisec
+       // this meant the smoothest async movement required integer millisec
+       // client and server frame times (eg 125fps)
+       cl.cmd.frametime = bound(0.0, cl.cmd.time - cl.movecmd[1].time, 0.255);
        // ridiculous value rejection (matches qw)
-       if (cl.cmd.msec > 250)
-               cl.cmd.msec = 100;
-       cl.cmd.frametime = cl.cmd.msec * (1.0 / 1000.0);
+       if (cl.cmd.frametime > 0.25)
+               cl.cmd.frametime = 0.1;
+       cl.cmd.msec = (unsigned char)floor(cl.cmd.frametime * 1000);
 
-       cl.cmd.predicted = cl_movement.integer != 0;
+       switch(cls.protocol)
+       {
+       case PROTOCOL_QUAKEWORLD:
+               // quakeworld uses a different cvar with opposite meaning, for compatibility
+               cl.cmd.predicted = cl_nopred.integer == 0;
+               break;
+       case PROTOCOL_DARKPLACES6:
+       case PROTOCOL_DARKPLACES7:
+       case PROTOCOL_DARKPLACES8:
+               cl.cmd.predicted = cl_movement.integer != 0;
+               break;
+       default:
+               cl.cmd.predicted = false;
+               break;
+       }
 
        // movement is set by input code (forwardmove/sidemove/upmove)
        // always dump the first two moves, because they may contain leftover inputs from the last level
@@ -1802,6 +1861,7 @@ void CL_SendMove(void)
                break;
        case PROTOCOL_DARKPLACES6:
        case PROTOCOL_DARKPLACES7:
+       case PROTOCOL_DARKPLACES8:
                // FIXME: cl.cmd.buttons & 16 is +button5, Nexuiz/Xonotic specific
                cl.cmd.crouch = (cl.cmd.buttons & 16) != 0;
                break;
@@ -1813,30 +1873,47 @@ void CL_SendMove(void)
                cl.movecmd[0] = cl.cmd;
 
        // don't predict more than 200fps
-       if (realtime >= cl.lastpackettime + 0.005)
+       if (cl.timesincepacket >= 0.005)
                cl.movement_replay = true; // redo the prediction
 
        // now decide whether to actually send this move
        // (otherwise it is only for prediction)
 
+       // do not send 0ms packets because they mess up physics
+       if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
+               return;
+
        // don't send too often or else network connections can get clogged by a
        // high renderer framerate
-       packettime = 1.0 / bound(1, cl_netfps.value, 1000);
+       packettime = 1.0f / bound(10.0f, cl_netfps.value, 1000.0f);
        if (cl.movevars_timescale && cl.movevars_ticrate)
        {
+               // try to ensure at least 1 packet per server frame
+               // and apply soft limit of 2, hard limit < 4 (packettime reduced further below)
                float maxtic = cl.movevars_ticrate / cl.movevars_timescale;
-               packettime = min(packettime, maxtic);
+               packettime = bound(maxtic * 0.5f, packettime, maxtic);
        }
+       // bones_was_here: reduce packettime to (largest multiple of realframetime) <= packettime
+       // prevents packet rates lower than cl_netfps or server frame rate
+       // eg: cl_netfps 60 and cl_maxfps 250 would otherwise send only 50 netfps
+       // with this line that config sends 62.5 netfps
+       // (this causes it to emit packets at a steady beat)
+       packettime = floor(packettime / (float)cl.realframetime) * (float)cl.realframetime;
 
