]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
fix for lift blocking due to imprecision at very low frame times (slowmo)
[xonotic/darkplaces.git] / sv_phys.c
index 56f1d1906148f378608b8d60619406681a1cbcd9..99605cc26c05258af59b2a2ae6867d200b9178c0 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -26,7 +26,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.
 
-onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects 
+onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects
 
 doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
 bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
@@ -39,16 +39,26 @@ solid_edge items only clip against bsp models.
 
 */
 
-cvar_t sv_friction = {"sv_friction","4",false,true};
-cvar_t sv_stopspeed = {"sv_stopspeed","100"};
-cvar_t sv_gravity = {"sv_gravity","800",false,true};
-cvar_t sv_maxvelocity = {"sv_maxvelocity","2000"};
-cvar_t sv_nostep = {"sv_nostep","0"};
+cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"};
+cvar_t sv_stopspeed = {CVAR_NOTIFY, "sv_stopspeed","100"};
+cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"};
+cvar_t sv_maxvelocity = {CVAR_NOTIFY, "sv_maxvelocity","2000"};
+cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"};
+cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
+cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
+cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
 
 #define        MOVE_EPSILON    0.01
 
 void SV_Physics_Toss (edict_t *ent);
 
+void SV_Phys_Init (void)
+{
+       Cvar_RegisterVariable(&sv_stepheight);
+       Cvar_RegisterVariable(&sv_jumpstep);
+       Cvar_RegisterVariable(&sv_wallfriction);
+}
+
 /*
 ================
 SV_CheckAllEnts
@@ -56,19 +66,19 @@ SV_CheckAllEnts
 */
 void SV_CheckAllEnts (void)
 {
-       int                     e;
-       edict_t         *check;
+       int e;
+       edict_t *check;
 
-// see if any solid entities are inside the final position
+       // see if any solid entities are inside the final position
        check = NEXT_EDICT(sv.edicts);
-       for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
+       for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
        {
                if (check->free)
                        continue;
                if (check->v.movetype == MOVETYPE_PUSH
-               || check->v.movetype == MOVETYPE_NONE
-               || check->v.movetype == MOVETYPE_FOLLOW
-               || check->v.movetype == MOVETYPE_NOCLIP)
+                || check->v.movetype == MOVETYPE_NONE
+                || check->v.movetype == MOVETYPE_FOLLOW
+                || check->v.movetype == MOVETYPE_NOCLIP)
                        continue;
 
                if (SV_TestEntityPosition (check))
@@ -83,8 +93,8 @@ SV_CheckVelocity
 */
 void SV_CheckVelocity (edict_t *ent)
 {
-       int             i;
-       float   wishspeed;
+       int i;
+       float wishspeed;
 
 //
 // bound velocity
@@ -101,13 +111,6 @@ void SV_CheckVelocity (edict_t *ent)
                        Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
                        ent->v.origin[i] = 0;
                }
-               // LordHavoc: maxvelocity fix, see below
-/*
-               if (ent->v.velocity[i] > sv_maxvelocity.value)
-                       ent->v.velocity[i] = sv_maxvelocity.value;
-               else if (ent->v.velocity[i] < -sv_maxvelocity.value)
-                       ent->v.velocity[i] = -sv_maxvelocity.value;
-*/
        }
 
        // LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
@@ -118,7 +121,6 @@ void SV_CheckVelocity (edict_t *ent)
                ent->v.velocity[0] *= wishspeed;
                ent->v.velocity[1] *= wishspeed;
                ent->v.velocity[2] *= wishspeed;
-               wishspeed = sv_maxvelocity.value;
        }
 }
 
@@ -134,21 +136,22 @@ Returns false if the entity removed itself.
 */
 qboolean SV_RunThink (edict_t *ent)
 {
-       float   thinktime;
+       float thinktime;
 
        thinktime = ent->v.nextthink;
-       if (thinktime <= 0 || thinktime > sv.time + host_frametime)
+       if (thinktime <= 0 || thinktime > sv.time + sv.frametime)
                return true;
-               
+
+       // don't let things stay in the past.
+       // it is possible to start that way by a trigger with a local time.
        if (thinktime < sv.time)
-               thinktime = sv.time;    // don't let things stay in the past.
-                                                               // it is possible to start that way
-                                                               // by a trigger with a local time.
+               thinktime = sv.time;
+
        ent->v.nextthink = 0;
        pr_global_struct->time = thinktime;
        pr_global_struct->self = EDICT_TO_PROG(ent);
        pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
-       PR_ExecuteProgram (ent->v.think);
+       PR_ExecuteProgram (ent->v.think, "NULL think function");
        return !ent->free;
 }
 
