//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"

// cl.input.c  -- builds an intended movement command to send to the server

#include "client.h"
#ifdef _XBOX
#include "../../code/client/cl_input_hotswap.h"
#include "../xbox/XBVoice.h"
#endif
unsigned	frame_msec;
int			old_com_frameTime;

float cl_mPitchOverride = 0.0f;
float cl_mYawOverride = 0.0f;
float cl_mSensitivityOverride = 0.0f;
qboolean cl_bUseFighterPitch = qfalse;
qboolean cl_crazyShipControls = qfalse;

#ifdef VEH_CONTROL_SCHEME_4
#define	OVERRIDE_MOUSE_SENSITIVITY 5.0f//20.0f = 180 degree turn in one mouse swipe across keyboard
#else// VEH_CONTROL_SCHEME_4
#define	OVERRIDE_MOUSE_SENSITIVITY 10.0f//20.0f = 180 degree turn in one mouse swipe across keyboard
#endif// VEH_CONTROL_SCHEME_4
/*
===============================================================================

KEY BUTTONS

Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.

When a key event issues a button command (+forward, +attack, etc), it appends
its key number as argv(1) so it can be matched up with the release.

argv(2) will be set to the time the event happened, which allows exact
control even at low framerates when the down and up events may both get qued
at the same time.

===============================================================================
*/


kbutton_t	in_left, in_right, in_forward, in_back;
kbutton_t	in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t	in_strafe, in_speed;
kbutton_t	in_up, in_down;

kbutton_t	in_buttons[16];


qboolean	in_mlooking;


#ifdef _XBOX
HotSwapManager swapMan1(HOTSWAP_ID_WHITE);
HotSwapManager swapMan2(HOTSWAP_ID_BLACK);


void IN_HotSwap1On(void)
{
	swapMan1.SetDown();
}


void IN_HotSwap2On(void)
{
	swapMan2.SetDown();
}


void IN_HotSwap1Off(void)
{
	swapMan1.SetUp();
}


void IN_HotSwap2Off(void)
{
	swapMan2.SetUp();
}


void CL_UpdateHotSwap(void)
{
	swapMan1.Update();
	swapMan2.Update();
}


bool CL_ExtendSelectTime(void)
{
	return swapMan1.ButtonDown() || swapMan2.ButtonDown();
}


#endif


void IN_Button11Down(void);
void IN_Button11Up(void);
void IN_Button10Down(void);
void IN_Button10Up(void);
void IN_Button6Down(void);
void IN_Button6Up(void);
void IN_UseGivenForce(void)
{
	char *c = Cmd_Argv(1);
	int forceNum =-1;
	int genCmdNum = 0;

	if(c) {
		forceNum = atoi(c);
	} else {
		return;
	}

	switch(forceNum) {
	case FP_DRAIN:
		IN_Button11Down();
		IN_Button11Up();
		break;
	case FP_PUSH:
		genCmdNum = GENCMD_FORCE_THROW;
		break;
	case FP_SPEED:
		genCmdNum = GENCMD_FORCE_SPEED;
		break;
	case FP_PULL:
		genCmdNum = GENCMD_FORCE_PULL;
		break;
	case FP_TELEPATHY:
		genCmdNum = GENCMD_FORCE_DISTRACT;
		break;
	case FP_GRIP:
		IN_Button6Down();
		IN_Button6Up();
		break;
	case FP_LIGHTNING:
		IN_Button10Down();
		IN_Button10Up();
		break;
	case FP_RAGE:
		genCmdNum = GENCMD_FORCE_RAGE;
		break;
	case FP_PROTECT:
		genCmdNum = GENCMD_FORCE_PROTECT;
		break;
	case FP_ABSORB:
		genCmdNum = GENCMD_FORCE_ABSORB;
		break;
	case FP_SEE:
		genCmdNum = GENCMD_FORCE_SEEING;
		break;
	case FP_HEAL:
		genCmdNum = GENCMD_FORCE_HEAL;
		break;
	case FP_TEAM_HEAL:
		genCmdNum = GENCMD_FORCE_HEALOTHER;
		break;
	case FP_TEAM_FORCE:
		genCmdNum = GENCMD_FORCE_FORCEPOWEROTHER;
		break;
	default:
		assert(0);
		break;
	}

	if(genCmdNum != 0) {
		cl.gcmdSendValue = qtrue;
		cl.gcmdValue = genCmdNum;
	}
}

void IN_MLookDown( void ) {
	in_mlooking = qtrue;
}

void IN_MLookUp( void ) {
	in_mlooking = qfalse;
	if ( !cl_freelook->integer ) {
		IN_CenterView ();
	}
}

void IN_GenCMD1( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_SABERSWITCH;
}

void IN_GenCMD2( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_ENGAGE_DUEL;
}

void IN_GenCMD3( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_HEAL;
}

void IN_GenCMD4( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_SPEED;
}

void IN_GenCMD5( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_PULL;
}

void IN_GenCMD6( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_DISTRACT;
}

void IN_GenCMD7( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_RAGE;
}

void IN_GenCMD8( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_PROTECT;
}

void IN_GenCMD9( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_ABSORB;
}

void IN_GenCMD10( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_HEALOTHER;
}

void IN_GenCMD11( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_FORCEPOWEROTHER;
}

void IN_GenCMD12( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_SEEING;
}

void IN_GenCMD13( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_SEEKER;
}

void IN_GenCMD14( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_FIELD;
}

void IN_GenCMD15( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_BACTA;
}

void IN_GenCMD16( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_ELECTROBINOCULARS;
}

void IN_GenCMD17( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_ZOOM;
}

void IN_GenCMD18( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_SENTRY;
}

void IN_GenCMD19( void )
{
#ifdef _XBOX
	if (cl.snap.ps.weapon != WP_SABER)
	{
		Cbuf_ExecuteText(EXEC_APPEND, "weapon 1");
		return;
	}
#endif

	if (Cvar_VariableIntegerValue("d_saberStanceDebug"))
	{
		Com_Printf("SABERSTANCEDEBUG: Gencmd on client set successfully.\n");
	}
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_SABERATTACKCYCLE;
}

void IN_GenCMD20( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FORCE_THROW;
}

void IN_GenCMD21( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_JETPACK;
}

void IN_GenCMD22( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_BACTABIG;
}

void IN_GenCMD23( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_HEALTHDISP;
}

void IN_GenCMD24( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_AMMODISP;
}

void IN_GenCMD25( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_EWEB;
}

void IN_GenCMD26( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_USE_CLOAK;
}

void IN_GenCMD27( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_TAUNT;
}

void IN_GenCMD28( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_BOW;
}

void IN_GenCMD29( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_MEDITATE;
}

void IN_GenCMD30( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_FLOURISH;
}

void IN_GenCMD31( void )
{
	cl.gcmdSendValue = qtrue;
	cl.gcmdValue = GENCMD_GLOAT;
}


