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