@@ -161,24 +164,24 @@ Two entities have touched, so run their touch functions
 */
 void SV_Impact (edict_t *e1, edict_t *e2)
 {
-       int             old_self, old_other;
-       
+       int old_self, old_other;
+
        old_self = pr_global_struct->self;
        old_other = pr_global_struct->other;
-       
+
        pr_global_struct->time = sv.time;
        if (e1->v.touch && e1->v.solid != SOLID_NOT)
        {
                pr_global_struct->self = EDICT_TO_PROG(e1);
                pr_global_struct->other = EDICT_TO_PROG(e2);
-               PR_ExecuteProgram (e1->v.touch);
+               PR_ExecuteProgram (e1->v.touch, "");
        }
-       
+
        if (e2->v.touch && e2->v.solid != SOLID_NOT)
        {
                pr_global_struct->self = EDICT_TO_PROG(e2);
                pr_global_struct->other = EDICT_TO_PROG(e1);
-               PR_ExecuteProgram (e2->v.touch);
+               PR_ExecuteProgram (e2->v.touch, "");
        }
 
        pr_global_struct->self = old_self;
@@ -194,30 +197,30 @@ Slide off of the impacting object
 returns the blocked flags (1 = floor, 2 = step / wall)
 ==================
 */
-#define        STOP_EPSILON    0.1
-
+#define STOP_EPSILON 0.1
 int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
 {
-       float   backoff;
-       float   change;
-       int             i, blocked;
-       
+       int i, blocked;
+       float backoff, change;
+
        blocked = 0;
+       // flag if it's a floor
        if (normal[2] > 0)
-               blocked |= 1;           // floor
+               blocked |= 1;
+       // flag if it's a step
        if (!normal[2])
-               blocked |= 2;           // step
-       
+               blocked |= 2;
+
        backoff = DotProduct (in, normal) * overbounce;
 
-       for (i=0 ; i<3 ; i++)
+       for (i = 0;i < 3;i++)
        {
-               change = normal[i]*backoff;
+               change = normal[i] * backoff;
                out[i] = in[i] - change;
                if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
                        out[i] = 0;
        }
-       
+
        return blocked;
 }
 
@@ -234,28 +237,22 @@ Returns the clipflags if the velocity was modified (hit something solid)
 If steptrace is not NULL, the trace of any vertical wall hit will be stored
 ============
 */
-#define        MAX_CLIP_PLANES 5
+// LordHavoc: increased from 5 to 20
+#define MAX_CLIP_PLANES 20
 int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
 {
-       int                     bumpcount, numbumps;
-       vec3_t          dir;
-       float           d;
-       int                     numplanes;
-       vec3_t          planes[MAX_CLIP_PLANES];
-       vec3_t          primal_velocity, original_velocity, new_velocity;
-       int                     i, j;
-       trace_t         trace;
-       vec3_t          end;
-       float           time_left;
-       int                     blocked;
-       
+       int i, j, blocked, impact, numplanes, bumpcount, numbumps;
+       float d, time_left;
+       vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
+       trace_t trace;
+
        numbumps = 4;
-       
+
        blocked = 0;
        VectorCopy (ent->v.velocity, original_velocity);
        VectorCopy (ent->v.velocity, primal_velocity);
        numplanes = 0;
-       
+
        time_left = time;
 
        for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
@@ -266,103 +263,124 @@ int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
                for (i=0 ; i<3 ; i++)
                        end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
 
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
+               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
 
                if (trace.allsolid)
-               {       // entity is trapped in another solid
-                       VectorCopy (vec3_origin, ent->v.velocity);
+               {
+                       // LordHavoc: note: this code is what makes entities stick in place if embedded in another object (which can be the world)
+                       // entity is trapped in another solid
+                       VectorClear(ent->v.velocity);
                        return 3;
                }
 
                if (trace.fraction > 0)
-               {       // actually covered some distance
+               {
+                       // actually covered some distance
                        VectorCopy (trace.endpos, ent->v.origin);
                        VectorCopy (ent->v.velocity, original_velocity);
                        numplanes = 0;
                }
 
+               // break if it moved the entire distance
                if (trace.fraction == 1)
-                        break;         // moved the entire distance
+                        break;
 
                if (!trace.ent)
                        Host_Error ("SV_FlyMove: !trace.ent");
 
-               if (trace.plane.normal[2] > 0.7)
+               if ((int) ent->v.flags & FL_ONGROUND)
                {
-                       blocked |= 1;           // floor
-                       if (trace.ent->v.solid == SOLID_BSP)
+                       if (ent->v.groundentity == EDICT_TO_PROG(trace.ent))
+                               impact = false;
+                       else
                        {
-                               ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
-                               ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+                               ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+                               impact = true;
                        }
                }
+               else
+                       impact = true;
+
+               if (trace.plane.normal[2] > 0.7)
+               {
+                       // floor
+                       blocked |= 1;
+                       ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
+                       ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+               }
                if (!trace.plane.normal[2])
                {
-                       blocked |= 2;           // step
+                       // step
+                       blocked |= 2;
+                       // save the trace for player extrafriction
                        if (steptrace)
-                               *steptrace = trace;     // save for player extrafriction
+                               *steptrace = trace;
+               }
+
+               // run the impact function
+               if (impact)
+               {
+                       SV_Impact (ent, trace.ent);
+
+                       // break if removed by the impact function
+                       if (ent->free)
+                               break;
                }
 