//toggle automap view mode
static bool g_clAutoMapMode = false;
void IN_AutoMapButton(void)
{
	g_clAutoMapMode = !g_clAutoMapMode;
}

//toggle between automap, radar, nothing
extern cvar_t *r_autoMap;
void IN_AutoMapToggle(void)
{

	if (Cvar_VariableIntegerValue("cg_drawRadar"))
	{
		Cvar_Set("cg_drawRadar", "0");
	}
	else
	{
		Cvar_Set("cg_drawRadar", "1");
	}
	/*
	if (r_autoMap && r_autoMap->integer)
	{ //automap off, radar on
		Cvar_Set("r_autoMap", "0");
		Cvar_Set("cg_drawRadar", "1");
	}
	else if (Cvar_VariableIntegerValue("cg_drawRadar"))
	{ //radar off, automap should be off too
		Cvar_Set("cg_drawRadar", "0");
	}
	else
	{ //turn automap on
		Cvar_Set("r_autoMap", "1");
	}
	*/
}

void IN_VoiceChatButton(void)
{
	if (!uivm)
	{ //ui not loaded so this command is useless
		return;
	}
	VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_VOICECHAT );
}

void IN_KeyDown( kbutton_t *b ) {
	int		k;
	char	*c;
	
	c = Cmd_Argv(1);
	if ( c[0] ) {
		k = atoi(c);
	} else {
		k = -1;		// typed manually at the console for continuous down
	}

	if ( k == b->down[0] || k == b->down[1] ) {
		return;		// repeating key
	}
	
	if ( !b->down[0] ) {
		b->down[0] = k;
	} else if ( !b->down[1] ) {
		b->down[1] = k;
	} else {
		Com_Printf ("Three keys down for a button!\n");
		return;
	}
	
	if ( b->active ) {
		return;		// still down
	}

	// save timestamp for partial frame summing
	c = Cmd_Argv(2);
	b->downtime = atoi(c);

	b->active = qtrue;
	b->wasPressed = qtrue;
}

void IN_KeyUp( kbutton_t *b ) {
	int		k;
	char	*c;
	unsigned	uptime;

	c = Cmd_Argv(1);
	if ( c[0] ) {
		k = atoi(c);
	} else {
		// typed manually at the console, assume for unsticking, so clear all
		b->down[0] = b->down[1] = 0;
		b->active = qfalse;
		return;
	}

	if ( b->down[0] == k ) {
		b->down[0] = 0;
	} else if ( b->down[1] == k ) {
		b->down[1] = 0;
	} else {
		return;		// key up without coresponding down (menu pass through)
	}
	if ( b->down[0] || b->down[1] ) {
		return;		// some other key is still holding it down
	}

	b->active = qfalse;

	// save timestamp for partial frame summing
	c = Cmd_Argv(2);
	uptime = atoi(c);
	if ( uptime ) {
		b->msec += uptime - b->downtime;
	} else {
		b->msec += frame_msec / 2;
	}

	b->active = qfalse;
}



/*
===============
CL_KeyState

Returns the fraction of the frame that the key was down
===============
*/
float CL_KeyState( kbutton_t *key ) {
	float		val;
	int			msec;

	msec = key->msec;
	key->msec = 0;

	if ( key->active ) {
		// still down
		if ( !key->downtime ) {
			msec = com_frameTime;
		} else {
			msec += com_frameTime - key->downtime;
		}
		key->downtime = com_frameTime;
	}

#if 0
	if (msec) {
		Com_Printf ("%i ", msec);
	}
#endif

	val = (float)msec / frame_msec;
	if ( val < 0 ) {
		val = 0;
	}
	if ( val > 1 ) {
		val = 1;
	}

	return val;
}

#define		AUTOMAP_KEY_FORWARD			1
#define		AUTOMAP_KEY_BACK			2
#define		AUTOMAP_KEY_YAWLEFT			3
#define		AUTOMAP_KEY_YAWRIGHT		4
#define		AUTOMAP_KEY_PITCHUP			5
#define		AUTOMAP_KEY_PITCHDOWN		6
#define		AUTOMAP_KEY_DEFAULTVIEW		7
static autoMapInput_t			g_clAutoMapInput;
//intercept certain keys during automap mode
static void CL_AutoMapKey(int autoMapKey, qboolean up)
{
	autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory;

	switch (autoMapKey)
	{
	case AUTOMAP_KEY_FORWARD:
        if (up)
		{
			g_clAutoMapInput.up = 0.0f;
		}
		else
		{
			g_clAutoMapInput.up = 16.0f;
		}
		break;
	case AUTOMAP_KEY_BACK:
        if (up)
		{
			g_clAutoMapInput.down = 0.0f;
		}
		else
		{
			g_clAutoMapInput.down = 16.0f;
		}
		break;
	case AUTOMAP_KEY_YAWLEFT:
		if (up)
		{
			g_clAutoMapInput.yaw = 0.0f;
		}
		else
		{
			g_clAutoMapInput.yaw = -4.0f;
		}
		break;
	case AUTOMAP_KEY_YAWRIGHT:
		if (up)
		{
			g_clAutoMapInput.yaw = 0.0f;
		}
		else
		{
			g_clAutoMapInput.yaw = 4.0f;
		}
		break;
	case AUTOMAP_KEY_PITCHUP:
		if (up)
		{
			g_clAutoMapInput.pitch = 0.0f;
		}
		else
		{
			g_clAutoMapInput.pitch = -4.0f;
		}
		break;
	case AUTOMAP_KEY_PITCHDOWN:
		if (up)
		{
			g_clAutoMapInput.pitch = 0.0f;
		}
		else
		{
			g_clAutoMapInput.pitch = 4.0f;
		}
		break;
	case AUTOMAP_KEY_DEFAULTVIEW:
		memset(&g_clAutoMapInput, 0, sizeof(autoMapInput_t));
		g_clAutoMapInput.goToDefaults = qtrue;
		break;
	default:
		break;
	}

	memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t));

	if (cgvm)
	{
		VM_Call(cgvm, CG_AUTOMAP_INPUT, 0);
	}

	g_clAutoMapInput.goToDefaults = qfalse;
}


void IN_UpDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qfalse);
	}
	else
	{
		IN_KeyDown(&in_up);
	}
}
void IN_UpUp(void) 
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qtrue);
	}
	else
	{
		IN_KeyUp(&in_up);
	}
}
void IN_DownDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qfalse);
	}
	else
	{
		IN_KeyDown(&in_down);
	}
}
void IN_DownUp(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qtrue);
	}
	else
	{
		IN_KeyUp(&in_down);
	}
}
void IN_LeftDown(void) {IN_KeyDown(&in_left);}
void IN_LeftUp(void) {IN_KeyUp(&in_left);}
void IN_RightDown(void) {IN_KeyDown(&in_right);}
void IN_RightUp(void) {IN_KeyUp(&in_right);}
void IN_ForwardDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qfalse);
	}
	else
	{
		IN_KeyDown(&in_forward);
	}
}
void IN_ForwardUp(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qtrue);
	}
	else
	{
		IN_KeyUp(&in_forward);
	}
}
void IN_BackDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_BACK, qfalse);
	}
	else
	{
		IN_KeyDown(&in_back);
	}
}
void IN_BackUp(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_BACK, qtrue);
	}
	else
	{
		IN_KeyUp(&in_back);
	}
}
void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
void IN_MoveleftDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qfalse);
	}
	else
	{
		IN_KeyDown(&in_moveleft);
	}
}
void IN_MoveleftUp(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qtrue);
	}
	else
	{
		IN_KeyUp(&in_moveleft);
	}
}
void IN_MoverightDown(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qfalse);
	}
	else
	{
		IN_KeyDown(&in_moveright);
	}
}
void IN_MoverightUp(void)
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qtrue);
	}
	else
	{
		IN_KeyUp(&in_moveright);
	}
}

#ifdef _XBOX
// BTO - State for auto-level usage. This REALLY ought to be in cl[sc ].
// Honestly, I don't want to figure out which one, especially anticipating
// split-screen. All I want for Christmas is to not do split-screen.
static unsigned long sLastFireTime = 0;
#endif

void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}

void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
void IN_Button0Up(void)
{
	IN_KeyUp(&in_buttons[0]);
#ifdef _XBOX	// Auto-level. Thought this was nasty, but now I sort of like it.
	sLastFireTime = Sys_Milliseconds();
#endif
}
void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
void IN_Button5Down(void) //use key
{
	if (g_clAutoMapMode)
	{
		CL_AutoMapKey(AUTOMAP_KEY_DEFAULTVIEW, qfalse);
	}
	else
	{
		IN_KeyDown(&in_buttons[5]);
	}
}
void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
void IN_Button7Up(void)
{
	IN_KeyUp(&in_buttons[7]);
#ifdef _XBOX	// Auto-level. Thought this was nasty, but now I sort of like it.
	sLastFireTime = Sys_Milliseconds();
#endif
}
void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}

void IN_ButtonDown (void) {
	IN_KeyDown(&in_buttons[1]);}
void IN_ButtonUp (void) {
	IN_KeyUp(&in_buttons[1]);}

void IN_CenterView (void) {
	cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
}

#ifdef _XBOX
void IN_VoiceToggleDown(void) { g_Voice.SetChannel( CHAN_ALL ); }
void IN_VoiceToggleUp(void) { g_Voice.SetChannel( CHAN_TEAM ); }
#endif


//==========================================================================

cvar_t	*cl_upspeed;
cvar_t	*cl_forwardspeed;
cvar_t	*cl_sidespeed;

cvar_t	*cl_yawspeed;
cvar_t	*cl_pitchspeed;

cvar_t	*cl_run;

cvar_t	*cl_anglespeedkey;


/*
================
CL_AdjustAngles

Moves the local angle positions
================
*/
void CL_AdjustAngles( void ) {
	float	speed;
	
	if ( in_speed.active ) {
		speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
	} else {
		speed = 0.001 * cls.frametime;
	}

	if ( !in_strafe.active ) {
		if ( cl_mYawOverride )
		{
			if ( cl_mSensitivityOverride )
			{
				cl.viewangles[YAW] -= cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_right);
				cl.viewangles[YAW] += cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_left);
			}
			else
			{
				cl.viewangles[YAW] -= cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_right);
				cl.viewangles[YAW] += cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_left);
			}
		}
		else
		{
			cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
			cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
		}
	}

	if ( cl_mPitchOverride )
	{
		if ( cl_mSensitivityOverride )
		{
			cl.viewangles[PITCH] -= cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
			cl.viewangles[PITCH] += cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
		}
		else
		{
			cl.viewangles[PITCH] -= cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
			cl.viewangles[PITCH] += cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
		}
	}
	else
	{
		cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
		cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
	}
}

/*
================
CL_KeyMove

Sets the usercmd_t based on key states
================
*/
void CL_KeyMove( usercmd_t *cmd ) {
	int		movespeed;
	int		forward, side, up;

	//
	// adjust for speed key / running
	// the walking flag is to keep animations consistant
	// even during acceleration and develeration
	//
	if ( in_speed.active ^ cl_run->integer ) {
		movespeed = 127;
		cmd->buttons &= ~BUTTON_WALKING;
	} else {
		cmd->buttons |= BUTTON_WALKING;
		movespeed = 46;
	}

	forward = 0;
	side = 0;
	up = 0;
	if ( in_strafe.active ) {
		side += movespeed * CL_KeyState (&in_right);
		side -= movespeed * CL_KeyState (&in_left);
	}

	side += movespeed * CL_KeyState (&in_moveright);
	side -= movespeed * CL_KeyState (&in_moveleft);


	up += movespeed * CL_KeyState (&in_up);
	up -= movespeed * CL_KeyState (&in_down);

	forward += movespeed * CL_KeyState (&in_forward);
	forward -= movespeed * CL_KeyState (&in_back);

	cmd->forwardmove = ClampChar( forward );
	cmd->rightmove = ClampChar( side );
	cmd->upmove = ClampChar( up );
}