-       // do not send 0ms packets because they mess up physics
-       if(cl.cmd.msec == 0 && cl.time > cl.oldtime && (cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon == SIGNONS))
-               return;
        // always send if buttons changed or an impulse is pending
        // even if it violates the rate limit!
        important = (cl.cmd.impulse || (cl_netimmediatebuttons.integer && cl.cmd.buttons != cl.movecmd[1].buttons));
-       // don't send too often (cl_netfps)
-       if (!important && realtime < cl.lastpackettime + packettime)
+
+       // don't send too often (cl_netfps), allowing a small margin for float error
+       // bones_was_here: accumulate realframetime to prevent low packet rates
+       // previously with cl_maxfps == cl_netfps it did not send every frame as
+       // host.realtime - cl.lastpackettime was often well below (or above) packettime
+       if (!important && cl.timesincepacket < packettime * 0.99999f)
+       {
+               cl.timesincepacket += cl.realframetime;
                return;
+       }
+
        // don't choke the connection with packets (obey rate limit)
        // it is important that this check be last, because it adds a new
        // frame to the shownetgraph output and any cancelation after this
@@ -1844,12 +1921,9 @@ void CL_SendMove(void)
        // we also still send if it is important
        if (!NetConn_CanSend(cls.netcon) && !important)
                return;
-       // try to round off the lastpackettime to a multiple of the packet interval
-       // (this causes it to emit packets at a steady beat)
-       if (packettime > 0)
-               cl.lastpackettime = floor(realtime / packettime) * packettime;
-       else
-               cl.lastpackettime = realtime;
+
+       // reset the packet timing accumulator
+       cl.timesincepacket = cl.realframetime;
 
        buf.maxsize = sizeof(data);
        buf.cursize = 0;
@@ -1866,6 +1940,7 @@ void CL_SendMove(void)
        // PROTOCOL_DARKPLACES5  clc_move = 19 bytes total
        // PROTOCOL_DARKPLACES6  clc_move = 52 bytes total
        // PROTOCOL_DARKPLACES7  clc_move = 56 bytes total per move (can be up to 16 moves)
+       // PROTOCOL_DARKPLACES8  clc_move = 56 bytes total per move (can be up to 16 moves)
        // PROTOCOL_QUAKEWORLD   clc_move = 34 bytes total (typically, but can reach 43 bytes, or even 49 bytes with roll)
 
        // set prydon cursor info
@@ -1967,6 +2042,7 @@ void CL_SendMove(void)
                        MSG_WriteByte (&buf, cl.cmd.impulse);
                case PROTOCOL_DARKPLACES6:
                case PROTOCOL_DARKPLACES7:
+               case PROTOCOL_DARKPLACES8:
                        // set the maxusercmds variable to limit how many should be sent
                        maxusercmds = bound(1, cl_netrepeatinput.integer + 1, min(3, CL_MAX_USERCMDS));
                        // when movement prediction is off, there's not much point in repeating old input as it will just be ignored
@@ -2023,9 +2099,11 @@ void CL_SendMove(void)
                // if cl_netrepeatinput is 1 and client framerate matches server
                // framerate, this is 10 bytes, if client framerate is lower this
                // will be more...
-               int i, j;
-               int oldsequence = cl.cmd.sequence - bound(1, cl_netrepeatinput.integer + 1, 3);
-               if (oldsequence < 1)
+               unsigned int oldsequence = cl.cmd.sequence;
+               unsigned int delta = bound(1, cl_netrepeatinput.integer + 1, 3);
+               if (oldsequence > delta)
+                       oldsequence = oldsequence - delta;
+               else
                        oldsequence = 1;
                for (i = 0;i < LATESTFRAMENUMS;i++)
                {
@@ -2055,7 +2133,7 @@ void CL_SendMove(void)
 
        // send the reliable message (forwarded commands) if there is one
        if (buf.cursize || cls.netcon->message.cursize)
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, max(20*(buf.cursize+40), cl_rate.integer), cl_rate_burstsize.integer, false);
 
        if (quemove)
        {
@@ -2089,11 +2167,7 @@ void CL_SendMove(void)
        in_impulse = 0;
 
        if (cls.netcon->message.overflowed)
-       {
-               Con_Print("CL_SendMove: lost server connection\n");
-               CL_Disconnect();
-               Host_ShutdownServer();
-       }
+               CL_Disconnect(true, "Lost connection to server");
 }
 