-//
-// run the impact function
-//
-               SV_Impact (ent, trace.ent);
-               if (ent->free)
-                       break;          // removed by the impact function
 
-               
                time_left -= time_left * trace.fraction;
-               
-       // cliped to another plane
+
+               // clipped to another plane
                if (numplanes >= MAX_CLIP_PLANES)
-               {       // this shouldn't really happen
-                       VectorCopy (vec3_origin, ent->v.velocity);
+               {
+                       // this shouldn't really happen
+                       VectorClear(ent->v.velocity);
                        return 3;
                }
 
                VectorCopy (trace.plane.normal, planes[numplanes]);
                numplanes++;
 
-//
-// modify original_velocity so it parallels all of the clip planes
-//
+               // modify original_velocity so it parallels all of the clip planes
                for (i=0 ; i<numplanes ; i++)
                {
                        ClipVelocity (original_velocity, planes[i], new_velocity, 1);
                        for (j=0 ; j<numplanes ; j++)
                                if (j != i)
                                {
+                                       // not ok
                                        if (DotProduct (new_velocity, planes[j]) < 0)
-                                               break;  // not ok
+                                               break;
                                }
                        if (j == numplanes)
                                break;
                }
-               
+
                if (i != numplanes)
-               {       // go along this plane
+               {
+                       // go along this plane
                        VectorCopy (new_velocity, ent->v.velocity);
                }
                else
-               {       // go along the crease
+               {
+                       // go along the crease
                        if (numplanes != 2)
                        {
-//                             Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
-                               VectorCopy (vec3_origin, ent->v.velocity);
+                               VectorClear(ent->v.velocity);
                                return 7;
                        }
                        CrossProduct (planes[0], planes[1], dir);
+                       // LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
+                       VectorNormalize(dir);
                        d = DotProduct (dir, ent->v.velocity);
                        VectorScale (dir, d, ent->v.velocity);
                }
 
-//
-// if original velocity is against the original velocity, stop dead
-// to avoid tiny occilations in sloping corners
-//
+               // if original velocity is against the original velocity,
+               // stop dead to avoid tiny occilations in sloping corners
                if (DotProduct (ent->v.velocity, primal_velocity) <= 0)
                {
-                       VectorCopy (vec3_origin, ent->v.velocity);
+                       VectorClear(ent->v.velocity);
                        return blocked;
                }
        }
@@ -379,16 +397,15 @@ SV_AddGravity
 */
 void SV_AddGravity (edict_t *ent)
 {
-       float   ent_gravity;
-
-       eval_t  *val;
+       float ent_gravity;
+       eval_t *val;
 
        val = GETEDICTFIELDVALUE(ent, eval_gravity);
        if (val!=0 && val->_float)
                ent_gravity = val->_float;
        else
                ent_gravity = 1.0;
-       ent->v.velocity[2] -= ent_gravity * sv_gravity.value * host_frametime;
+       ent->v.velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
 }
 
 
@@ -407,29 +424,30 @@ SV_PushEntity
 Does not change the entities velocity at all
 ============
 */
-trace_t SV_PushEntity (edict_t *ent, vec3_t push)
+trace_t SV_PushEntity (edict_t *ent, vec3_t push, vec3_t pushangles)
 {
-       trace_t trace;
-       vec3_t  end;
-               
+       trace_t trace;
+       vec3_t end;
+
        VectorAdd (ent->v.origin, push, end);
 
        if (ent->v.movetype == MOVETYPE_FLYMISSILE)
                trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent);
        else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT)
-       // only clip against bmodels
+               // only clip against bmodels
                trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
        else
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);       
-       
+               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
+
        VectorCopy (trace.endpos, ent->v.origin);
+       // FIXME: turn players specially
+       ent->v.angles[1] += trace.fraction * pushangles[1];
        SV_LinkEdict (ent, true);
 
-       if (trace.ent)
-               SV_Impact (ent, trace.ent);             
-
+       if (trace.ent && (!((int)ent->v.flags & FL_ONGROUND) || ent->v.groundentity != EDICT_TO_PROG(trace.ent)))
+               SV_Impact (ent, trace.ent);
        return trace;
-}                                      
+}
 
 
 /*
@@ -438,38 +456,115 @@ SV_PushMove
 
 ============
 */
+trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
 void SV_PushMove (edict_t *pusher, float movetime)
 {
-       int                     i, e;
+       int                     i, e, index;
        edict_t         *check;
-       vec3_t          mins, maxs, move;
-       vec3_t          entorig, pushorig;
+       float           savesolid, movetime2, pushltime;
+       vec3_t          mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
        int                     num_moved;
        edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       float           savesolid;
+       vec3_t          moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS];
+       model_t         *pushermodel;
+       trace_t         trace;
 