/*
=================
CL_MouseEvent
=================
*/
void CL_MouseEvent( int dx, int dy, int time ) {
	if (g_clAutoMapMode && cgvm)
	{ //automap input
		autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory;

		g_clAutoMapInput.yaw = dx;
		g_clAutoMapInput.pitch = dy;
		memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t));
		VM_Call(cgvm, CG_AUTOMAP_INPUT, 1);

		g_clAutoMapInput.yaw = 0.0f;
		g_clAutoMapInput.pitch = 0.0f;
	}
	else if ( cls.keyCatchers & KEYCATCH_UI ) {
		VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
	} else if (cls.keyCatchers & KEYCATCH_CGAME) {
		VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
	} else {
		cl.mouseDx[cl.mouseIndex] += dx;
		cl.mouseDy[cl.mouseIndex] += dy;
	}
}

/*
=================
CL_JoystickEvent

Joystick values stay set until changed
=================
*/
void CL_JoystickEvent( int axis, int value, int time ) {
	if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
		Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
	}
	cl.joystickAxis[axis] = value;
}

/*
=================
CL_JoystickMove
=================
*/
extern cvar_t *in_joystick;
void CL_JoystickMove( usercmd_t *cmd ) {
#ifndef _XBOX	// We always have a joystick, won't bother adding another cvar
	if ( !in_joystick->integer )
	{
		return;
	}
#endif

	int		movespeed;
	float	anglespeed;

	if ( in_speed.active ^ cl_run->integer ) {
		movespeed = 2;
	} else {
		movespeed = 1;
		cmd->buttons |= BUTTON_WALKING;
	}

	if ( in_speed.active ) {
		anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
	} else {
		anglespeed = 0.001 * cls.frametime;
	}

#ifndef _XBOX
	if ( !in_strafe.active ) {
		if ( cl_mYawOverride )
		{
			if ( cl_mSensitivityOverride )
			{
				cl.viewangles[YAW] += cl_mYawOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_SIDE]/2.0f;
			}
			else
			{
				cl.viewangles[YAW] += cl_mYawOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_SIDE]/2.0f;
			}
		}
		else
		{
			cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * cl.joystickAxis[AXIS_SIDE];
		}
	} else
#endif
	{
		cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
	}

#ifndef _XBOX
	if ( in_mlooking || cl_freelook->integer ) {
		if ( cl_mPitchOverride )
		{
			if ( cl_mSensitivityOverride )
			{
				cl.viewangles[PITCH] += cl_mPitchOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_FORWARD]/2.0f;
			}
			else
			{
				cl.viewangles[PITCH] += cl_mPitchOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_FORWARD]/2.0f;
			}
		}
		else
		{
			cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * cl.joystickAxis[AXIS_FORWARD];
		}
	} else
#endif
	{
		cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
	}

	cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
}

/*
=================
CL_MouseMove
=================
*/
#ifdef _XBOX
void CL_MouseClamp(int *x, int *y)
{
	float ax = Q_fabs(*x);
	float ay = Q_fabs(*y);

	ax = (ax-10)*(3.0f/45.0f) * (ax-10) * (Q_fabs(*x) > 10);
	ay = (ay-10)*(3.0f/45.0f) * (ay-10) * (Q_fabs(*y) > 10);
	if (*x < 0)
		*x = -ax;
	else
		*x = ax;
	if (*y < 0)
		*y = -ay;
	else
		*y = ay;
}
#endif

void CL_MouseMove( usercmd_t *cmd ) {
	float	mx, my;
	float	accelSensitivity;
	float	rate;
	const float	speed = static_cast<float>(frame_msec);
	const float pitch = cl_bUseFighterPitch?m_pitchVeh->value:m_pitch->value;

#ifdef _XBOX
	const float mouseSpeedX = 0.06f;
	const float mouseSpeedY = 0.05f;

	// allow mouse smoothing
	if ( m_filter->integer ) {
		mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5f * frame_msec * mouseSpeedX;
		my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5f * frame_msec * mouseSpeedY;
	} else {
		int ax = cl.mouseDx[cl.mouseIndex];
		int ay = cl.mouseDy[cl.mouseIndex];
		CL_MouseClamp(&ax, &ay);
		
		mx = ax * speed * mouseSpeedX;
		my = ay * speed * mouseSpeedY;		
	}

	extern int cg_crossHairStatus;
	const float m_hoverSensitivity = 0.4f;
	if (cg_crossHairStatus)
	{
		mx *= m_hoverSensitivity;
		my *= m_hoverSensitivity;
	}
#else
	// allow mouse smoothing
	if ( m_filter->integer ) {
		mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
		my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
	} else {
		mx = cl.mouseDx[cl.mouseIndex];
		my = cl.mouseDy[cl.mouseIndex];
	}
#endif

	cl.mouseIndex ^= 1;
	cl.mouseDx[cl.mouseIndex] = 0;
	cl.mouseDy[cl.mouseIndex] = 0;

	rate = SQRTFAST( mx * mx + my * my ) / speed;
	if ( cl_mYawOverride || cl_mPitchOverride )
	{//FIXME: different people have different speed mouses,
		if ( cl_mSensitivityOverride )
		{
			//this will fuck things up for them, need to clamp 
			//max input?
			accelSensitivity = cl_mSensitivityOverride;
		}
		else
		{
			accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
			// scale by FOV
			accelSensitivity *= cl.cgameSensitivity;
		}
	}
	else
	{
		accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
		// scale by FOV
		accelSensitivity *= cl.cgameSensitivity;
	}

	if ( rate && cl_showMouseRate->integer ) {
		Com_Printf( "%f : %f\n", rate, accelSensitivity );
	}