 /*
@@ -2103,80 +2177,75 @@ CL_InitInput
 */
 void CL_InitInput (void)
 {
-       Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
-       Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
-       Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
-       Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
-       Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
-       Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
-       Cmd_AddCommand ("+right",IN_RightDown, "turn right");
-       Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
-       Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
-       Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
-       Cmd_AddCommand ("+back",IN_BackDown, "move backward");
-       Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
-       Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
-       Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
-       Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
-       Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
-       Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
-       Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
-       Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
-       Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
-       Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
-       Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
-       Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
-       Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
-       Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
-       Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
-       Cmd_AddCommand ("+jump", IN_JumpDown, "jump");
-       Cmd_AddCommand ("-jump", IN_JumpUp, "end jump (so you can jump again)");
-       Cmd_AddCommand ("impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
-       Cmd_AddCommand ("+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
-       Cmd_AddCommand ("-klook", IN_KLookUp, "deactivate keyboard looking mode");
-       Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
-       Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode");
-
-       // LordHavoc: added use button
-       Cmd_AddCommand ("+use", IN_UseDown, "use something (may be used by some mods)");
-       Cmd_AddCommand ("-use", IN_UseUp, "stop using something");
-
-       // LordHavoc: added 6 new buttons
-       Cmd_AddCommand ("+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
-       Cmd_AddCommand ("-button3", IN_Button3Up, "deactivate button3");
-       Cmd_AddCommand ("+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
-       Cmd_AddCommand ("-button4", IN_Button4Up, "deactivate button4");
-       Cmd_AddCommand ("+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
-       Cmd_AddCommand ("-button5", IN_Button5Up, "deactivate button5");
-       Cmd_AddCommand ("+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
-       Cmd_AddCommand ("-button6", IN_Button6Up, "deactivate button6");
-       Cmd_AddCommand ("+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
-       Cmd_AddCommand ("-button7", IN_Button7Up, "deactivate button7");
-       Cmd_AddCommand ("+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
-       Cmd_AddCommand ("-button8", IN_Button8Up, "deactivate button8");
-       Cmd_AddCommand ("+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
-       Cmd_AddCommand ("-button9", IN_Button9Up, "deactivate button9");
-       Cmd_AddCommand ("+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
-       Cmd_AddCommand ("-button10", IN_Button10Up, "deactivate button10");
-       Cmd_AddCommand ("+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
-       Cmd_AddCommand ("-button11", IN_Button11Up, "deactivate button11");
-       Cmd_AddCommand ("+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
-       Cmd_AddCommand ("-button12", IN_Button12Up, "deactivate button12");
-       Cmd_AddCommand ("+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
-       Cmd_AddCommand ("-button13", IN_Button13Up, "deactivate button13");
-       Cmd_AddCommand ("+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
-       Cmd_AddCommand ("-button14", IN_Button14Up, "deactivate button14");
-       Cmd_AddCommand ("+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
-       Cmd_AddCommand ("-button15", IN_Button15Up, "deactivate button15");
-       Cmd_AddCommand ("+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
-       Cmd_AddCommand ("-button16", IN_Button16Up, "deactivate button16");
-
-       // LordHavoc: added bestweapon command
-       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)");
-#if 0
-       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");
-#endif
-       Cmd_AddCommand ("register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
+       Cmd_AddCommand(CF_CLIENT, "+moveup",IN_UpDown, "swim upward");
+       Cmd_AddCommand(CF_CLIENT, "-moveup",IN_UpUp, "stop swimming upward");
+       Cmd_AddCommand(CF_CLIENT, "+movedown",IN_DownDown, "swim downward");
+       Cmd_AddCommand(CF_CLIENT, "-movedown",IN_DownUp, "stop swimming downward");
+       Cmd_AddCommand(CF_CLIENT, "+left",IN_LeftDown, "turn left");
+       Cmd_AddCommand(CF_CLIENT, "-left",IN_LeftUp, "stop turning left");
+       Cmd_AddCommand(CF_CLIENT, "+right",IN_RightDown, "turn right");