-       if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
+       switch ((int) pusher->v.solid)
        {
+       // LordHavoc: valid pusher types
+       case SOLID_BSP:
+       case SOLID_BBOX:
+       case SOLID_SLIDEBOX:
+       case SOLID_CORPSE: // LordHavoc: this would be weird...
+               break;
+       // LordHavoc: no collisions
+       case SOLID_NOT:
+       case SOLID_TRIGGER:
+               VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
+               VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
                pusher->v.ltime += movetime;
+               SV_LinkEdict (pusher, false);
                return;
+       default:
+               Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid);
        }
-
-       for (i=0 ; i<3 ; i++)
+       if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2] && !pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
+       {
+               pusher->v.ltime += movetime;
+               return;
+       }
+       index = (int) pusher->v.modelindex;
+       if (index < 1 || index >= MAX_MODELS)
+               Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex);
+       pushermodel = sv.models[index];
+
+       movetime2 = movetime;
+       VectorScale(pusher->v.velocity, movetime2, move1);
+       VectorScale(pusher->v.avelocity, movetime2, moveangle);
+       if (moveangle[0] || moveangle[2])
        {
-               move[i] = pusher->v.velocity[i] * movetime;
-               mins[i] = pusher->v.absmin[i] + move[i];
-               maxs[i] = pusher->v.absmax[i] + move[i];
+               for (i = 0;i < 3;i++)
+               {
+                       if (move1[i] > 0)
+                       {
+                               mins[i] = pushermodel->rotatedmins[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+                       }
+                       else
+                       {
+                               mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v.origin[i] + 1;
+                       }
+               }
+       }
+       else if (moveangle[1])
+       {
+               for (i = 0;i < 3;i++)
+               {
+                       if (move1[i] > 0)
+                       {
+                               mins[i] = pushermodel->yawmins[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+                       }
+                       else
+                       {
+                               mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->yawmaxs[i] + pusher->v.origin[i] + 1;
+                       }
+               }
+       }
+       else
+       {
+               for (i = 0;i < 3;i++)
+               {
+                       if (move1[i] > 0)
+                       {
+                               mins[i] = pushermodel->normalmins[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->v.origin[i] + 1;
+                       }
+                       else
+                       {
+                               mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v.origin[i] - 1;
+                               maxs[i] = pushermodel->normalmaxs[i] + pusher->v.origin[i] + 1;
+                       }
+               }
        }
 
+       VectorNegate (moveangle, a);
+       AngleVectorsFLU (a, forward, left, up);
+
        VectorCopy (pusher->v.origin, pushorig);
-       
+       VectorCopy (pusher->v.angles, pushang);
+       pushltime = pusher->v.ltime;
+
 // move the pusher to it's final position
 
-       VectorAdd (pusher->v.origin, move, pusher->v.origin);
+       VectorMA (pusher->v.origin, movetime, pusher->v.velocity, pusher->v.origin);
+       VectorMA (pusher->v.angles, movetime, pusher->v.avelocity, pusher->v.angles);
        pusher->v.ltime += movetime;
        SV_LinkEdict (pusher, false);
 
+       savesolid = pusher->v.solid;
 
 // see if any solid entities are inside the final position
        num_moved = 0;
@@ -488,216 +583,91 @@ void SV_PushMove (edict_t *pusher, float movetime)
                if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher))
                {
                        if (check->v.absmin[0] >= maxs[0]
-                        || check->v.absmin[1] >= maxs[1]
-                        || check->v.absmin[2] >= maxs[2]
                         || check->v.absmax[0] <= mins[0]
+                        || check->v.absmin[1] >= maxs[1]
                         || check->v.absmax[1] <= mins[1]
+                        || check->v.absmin[2] >= maxs[2]
                         || check->v.absmax[2] <= mins[2])
                                continue;
 
-                       // see if the ent's bbox is inside the pusher's final position
-                       if (!SV_TestEntityPosition (check))
+                       trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin);
+                       if (!trace.startsolid)
                                continue;
                }
 
+               if (forward[0] < 0.999f) // quick way to check if any rotation is used
+               {
+                       VectorSubtract (check->v.origin, pusher->v.origin, org);
+                       org2[0] = DotProduct (org, forward);
+                       org2[1] = DotProduct (org, left);
+                       org2[2] = DotProduct (org, up);
+                       VectorSubtract (org2, org, move);
+                       VectorAdd (move, move1, move);
+               }
+               else
+                       VectorCopy (move1, move);
+
                // remove the onground flag for non-players
                if (check->v.movetype != MOVETYPE_WALK)
                        check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-               
-               VectorCopy (check->v.origin, entorig);
+
                VectorCopy (check->v.origin, moved_from[num_moved]);
-               moved_edict[num_moved] = check;
-               num_moved++;
+               VectorCopy (check->v.angles, moved_fromangles[num_moved]);
+               moved_edict[num_moved++] = check;
+
+               // try moving the contacted entity
+               pusher->v.solid = SOLID_NOT;
+               trace = SV_PushEntity (check, move, moveangle);
+               pusher->v.solid = savesolid; // was SOLID_BSP
 