	mx *= accelSensitivity;
	my *= accelSensitivity;

	if (!mx && !my) {
#ifdef _XBOX
		// If there was a movement but no change in angles then start auto-leveling the camera
		float autolevelSpeed = 0.03f;

		if (!cg_crossHairStatus &&								// Not looking at an enemy
			cl.joystickAxis[AXIS_FORWARD] &&					// Moving forward/backward
			cl.snap.ps.groundEntityNum != ENTITYNUM_NONE &&		// Not in the air
			Cvar_VariableIntegerValue("cl_autolevel") &&		// Autolevel is turned on
			!(in_buttons[0].active || in_buttons[7].active) &&	// Not firing a weapon
			sLastFireTime < Sys_Milliseconds() - 1000)			// Haven't fired recently
		{
			float normAngle = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
			// The adjustment to normAngle below is meant to add or remove some multiple
			// of 360, so that normAngle is within 180 of viewangles[PITCH]. It should
			// be correct.
			int diff = (int)(cl.viewangles[PITCH] - normAngle);
			if (diff > 180)
				normAngle += 360.0f * ((diff+180) / 360);
			else if (diff < -180)
				normAngle -= 360.0f * ((-diff+180) / 360);

			if (Cvar_VariableIntegerValue("cg_thirdperson") == 1)
			{
				normAngle += 10;
				autolevelSpeed *= 1.5f;
			}
			if (cl.viewangles[PITCH] > normAngle)
			{
				cl.viewangles[PITCH] -= autolevelSpeed * speed;
				if (cl.viewangles[PITCH] < normAngle) cl.viewangles[PITCH] = normAngle;
			}
			else if (cl.viewangles[PITCH] < normAngle)
			{
				cl.viewangles[PITCH] += autolevelSpeed * speed;
				if (cl.viewangles[PITCH] > normAngle) cl.viewangles[PITCH] = normAngle;
			}
		}
#endif
		return;
	}

	// add mouse X/Y movement to cmd
	if ( in_strafe.active ) {
		cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
	} else {
		if ( cl_mYawOverride )
		{
			cl.viewangles[YAW] -= cl_mYawOverride * mx;
		}
		else
		{
			cl.viewangles[YAW] -= m_yaw->value * mx;
		}
	}

	if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
		// VVFIXME - This is supposed to be a CVAR
#ifdef _XBOX
		const float cl_pitchSensitivity = 0.5f;
#else
		const float cl_pitchSensitivity = 1.0f;
#endif
		if ( cl_mPitchOverride )
		{
			if ( pitch > 0 )
			{
				cl.viewangles[PITCH] += cl_mPitchOverride * my * cl_pitchSensitivity;
			}
			else
			{
				cl.viewangles[PITCH] -= cl_mPitchOverride * my * cl_pitchSensitivity;
			}
		}
		else
		{
			cl.viewangles[PITCH] += pitch * my * cl_pitchSensitivity;
		}
	} else {
		cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
	}
}

qboolean CL_NoUseableForce(void)
{
	if (!cgvm)
	{ //ahh, no cgame loaded
		return qfalse;
	}

	return (qboolean)VM_Call(cgvm, CG_GET_USEABLE_FORCE);
}

/*
==============
CL_CmdButtons
==============
*/
void CL_CmdButtons( usercmd_t *cmd ) {
	int		i;

	//
	// figure button bits
	// send a button bit even if the key was pressed and released in
	// less than a frame
	//	
	for (i = 0 ; i < 15 ; i++) {
		if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
			cmd->buttons |= 1 << i;
		}
		in_buttons[i].wasPressed = qfalse;
	}

	if (cmd->buttons & BUTTON_FORCEPOWER)
	{ //check for transferring a use force to a use inventory...
		if ((cmd->buttons & BUTTON_USE) || CL_NoUseableForce())
		{ //it's pushed, remap it!
			cmd->buttons &= ~BUTTON_FORCEPOWER;
			cmd->buttons |= BUTTON_USE_HOLDABLE;
		}
	}

	if ( cls.keyCatchers ) {
		cmd->buttons |= BUTTON_TALK;
	}

	// allow the game to know if any key at all is
	// currently pressed, even if it isn't bound to anything
	if ( kg.anykeydown && !cls.keyCatchers ) {
		cmd->buttons |= BUTTON_ANY;
	}
}


/*
==============
CL_FinishMove
==============
*/
vec3_t cl_sendAngles={0};
vec3_t cl_lastViewAngles={0};
void CL_FinishMove( usercmd_t *cmd ) {
	int		i;

	// copy the state that the cgame is currently sending
	cmd->weapon = cl.cgameUserCmdValue;
	cmd->forcesel = cl.cgameForceSelection;
	cmd->invensel = cl.cgameInvenSelection;

	if (cl.gcmdSendValue)
	{
		cmd->generic_cmd = cl.gcmdValue;
		//cl.gcmdSendValue = qfalse;
		cl.gcmdSentValue = qtrue;
	}
	else
	{
		cmd->generic_cmd = 0;
	}

	// send the current server time so the amount of movement
	// can be determined without allowing cheating
	cmd->serverTime = cl.serverTime;
	
	if (cl.cgameViewAngleForceTime > cl.serverTime)
	{
		cl.cgameViewAngleForce[YAW] -= SHORT2ANGLE(cl.snap.ps.delta_angles[YAW]);

		cl.viewangles[YAW] = cl.cgameViewAngleForce[YAW];
		cl.cgameViewAngleForceTime = 0;
	}

	if ( cl_crazyShipControls )
	{
		float pitchSubtract, pitchDelta, yawDelta;

		yawDelta = AngleSubtract(cl.viewangles[YAW],cl_lastViewAngles[YAW]);
		//yawDelta *= (4.0f*pVeh->m_fTimeModifier);
		cl_sendAngles[ROLL] -= yawDelta;

		float nRoll = fabs(cl_sendAngles[ROLL]);

		pitchDelta = AngleSubtract(cl.viewangles[PITCH],cl_lastViewAngles[PITCH]);
		//pitchDelta *= (2.0f*pVeh->m_fTimeModifier);
		pitchSubtract = pitchDelta * (nRoll/90.0f);
		cl_sendAngles[PITCH] += pitchDelta-pitchSubtract;