+       Cmd_AddCommand(CF_CLIENT, "-right",IN_RightUp, "stop turning right");
+       Cmd_AddCommand(CF_CLIENT, "+forward",IN_ForwardDown, "move forward");
+       Cmd_AddCommand(CF_CLIENT, "-forward",IN_ForwardUp, "stop moving forward");
+       Cmd_AddCommand(CF_CLIENT, "+back",IN_BackDown, "move backward");
+       Cmd_AddCommand(CF_CLIENT, "-back",IN_BackUp, "stop moving backward");
+       Cmd_AddCommand(CF_CLIENT, "+lookup", IN_LookupDown, "look upward");
+       Cmd_AddCommand(CF_CLIENT, "-lookup", IN_LookupUp, "stop looking upward");
+       Cmd_AddCommand(CF_CLIENT, "+lookdown", IN_LookdownDown, "look downward");
+       Cmd_AddCommand(CF_CLIENT, "-lookdown", IN_LookdownUp, "stop looking downward");
+       Cmd_AddCommand(CF_CLIENT, "+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)");
+       Cmd_AddCommand(CF_CLIENT, "-strafe", IN_StrafeUp, "deactivate strafing mode");
+       Cmd_AddCommand(CF_CLIENT, "+moveleft", IN_MoveleftDown, "strafe left");
+       Cmd_AddCommand(CF_CLIENT, "-moveleft", IN_MoveleftUp, "stop strafing left");
+       Cmd_AddCommand(CF_CLIENT, "+moveright", IN_MoverightDown, "strafe right");
+       Cmd_AddCommand(CF_CLIENT, "-moveright", IN_MoverightUp, "stop strafing right");
+       Cmd_AddCommand(CF_CLIENT, "+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
+       Cmd_AddCommand(CF_CLIENT, "-speed", IN_SpeedUp, "deactivate run mode");
+       Cmd_AddCommand(CF_CLIENT, "+attack", IN_AttackDown, "begin firing");
+       Cmd_AddCommand(CF_CLIENT, "-attack", IN_AttackUp, "stop firing");
+       Cmd_AddCommand(CF_CLIENT, "+jump", IN_JumpDown, "jump");
+       Cmd_AddCommand(CF_CLIENT, "-jump", IN_JumpUp, "end jump (so you can jump again)");
+       Cmd_AddCommand(CF_CLIENT, "impulse", IN_Impulse, "send an impulse number to server (select weapon, use item, etc)");
+       Cmd_AddCommand(CF_CLIENT, "+klook", IN_KLookDown, "activate keyboard looking mode, do not recenter view");
+       Cmd_AddCommand(CF_CLIENT, "-klook", IN_KLookUp, "deactivate keyboard looking mode");
+       Cmd_AddCommand(CF_CLIENT, "+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view");
+       Cmd_AddCommand(CF_CLIENT, "-mlook", IN_MLookUp, "deactivate mouse looking mode");
+
+       // LadyHavoc: added lots of buttons
+       Cmd_AddCommand(CF_CLIENT, "+use", IN_UseDown, "use something (may be used by some mods)");
+       Cmd_AddCommand(CF_CLIENT, "-use", IN_UseUp, "stop using something");
+       Cmd_AddCommand(CF_CLIENT, "+button3", IN_Button3Down, "activate button3 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button3", IN_Button3Up, "deactivate button3");
+       Cmd_AddCommand(CF_CLIENT, "+button4", IN_Button4Down, "activate button4 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button4", IN_Button4Up, "deactivate button4");
+       Cmd_AddCommand(CF_CLIENT, "+button5", IN_Button5Down, "activate button5 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button5", IN_Button5Up, "deactivate button5");
+       Cmd_AddCommand(CF_CLIENT, "+button6", IN_Button6Down, "activate button6 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button6", IN_Button6Up, "deactivate button6");
+       Cmd_AddCommand(CF_CLIENT, "+button7", IN_Button7Down, "activate button7 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button7", IN_Button7Up, "deactivate button7");
+       Cmd_AddCommand(CF_CLIENT, "+button8", IN_Button8Down, "activate button8 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button8", IN_Button8Up, "deactivate button8");
+       Cmd_AddCommand(CF_CLIENT, "+button9", IN_Button9Down, "activate button9 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button9", IN_Button9Up, "deactivate button9");
+       Cmd_AddCommand(CF_CLIENT, "+button10", IN_Button10Down, "activate button10 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button10", IN_Button10Up, "deactivate button10");
+       Cmd_AddCommand(CF_CLIENT, "+button11", IN_Button11Down, "activate button11 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button11", IN_Button11Up, "deactivate button11");
+       Cmd_AddCommand(CF_CLIENT, "+button12", IN_Button12Down, "activate button12 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button12", IN_Button12Up, "deactivate button12");
+       Cmd_AddCommand(CF_CLIENT, "+button13", IN_Button13Down, "activate button13 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button13", IN_Button13Up, "deactivate button13");
+       Cmd_AddCommand(CF_CLIENT, "+button14", IN_Button14Down, "activate button14 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button14", IN_Button14Up, "deactivate button14");
+       Cmd_AddCommand(CF_CLIENT, "+button15", IN_Button15Down, "activate button15 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button15", IN_Button15Up, "deactivate button15");
+       Cmd_AddCommand(CF_CLIENT, "+button16", IN_Button16Down, "activate button16 (behavior depends on mod)");
+       Cmd_AddCommand(CF_CLIENT, "-button16", IN_Button16Up, "deactivate button16");
+
+       // LadyHavoc: added bestweapon command
+       Cmd_AddCommand(CF_CLIENT, "bestweapon", IN_BestWeapon_f, "send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1)");
+       Cmd_AddCommand(CF_CLIENT, "register_bestweapon", IN_BestWeapon_Register_f, "(for QC usage only) change weapon parameters to be used by bestweapon; stuffcmd this in ClientConnect");
 