-               // LordHavoc: pusher fixes (teleport train bug, etc)
-               savesolid = pusher->v.solid;
-               if (savesolid == SOLID_BSP || savesolid == SOLID_BBOX || savesolid == SOLID_SLIDEBOX)
+               // if it is still inside the pusher, block
+               if (SV_TestEntityPosition (check))
                {
-                       // try moving the contacted entity
+                       // try moving the contacted entity a tiny bit further to account for precision errors
                        pusher->v.solid = SOLID_NOT;
-                       SV_PushEntity (check, move);
-                       pusher->v.solid = savesolid; // was SOLID_BSP
-
-                       // if it is still inside the pusher, block
+                       VectorScale(move, 0.1, move);
+                       trace = SV_PushEntity (check, move, vec3_origin);
+                       pusher->v.solid = savesolid;
                        if (SV_TestEntityPosition (check))
-                       {       // fail the move
+                       {
+                               // still inside pusher, so it's really blocked
+
+                               // fail the move
                                if (check->v.mins[0] == check->v.maxs[0])
                                        continue;
                                if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
-                               {       // corpse
+                               {
+                                       // corpse
                                        check->v.mins[0] = check->v.mins[1] = 0;
                                        VectorCopy (check->v.mins, check->v.maxs);
                                        continue;
                                }
-                               
-                               VectorCopy (entorig, check->v.origin);
-                               SV_LinkEdict (check, true);
 
                                VectorCopy (pushorig, pusher->v.origin);
+                               VectorCopy (pushang, pusher->v.angles);
+                               pusher->v.ltime = pushltime;
                                SV_LinkEdict (pusher, false);
-                               pusher->v.ltime -= movetime;
 
-                               // if the pusher has a "blocked" function, call it
-                               // otherwise, just stay in place until the obstacle is gone
-                               if (pusher->v.blocked)
-                               {
-                                       pr_global_struct->self = EDICT_TO_PROG(pusher);
-                                       pr_global_struct->other = EDICT_TO_PROG(check);
-                                       PR_ExecuteProgram (pusher->v.blocked);
-                               }
-                               
                                // move back any entities we already moved
                                for (i=0 ; i<num_moved ; i++)
                                {
                                        VectorCopy (moved_from[i], moved_edict[i]->v.origin);
+                                       VectorCopy (moved_fromangles[i], moved_edict[i]->v.angles);
                                        SV_LinkEdict (moved_edict[i], false);
                                }
-                               return;
-                       }       
-               }
-       }
-
-       
-}
 