		//yaw-roll calc should be different
		if (nRoll > 90.0f)
		{
			nRoll -= 180.0f;
		}
		if (nRoll < 0.0f)
		{
			nRoll = -nRoll;
		}
		pitchSubtract = pitchDelta * (nRoll/90.0f);
		if ( cl_sendAngles[ROLL] > 0.0f )
		{
			cl_sendAngles[YAW] += pitchSubtract;
		}
		else
		{
			cl_sendAngles[YAW] -= pitchSubtract;
		}
		
		cl_sendAngles[PITCH] = AngleNormalize180( cl_sendAngles[PITCH] );
		cl_sendAngles[YAW] = AngleNormalize360( cl_sendAngles[YAW] );
		cl_sendAngles[ROLL] = AngleNormalize180( cl_sendAngles[ROLL] );

		for (i=0 ; i<3 ; i++) {
			cmd->angles[i] = ANGLE2SHORT(cl_sendAngles[i]);
		}
	}
	else
	{
		for (i=0 ; i<3 ; i++) {
			cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
		}
		//in case we switch to the cl_crazyShipControls
		VectorCopy( cl.viewangles, cl_sendAngles );
	}
	//always needed in for the cl_crazyShipControls
	VectorCopy( cl.viewangles, cl_lastViewAngles );
}

/*
=================
CL_CreateCmd
=================
*/
usercmd_t CL_CreateCmd( void ) {
	usercmd_t	cmd;
	vec3_t		oldAngles;

	VectorCopy( cl.viewangles, oldAngles );

	// keyboard angle adjustment
	CL_AdjustAngles ();
	
	Com_Memset( &cmd, 0, sizeof( cmd ) );

	CL_CmdButtons( &cmd );

	// get basic movement from keyboard
	CL_KeyMove( &cmd );

	// get basic movement from mouse
	CL_MouseMove( &cmd );

	// get basic movement from joystick
	CL_JoystickMove( &cmd );

	// check to make sure the angles haven't wrapped
	if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
	} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
		cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
	} 

	// store out the final values
	CL_FinishMove( &cmd );

	// draw debug graphs of turning for mouse testing
	if ( cl_debugMove->integer ) {
		if ( cl_debugMove->integer == 1 ) {
			SCR_DebugGraph( abs((long)(cl.viewangles[YAW] - oldAngles[YAW])), 0 );
		}
		if ( cl_debugMove->integer == 2 ) {
			SCR_DebugGraph( abs((long)(cl.viewangles[PITCH] - oldAngles[PITCH])), 0 );
		}
	}

	return cmd;
}


/*
=================
CL_CreateNewCommands

Create a new usercmd_t structure for this frame
=================
*/
void CL_CreateNewCommands( void ) {
	usercmd_t	*cmd;
	int			cmdNum;

	// no need to create usercmds until we have a gamestate
	if ( cls.state < CA_PRIMED ) {
		return;
	}

	frame_msec = com_frameTime - old_com_frameTime;

	// if running less than 5fps, truncate the extra time to prevent
	// unexpected moves after a hitch
	if ( frame_msec > 200 ) {
		frame_msec = 200;
	}
	old_com_frameTime = com_frameTime;


	// generate a command for this frame
	cl.cmdNumber++;
	cmdNum = cl.cmdNumber & CMD_MASK;
	cl.cmds[cmdNum] = CL_CreateCmd ();
	cmd = &cl.cmds[cmdNum];
}

/*
=================
CL_ReadyToSendPacket

Returns qfalse if we are over the maxpackets limit
and should choke back the bandwidth a bit by not sending
a packet this frame.  All the commands will still get
delivered in the next packet, but saving a header and
getting more delta compression will reduce total bandwidth.
=================
*/
qboolean CL_ReadyToSendPacket( void ) {
	int		oldPacketNum;
	int		delta;

	// don't send anything if playing back a demo
#ifdef _XBOX	// No demos on Xbox
	if ( cls.state == CA_CINEMATIC ) {
#else
	if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
#endif
		return qfalse;
	}

	// If we are downloading, we send no less than 50ms between packets
#ifndef _XBOX	// No downloads on Xbox
	if ( *clc.downloadTempName &&
		cls.realtime - clc.lastPacketSentTime < 50 ) {
		return qfalse;
	}
#endif

	// if we don't have a valid gamestate yet, only send
	// one packet a second
	if ( cls.state != CA_ACTIVE && 
		cls.state != CA_PRIMED && 
#ifndef _XBOX	// No downloads on Xbox
		!*clc.downloadTempName &&
#endif
		cls.realtime - clc.lastPacketSentTime < 1000 ) {
		return qfalse;
	}

	// send every frame for loopbacks
	if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
		return qtrue;
	}

	// send every frame for LAN
	if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
		return qtrue;
	}

	// check for exceeding cl_maxpackets
	if ( cl_maxpackets->integer < 15 ) {
		Cvar_Set( "cl_maxpackets", "15" );
	} else if ( cl_maxpackets->integer > 100 ) {
		Cvar_Set( "cl_maxpackets", "100" );
	}
	oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
	delta = cls.realtime -  cl.outPackets[ oldPacketNum ].p_realtime;
	if ( delta < 1000 / cl_maxpackets->integer ) {
		// the accumulated commands will go out in the next packet
		return qfalse;
	}

	return qtrue;
}

/*
===================
CL_WritePacket

Create and send the command packet to the server
Including both the reliable commands and the usercmds

During normal gameplay, a client packet will contain something like:

4	sequence number
2	qport
4	serverid
4	acknowledged sequence number
4	clc.serverCommandSequence
<optional reliable commands>
1	clc_move or clc_moveNoDelta
1	command count
<count * usercmds>

===================
*/
void CL_WritePacket( void ) {
	msg_t		buf;
	byte		data[MAX_MSGLEN];
	int			i, j;
	usercmd_t	*cmd, *oldcmd;
	usercmd_t	nullcmd;
	int			packetNum;
	int			oldPacketNum;
	int			count, key;