        Cvar_RegisterVariable(&cl_movecliptokeyboard);
        Cvar_RegisterVariable(&cl_movement);
@@ -2198,6 +2267,7 @@ void CL_InitInput (void)
        Cvar_RegisterVariable(&cl_movement_jumpvelocity);
        Cvar_RegisterVariable(&cl_movement_airaccel_qw);
        Cvar_RegisterVariable(&cl_movement_airaccel_sideways_friction);
+       Cvar_RegisterVariable(&cl_nopred);
 
        Cvar_RegisterVariable(&in_pitch_min);
        Cvar_RegisterVariable(&in_pitch_max);
@@ -2206,11 +2276,17 @@ void CL_InitInput (void)
        Cvar_RegisterVariable(&m_accelerate_minspeed);
        Cvar_RegisterVariable(&m_accelerate_maxspeed);
        Cvar_RegisterVariable(&m_accelerate_filter);
+       Cvar_RegisterVariable(&m_accelerate_power);
+       Cvar_RegisterVariable(&m_accelerate_power_offset);
+       Cvar_RegisterVariable(&m_accelerate_power_senscap);
+       Cvar_RegisterVariable(&m_accelerate_power_strength);
 
        Cvar_RegisterVariable(&cl_netfps);
        Cvar_RegisterVariable(&cl_netrepeatinput);
        Cvar_RegisterVariable(&cl_netimmediatebuttons);
 
        Cvar_RegisterVariable(&cl_nodelta);
+
+       Cvar_RegisterVariable(&cl_csqc_generatemousemoveevents);
 }