-/*
-============
-SV_PushRotate
-
-============
-*/
-void SV_PushRotate (edict_t *pusher, float movetime)
-{
-       int                     i, e;
-       edict_t         *check;
-       vec3_t          move, a, amove;
-       vec3_t          entorig, pushorig;
-       int                     num_moved;
-       edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       vec3_t          org, org2;
-       vec3_t          forward, right, up;
-       float           savesolid;
-
-       if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2])
-       {
-               pusher->v.ltime += movetime;
-               return;
-       }
-
-       for (i=0 ; i<3 ; i++)
-               amove[i] = pusher->v.avelocity[i] * movetime;
-
-       VectorSubtract (vec3_origin, amove, a);
-       AngleVectors (a, forward, right, up);
-
-       VectorCopy (pusher->v.angles, pushorig);
-       
-// move the pusher to it's final position
-
-       VectorAdd (pusher->v.angles, amove, pusher->v.angles);
-       pusher->v.ltime += movetime;
-       SV_LinkEdict (pusher, false);
-
-
-// see if any solid entities are inside the final position
-       num_moved = 0;
-       check = NEXT_EDICT(sv.edicts);
-       for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
-       {
-               if (check->free)
-                       continue;
-               if (check->v.movetype == MOVETYPE_PUSH
-               || check->v.movetype == MOVETYPE_NONE
-               || check->v.movetype == MOVETYPE_FOLLOW
-               || check->v.movetype == MOVETYPE_NOCLIP)
-                       continue;
-
-       // if the entity is standing on the pusher, it will definately be moved
-               if ( ! ( ((int)check->v.flags & FL_ONGROUND)
-               && PROG_TO_EDICT(check->v.groundentity) == pusher) )
-               {
-                       if ( check->v.absmin[0] >= pusher->v.absmax[0]
-                       || check->v.absmin[1] >= pusher->v.absmax[1]
-                       || check->v.absmin[2] >= pusher->v.absmax[2]
-                       || check->v.absmax[0] <= pusher->v.absmin[0]
-                       || check->v.absmax[1] <= pusher->v.absmin[1]
-                       || check->v.absmax[2] <= pusher->v.absmin[2] )
-                               continue;
-
-               // see if the ent's bbox is inside the pusher's final position
-                       if (!SV_TestEntityPosition (check))
-                               continue;
-               }
-
-       // remove the onground flag for non-players
-               if (check->v.movetype != MOVETYPE_WALK)
-                       check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
-               
-               VectorCopy (check->v.origin, entorig);
-               VectorCopy (check->v.origin, moved_from[num_moved]);
-               moved_edict[num_moved] = check;
-               num_moved++;
-
-               // calculate destination position
-               VectorSubtract (check->v.origin, pusher->v.origin, org);
-               org2[0] = DotProduct (org, forward);
-               org2[1] = -DotProduct (org, right);
-               org2[2] = DotProduct (org, up);
-               VectorSubtract (org2, org, move);
-
-               // try moving the contacted entity 
-               savesolid = pusher->v.solid; // LordHavoc: restore to correct solid type
-               pusher->v.solid = SOLID_NOT;
-               SV_PushEntity (check, move);
-               pusher->v.solid = savesolid; // LordHavoc: restore to correct solid type
-
-       // if it is still inside the pusher, block
-               if (SV_TestEntityPosition (check))
-               {       // fail the move
-                       if (check->v.mins[0] == check->v.maxs[0])
-                               continue;
-                       if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
-                       {       // corpse
-                               check->v.mins[0] = check->v.mins[1] = 0;
-                               VectorCopy (check->v.mins, check->v.maxs);
-                               continue;
-                       }
-                       
-                       VectorCopy (entorig, check->v.origin);
-                       SV_LinkEdict (check, true);
-
-                       VectorCopy (pushorig, pusher->v.angles);
-                       SV_LinkEdict (pusher, false);
-                       pusher->v.ltime -= movetime;
-
-                       // if the pusher has a "blocked" function, call it
-                       // otherwise, just stay in place until the obstacle is gone
-                       if (pusher->v.blocked)
-                       {
-                               pr_global_struct->self = EDICT_TO_PROG(pusher);
-                               pr_global_struct->other = EDICT_TO_PROG(check);
-                               PR_ExecuteProgram (pusher->v.blocked);
-                       }
-                       
-               // move back any entities we already moved
-                       for (i=0 ; i<num_moved ; i++)
-                       {
-                               VectorCopy (moved_from[i], moved_edict[i]->v.origin);
-                               VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles);
-                               SV_LinkEdict (moved_edict[i], false);
+                               // if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
+                               if (pusher->v.blocked)
+                               {
+                                       pr_global_struct->self = EDICT_TO_PROG(pusher);
+                                       pr_global_struct->other = EDICT_TO_PROG(check);
+                                       PR_ExecuteProgram (pusher->v.blocked, "");
+                               }
+                               return;
                        }
-                       return;
-               }
-               else
-               {
-                       VectorAdd (check->v.angles, amove, check->v.angles);
                }
        }
-
-       
 }
-//#endif
 
 /*
 ================
@@ -707,37 +677,31 @@ SV_Physics_Pusher
 */
 void SV_Physics_Pusher (edict_t *ent)
 {
-       float   thinktime;
-       float   oldltime;
-       float   movetime;
+       float thinktime, oldltime, movetime;
 
        oldltime = ent->v.ltime;
-       
+
        thinktime = ent->v.nextthink;
-       if (thinktime < ent->v.ltime + host_frametime)
+       if (thinktime < ent->v.ltime + sv.frametime)
        {
                movetime = thinktime - ent->v.ltime;
                if (movetime < 0)
                        movetime = 0;
        }
        else
-               movetime = host_frametime;
+               movetime = sv.frametime;
 
        if (movetime)
-       {
-               if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
-                       SV_PushRotate (ent, movetime);
-               else
-                       SV_PushMove (ent, movetime);    // advances ent->v.ltime if not blocked
-       }
-               
+               // advances ent->v.ltime if not blocked
+               SV_PushMove (ent, movetime);
+
        if (thinktime > oldltime && thinktime <= ent->v.ltime)
        {
                ent->v.nextthink = 0;
                pr_global_struct->time = sv.time;
                pr_global_struct->self = EDICT_TO_PROG(ent);
                pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
-               PR_ExecuteProgram (ent->v.think);
+               PR_ExecuteProgram (ent->v.think, "NULL think function");
                if (ent->free)
                        return;
        }
@@ -763,9 +727,8 @@ clipping hull.
 */
 void SV_CheckStuck (edict_t *ent)
 {
-       int             i, j;
-       int             z;
-       vec3_t  org;
+       int i, j, z;
+       vec3_t org;
 
        if (!SV_TestEntityPosition(ent))
        {
@@ -781,7 +744,7 @@ void SV_CheckStuck (edict_t *ent)
                SV_LinkEdict (ent, true);
                return;
        }
-       
+
        for (z=0 ; z< 18 ; z++)
                for (i=-1 ; i <= 1 ; i++)
                        for (j=-1 ; j <= 1 ; j++)
@@ -796,7 +759,7 @@ void SV_CheckStuck (edict_t *ent)
                                        return;
                                }
                        }
-                       
+
        VectorCopy (org, ent->v.origin);
        Con_DPrintf ("player is stuck.\n");
 }
@@ -809,32 +772,32 @@ SV_CheckWater
 */
 qboolean SV_CheckWater (edict_t *ent)
 {
-       vec3_t  point;
-       int             cont;
+       int cont;
+       vec3_t point;
 