	// don't send anything if playing back a demo
#ifdef _XBOX	// No demos on Xbox
	if ( cls.state == CA_CINEMATIC ) {
#else
	if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
#endif
		return;
	}

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;

	MSG_Init( &buf, data, sizeof(data) );

	MSG_Bitstream( &buf );
	// write the current serverId so the server
	// can tell if this is from the current gameState
	MSG_WriteLong( &buf, cl.serverId );

	// write the last message we received, which can
	// be used for delta compression, and is also used
	// to tell if we dropped a gamestate
	MSG_WriteLong( &buf, clc.serverMessageSequence );

	// write the last reliable message we received
	MSG_WriteLong( &buf, clc.serverCommandSequence );

	// write any unacknowledged clientCommands
	for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
		MSG_WriteByte( &buf, clc_clientCommand );
		MSG_WriteLong( &buf, i );
		MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
	}

	// we want to send all the usercmds that were generated in the last
	// few packet, so even if a couple packets are dropped in a row,
	// all the cmds will make it to the server
	if ( cl_packetdup->integer < 0 ) {
		Cvar_Set( "cl_packetdup", "0" );
	} else if ( cl_packetdup->integer > 5 ) {
		Cvar_Set( "cl_packetdup", "5" );
	}
	oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
	count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
	if ( count > MAX_PACKET_USERCMDS ) {
		count = MAX_PACKET_USERCMDS;
		Com_Printf("MAX_PACKET_USERCMDS\n");
	}
	if ( count >= 1 ) {
		if ( cl_showSend->integer ) {
			Com_Printf( "(%i)", count );
		}

		// begin a client move command
		if ( cl_nodelta->integer || !cl.snap.valid
#ifndef _XBOX	// No demos on Xbox
			|| clc.demowaiting
#endif
			|| clc.serverMessageSequence != cl.snap.messageNum ) {
			MSG_WriteByte (&buf, clc_moveNoDelta);
		} else {
			MSG_WriteByte (&buf, clc_move);
		}

		// write the command count
		MSG_WriteByte( &buf, count );

		// use the checksum feed in the key
		key = clc.checksumFeed;
		// also use the message acknowledge
		key ^= clc.serverMessageSequence;
		// also use the last acknowledged server command in the key
		key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);

		// write all the commands, including the predicted command
		for ( i = 0 ; i < count ; i++ ) {
			j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
			cmd = &cl.cmds[j];
			MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
			oldcmd = cmd;
		}

		if (cl.gcmdSentValue)
		{ //hmm, just clear here, I guess.. hoping it will resolve issues with gencmd values sometimes not going through.
			cl.gcmdSendValue = qfalse;
			cl.gcmdSentValue = qfalse;
			cl.gcmdValue = 0;
		}
	}

	//
	// deliver the message
	//
	packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
	cl.outPackets[ packetNum ].p_realtime = cls.realtime;
	cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
	cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
	clc.lastPacketSentTime = cls.realtime;

	if ( cl_showSend->integer ) {
		Com_Printf( "%i ", buf.cursize );
	}

	CL_Netchan_Transmit (&clc.netchan, &buf);	

	// clients never really should have messages large enough
	// to fragment, but in case they do, fire them all off
	// at once
	while ( clc.netchan.unsentFragments ) {
		CL_Netchan_TransmitNextFragment( &clc.netchan );
	}
}

/*
=================
CL_SendCmd

Called every frame to builds and sends a command packet to the server.
=================
*/
void CL_SendCmd( void ) {
	// don't send any message if not connected
	if ( cls.state < CA_CONNECTED ) {
		return;
	}

	// don't send commands if paused
	if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
		return;
	}

	// we create commands even if a demo is playing,
	CL_CreateNewCommands();

	// don't send a packet if the last packet was sent too recently
	if ( !CL_ReadyToSendPacket() ) {
		if ( cl_showSend->integer ) {
			Com_Printf( ". " );
		}
		return;
	}

	CL_WritePacket();
}


/*
============
CL_InitInput
============
*/
void CL_InitInput( void ) {
	Cmd_AddCommand ("centerview",IN_CenterView);

