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    cmd->consistancy = 
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    cmd->consistancy = 
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	consistancy[consoleplayer][maketic%BACKUPTICS]; 
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        consistancy[consoleplayer][maketic%BACKUPTICS]; 
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    strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe] 
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    strafe = gamekeydown[key_strafe]; // || mousebuttons[mousebstrafe] 
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	|| joybuttons[joybstrafe]; 
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//        || joybuttons[joybstrafe]; 
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    speed = gamekeydown[key_speed] || joybuttons[joybspeed];
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    speed = gamekeydown[key_speed]; // || joybuttons[joybspeed];
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	// fprintf(stderr, "up\n");
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        // fprintf(stderr, "up\n");
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	forward += forwardmove[speed]; 
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        forward += forwardmove[speed]; 
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    }
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    }
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    if (gamekeydown[key_down]) 
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    if (gamekeydown[key_down]) 
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    {
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    {
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	// fprintf(stderr, "down\n");
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	forward -= forwardmove[speed]; 
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        forward -= forwardmove[speed]; 
-
 
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//        printf("forward= %d\n\r", forward);
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    }
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    }
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    if (joyymove < 0) 
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//    if (joyymove < 0) 
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	forward += forwardmove[speed]; 
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//        forward += forwardmove[speed]; 
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    if (joyymove > 0) 
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//    if (joyymove > 0) 
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	forward -= forwardmove[speed]; 
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//        forward -= forwardmove[speed]; 
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    if (gamekeydown[key_straferight]) 
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    if (gamekeydown[key_straferight]) 
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	side += sidemove[speed]; 
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        side += sidemove[speed]; 
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    if (gamekeydown[key_strafeleft]) 
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    if (gamekeydown[key_strafeleft]) 
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	side -= sidemove[speed];
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        side -= sidemove[speed];
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	    dclicks2 = 0; 
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            dclicks2 = 0; 
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	    dclickstate2 = 0; 
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            dclickstate2 = 0; 
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	} 
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        } 
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    } 
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    } 
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    forward += mousey; 
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//    forward += mousey; 
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    if (strafe) 
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    if (strafe) 
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	side += mousex*2; 
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        side += mousex*2; 
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    else 
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    else 
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	    { 
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            { 
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		switch (players[i].cmd.buttons & BT_SPECIALMASK) 
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                switch (players[i].cmd.buttons & BT_SPECIALMASK) 
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		{ 
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                { 
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		  case BTS_PAUSE: 
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                  case BTS_PAUSE: 
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		    paused ^= 1; 
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                    paused ^= 1; 
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		    if (paused) 
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                   // if (paused) 
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			S_PauseSound (); 
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                   //     S_PauseSound (); 
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		    else 
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                   // else 
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			S_ResumeSound (); 
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                   //     S_ResumeSound (); 
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		    break; 
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                    break; 
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		  case BTS_SAVEGAME: 
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                  case BTS_SAVEGAME: 
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		    if (!savedescription[0]) 
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                    if (!savedescription[0]) 
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    mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] 
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    mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an] 
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		      , ss->sector->floorheight 
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                      , ss->sector->floorheight 
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		      , MT_TFOG); 
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                      , MT_TFOG); 
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    if (players[consoleplayer].viewz != 1) 
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  //  if (players[consoleplayer].viewz != 1) 
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	S_StartSound (mo, sfx_telept);	// don't start sound on first frame 
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  //      S_StartSound (mo, sfx_telept);  // don't start sound on first frame 
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    int             i; 
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    int             i; 
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    if (paused) 
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    if (paused) 
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    { 
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    { 
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	paused = false; 
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        paused = false; 
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	S_ResumeSound (); 
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      //  S_ResumeSound (); 
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    } 
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    } 
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