        point[0] = ent->v.origin[0];
        point[1] = ent->v.origin[1];
-       point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;       
-       
+       point[2] = ent->v.origin[2] + ent->v.mins[2] + 1;
+
        ent->v.waterlevel = 0;
        ent->v.watertype = CONTENTS_EMPTY;
-       cont = SV_PointContents (point);
+       cont = Mod_PointContents(point, sv.worldmodel);
        if (cont <= CONTENTS_WATER)
        {
                ent->v.watertype = cont;
                ent->v.waterlevel = 1;
                point[2] = ent->v.origin[2] + (ent->v.mins[2] + ent->v.maxs[2])*0.5;
-               cont = SV_PointContents (point);
+               cont = Mod_PointContents(point, sv.worldmodel);
                if (cont <= CONTENTS_WATER)
                {
                        ent->v.waterlevel = 2;
                        point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
-                       cont = SV_PointContents (point);
+                       cont = Mod_PointContents(point, sv.worldmodel);
                        if (cont <= CONTENTS_WATER)
                                ent->v.waterlevel = 3;
                }
        }
-       
+
        return ent->v.waterlevel > 1;
 }
 
@@ -846,22 +809,21 @@ SV_WallFriction
 */
 void SV_WallFriction (edict_t *ent, trace_t *trace)
 {
-       vec3_t          forward, right, up;
-       float           d, i;
-       vec3_t          into, side;
-       
-       AngleVectors (ent->v.v_angle, forward, right, up);
+       float d, i;
+       vec3_t forward, into, side;
+
+       AngleVectors (ent->v.v_angle, forward, NULL, NULL);
        d = DotProduct (trace->plane.normal, forward);
-       
+
        d += 0.5;
        if (d >= 0)
                return;
-               
-// cut the tangential velocity
+
+       // cut the tangential velocity
        i = DotProduct (trace->plane.normal, ent->v.velocity);
        VectorScale (trace->plane.normal, i, into);
        VectorSubtract (ent->v.velocity, into, side);
-       
+
        ent->v.velocity[0] = side[0] * (1 + d);
        ent->v.velocity[1] = side[1] * (1 + d);
 }
@@ -880,51 +842,47 @@ This is a hack, but in the interest of good gameplay...
 */
 int SV_TryUnstick (edict_t *ent, vec3_t oldvel)
 {
-       int             i;
-       vec3_t  oldorg;
-       vec3_t  dir;
-       int             clip;
-       trace_t steptrace;
-       
+       int i, clip;
+       vec3_t oldorg, dir;
+       trace_t steptrace;
+
        VectorCopy (ent->v.origin, oldorg);
-       VectorCopy (vec3_origin, dir);
+       VectorClear (dir);
 
        for (i=0 ; i<8 ; i++)
        {
-// try pushing a little in an axial direction
+               // try pushing a little in an axial direction
                switch (i)
                {
-                       case 0: dir[0] = 2; dir[1] = 0; break;
-                       case 1: dir[0] = 0; dir[1] = 2; break;
-                       case 2: dir[0] = -2; dir[1] = 0; break;
-                       case 3: dir[0] = 0; dir[1] = -2; break;
-                       case 4: dir[0] = 2; dir[1] = 2; break;
-                       case 5: dir[0] = -2; dir[1] = 2; break;
-                       case 6: dir[0] = 2; dir[1] = -2; break;
-                       case 7: dir[0] = -2; dir[1] = -2; break;
+                       case 0: dir[0] = 2; dir[1] = 0; break;
+                       case 1: dir[0] = 0; dir[1] = 2; break;
+                       case 2: dir[0] = -2; dir[1] = 0; break;
+                       case 3: dir[0] = 0; dir[1] = -2; break;
+                       case 4: dir[0] = 2; dir[1] = 2; break;
+                       case 5: dir[0] = -2; dir[1] = 2; break;
+                       case 6: dir[0] = 2; dir[1] = -2; break;
+                       case 7: dir[0] = -2; dir[1] = -2; break;
                }
-               
-               SV_PushEntity (ent, dir);
 
-// retry the original move
+               SV_PushEntity (ent, dir, vec3_origin);
+
+               // retry the original move
                ent->v.velocity[0] = oldvel[0];
-               ent->v. velocity[1] = oldvel[1];
-               ent->v. velocity[2] = 0;
+               ent->v.velocity[1] = oldvel[1];
+               ent->v.velocity[2] = 0;
                clip = SV_FlyMove (ent, 0.1, &steptrace);
 