	//Cmd_AddCommand ("+taunt", IN_Button3Down);//gesture
	//Cmd_AddCommand ("-taunt", IN_Button3Up);
	Cmd_AddCommand ("+moveup",IN_UpDown);
	Cmd_AddCommand ("-moveup",IN_UpUp);
	Cmd_AddCommand ("+movedown",IN_DownDown);
	Cmd_AddCommand ("-movedown",IN_DownUp);
	Cmd_AddCommand ("+left",IN_LeftDown);
	Cmd_AddCommand ("-left",IN_LeftUp);
	Cmd_AddCommand ("+right",IN_RightDown);
	Cmd_AddCommand ("-right",IN_RightUp);
	Cmd_AddCommand ("+forward",IN_ForwardDown);
	Cmd_AddCommand ("-forward",IN_ForwardUp);
	Cmd_AddCommand ("+back",IN_BackDown);
	Cmd_AddCommand ("-back",IN_BackUp);
	Cmd_AddCommand ("+lookup", IN_LookupDown);
	Cmd_AddCommand ("-lookup", IN_LookupUp);
	Cmd_AddCommand ("+lookdown", IN_LookdownDown);
	Cmd_AddCommand ("-lookdown", IN_LookdownUp);
	Cmd_AddCommand ("+strafe", IN_StrafeDown);
	Cmd_AddCommand ("-strafe", IN_StrafeUp);
	Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
	Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
	Cmd_AddCommand ("+moveright", IN_MoverightDown);
	Cmd_AddCommand ("-moveright", IN_MoverightUp);
	Cmd_AddCommand ("+speed", IN_SpeedDown);
	Cmd_AddCommand ("-speed", IN_SpeedUp);
	Cmd_AddCommand ("+attack", IN_Button0Down);
	Cmd_AddCommand ("-attack", IN_Button0Up);
	//Cmd_AddCommand ("+force_jump", IN_Button1Down);//force jump
	//Cmd_AddCommand ("-force_jump", IN_Button1Up);
	Cmd_AddCommand ("+use", IN_Button5Down);
	Cmd_AddCommand ("-use", IN_Button5Up);
	Cmd_AddCommand ("+force_grip", IN_Button6Down);//force grip
	Cmd_AddCommand ("-force_grip", IN_Button6Up);
	Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack
	Cmd_AddCommand ("-altattack", IN_Button7Up);
	Cmd_AddCommand ("+useforce", IN_Button9Down);//active force power
	Cmd_AddCommand ("-useforce", IN_Button9Up);
	Cmd_AddCommand ("+force_lightning", IN_Button10Down);//active force power
	Cmd_AddCommand ("-force_lightning", IN_Button10Up);
	Cmd_AddCommand ("+force_drain", IN_Button11Down);//active force power
	Cmd_AddCommand ("-force_drain", IN_Button11Up);
	//buttons
	Cmd_AddCommand ("+button0", IN_Button0Down);//attack
	Cmd_AddCommand ("-button0", IN_Button0Up);
	Cmd_AddCommand ("+button1", IN_Button1Down);//force jump
	Cmd_AddCommand ("-button1", IN_Button1Up);
	Cmd_AddCommand ("+button2", IN_Button2Down);//use holdable (not used - change to use jedi power?)
	Cmd_AddCommand ("-button2", IN_Button2Up);
	Cmd_AddCommand ("+button3", IN_Button3Down);//gesture
	Cmd_AddCommand ("-button3", IN_Button3Up);
	Cmd_AddCommand ("+button4", IN_Button4Down);//walking
	Cmd_AddCommand ("-button4", IN_Button4Up);
	Cmd_AddCommand ("+button5", IN_Button5Down);//use object
	Cmd_AddCommand ("-button5", IN_Button5Up);
	Cmd_AddCommand ("+button6", IN_Button6Down);//force grip
	Cmd_AddCommand ("-button6", IN_Button6Up);
	Cmd_AddCommand ("+button7", IN_Button7Down);//altattack
	Cmd_AddCommand ("-button7", IN_Button7Up);
	Cmd_AddCommand ("+button8", IN_Button8Down);
	Cmd_AddCommand ("-button8", IN_Button8Up);
	Cmd_AddCommand ("+button9", IN_Button9Down);//active force power
	Cmd_AddCommand ("-button9", IN_Button9Up);
	Cmd_AddCommand ("+button10", IN_Button10Down);//force lightning
	Cmd_AddCommand ("-button10", IN_Button10Up);
	Cmd_AddCommand ("+button11", IN_Button11Down);//force drain
	Cmd_AddCommand ("-button11", IN_Button11Up);
	Cmd_AddCommand ("+button12", IN_Button12Down);
	Cmd_AddCommand ("-button12", IN_Button12Up);
	Cmd_AddCommand ("+button13", IN_Button13Down);
	Cmd_AddCommand ("-button13", IN_Button13Up);
	Cmd_AddCommand ("+button14", IN_Button14Down);
	Cmd_AddCommand ("-button14", IN_Button14Up);
	Cmd_AddCommand ("+mlook", IN_MLookDown);
	Cmd_AddCommand ("-mlook", IN_MLookUp);

	Cmd_AddCommand ("sv_saberswitch", IN_GenCMD1);
	Cmd_AddCommand ("engage_duel", IN_GenCMD2);
	Cmd_AddCommand ("force_heal", IN_GenCMD3);
	Cmd_AddCommand ("force_speed", IN_GenCMD4);
	Cmd_AddCommand ("force_pull", IN_GenCMD5);
	Cmd_AddCommand ("force_distract", IN_GenCMD6);
	Cmd_AddCommand ("force_rage", IN_GenCMD7);
	Cmd_AddCommand ("force_protect", IN_GenCMD8);
	Cmd_AddCommand ("force_absorb", IN_GenCMD9);
	Cmd_AddCommand ("force_healother", IN_GenCMD10);
	Cmd_AddCommand ("force_forcepowerother", IN_GenCMD11);
	Cmd_AddCommand ("force_seeing", IN_GenCMD12);
	Cmd_AddCommand ("use_seeker", IN_GenCMD13);
	Cmd_AddCommand ("use_field", IN_GenCMD14);
	Cmd_AddCommand ("use_bacta", IN_GenCMD15);
	Cmd_AddCommand ("use_electrobinoculars", IN_GenCMD16);
	Cmd_AddCommand ("zoom", IN_GenCMD17);
	Cmd_AddCommand ("use_sentry", IN_GenCMD18);
	Cmd_AddCommand ("use_jetpack", IN_GenCMD21);
	Cmd_AddCommand ("use_bactabig", IN_GenCMD22);
	Cmd_AddCommand ("use_healthdisp", IN_GenCMD23);
	Cmd_AddCommand ("use_ammodisp", IN_GenCMD24);
	Cmd_AddCommand ("use_eweb", IN_GenCMD25);
	Cmd_AddCommand ("use_cloak", IN_GenCMD26);
	Cmd_AddCommand ("taunt", IN_GenCMD27);
	Cmd_AddCommand ("bow", IN_GenCMD28);
	Cmd_AddCommand ("meditate", IN_GenCMD29);
	Cmd_AddCommand ("flourish", IN_GenCMD30);
	Cmd_AddCommand ("gloat", IN_GenCMD31);
	Cmd_AddCommand ("saberAttackCycle", IN_GenCMD19);
	Cmd_AddCommand ("force_throw", IN_GenCMD20);
#ifdef _XBOX
	Cmd_AddCommand ("+hotswap1", IN_HotSwap1On);
	Cmd_AddCommand ("+hotswap2", IN_HotSwap2On);
	Cmd_AddCommand ("-hotswap1", IN_HotSwap1Off);
	Cmd_AddCommand ("-hotswap2", IN_HotSwap2Off);

	Cmd_AddCommand ("+voicetoggle", IN_VoiceToggleDown);
	Cmd_AddCommand ("-voicetoggle", IN_VoiceToggleUp);
#endif
	Cmd_AddCommand ("useGivenForce", IN_UseGivenForce);


	Cmd_AddCommand("automap_button", IN_AutoMapButton);
	Cmd_AddCommand("automap_toggle", IN_AutoMapToggle);
	Cmd_AddCommand("voicechat", IN_VoiceChatButton);

	cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
	cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
}