-               if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
-               || fabs(oldorg[0] - ent->v.origin[0]) > 4 )
-               {
-//Con_DPrintf ("unstuck!\n");
+               if (fabs(oldorg[1] - ent->v.origin[1]) > 4
+                || fabs(oldorg[0] - ent->v.origin[0]) > 4)
                        return clip;
-               }
-                       
-// go back to the original pos and try again
+
+               // go back to the original pos and try again
                VectorCopy (oldorg, ent->v.origin);
        }
-       
-       VectorCopy (vec3_origin, ent->v.velocity);
-       return 7;               // still not moving
+
+       // still not moving
+       VectorClear (ent->v.velocity);
+       return 7;
 }
 
 /*
@@ -934,85 +892,85 @@ SV_WalkMove
 Only used by players
 ======================
 */
-#define        STEPSIZE        18
 void SV_WalkMove (edict_t *ent)
 {
-       vec3_t          upmove, downmove;
-       vec3_t          oldorg, oldvel;
-       vec3_t          nosteporg, nostepvel;
-       int                     clip;
-       int                     oldonground;
-       trace_t         steptrace, downtrace;
-       
-//
-// do a regular slide move unless it looks like you ran into a step
-//
+       int clip, oldonground;
+       vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel;
+       trace_t steptrace, downtrace;
+
+       // do a regular slide move unless it looks like you ran into a step
        oldonground = (int)ent->v.flags & FL_ONGROUND;
        ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
-       
+
        VectorCopy (ent->v.origin, oldorg);
        VectorCopy (ent->v.velocity, oldvel);
-       
-       clip = SV_FlyMove (ent, host_frametime, &steptrace);
 
+       clip = SV_FlyMove (ent, sv.frametime, &steptrace);
+
+       // if move didn't block on a step, return
        if ( !(clip & 2) )
-               return;         // move didn't block on a step
-
-       if (!oldonground && ent->v.waterlevel == 0)
-               return;         // don't stair up while jumping
-       
-       if (ent->v.movetype != MOVETYPE_WALK)
-               return;         // gibbed by a trigger
-       
-       if (sv_nostep.value)
                return;
-       
+
+       if (ent->v.movetype != MOVETYPE_FLY)
+       {
+               if (!oldonground && ent->v.waterlevel == 0 && !sv_jumpstep.integer)
+                       // don't stair up while jumping
+                       return;
+
+               if (ent->v.movetype != MOVETYPE_WALK)
+                       // gibbed by a trigger
+                       return;
+       }
+
+       if (sv_nostep.integer)
+               return;
+
        if ( (int)sv_player->v.flags & FL_WATERJUMP )
                return;
 
        VectorCopy (ent->v.origin, nosteporg);
        VectorCopy (ent->v.velocity, nostepvel);
 
-//
-// try moving up and forward to go up a step
-//
-       VectorCopy (oldorg, ent->v.origin);     // back to start pos
+       // try moving up and forward to go up a step
+       // back to start pos
+       VectorCopy (oldorg, ent->v.origin);
 
-       VectorCopy (vec3_origin, upmove);
-       VectorCopy (vec3_origin, downmove);
-       upmove[2] = STEPSIZE;
-       downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;
+       VectorClear (upmove);
+       VectorClear (downmove);
+       upmove[2] = sv_stepheight.value;
+       downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
 
-// move up
-       SV_PushEntity (ent, upmove);    // FIXME: don't link?
+       // move up
+       // FIXME: don't link?
+       SV_PushEntity (ent, upmove, vec3_origin);
 
-// move forward
+       // move forward
        ent->v.velocity[0] = oldvel[0];
-       ent->v. velocity[1] = oldvel[1];
-       ent->v. velocity[2] = 0;
-       clip = SV_FlyMove (ent, host_frametime, &steptrace);
-
-// check for stuckness, possibly due to the limited precision of floats
-// in the clipping hulls
-       if (clip)
-       {
-               if ( fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
-               && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125 )
-               {       // stepping up didn't make any progress
-                       clip = SV_TryUnstick (ent, oldvel);
-               }
-       }
-       
-// extra friction based on view angle
-       if ( clip & 2 )
+       ent->v.velocity[1] = oldvel[1];
+       ent->v.velocity[2] = 0;
+       clip = SV_FlyMove (ent, sv.frametime, &steptrace);
+       ent->v.velocity[2] += oldvel[2];
+
+       // check for stuckness, possibly due to the limited precision of floats
+       // in the clipping hulls
+       if (clip
+        && fabs(oldorg[1] - ent->v.origin[1]) < 0.03125
+        && fabs(oldorg[0] - ent->v.origin[0]) < 0.03125)
+               // stepping up didn't make any progress
+               clip = SV_TryUnstick (ent, oldvel);
+
+       // extra friction based on view angle
+       if (clip & 2 && sv_wallfriction.integer)
                SV_WallFriction (ent, &steptrace);
 
-// move down
-       downtrace = SV_PushEntity (ent, downmove);      // FIXME: don't link?
+       // move down
+       // FIXME: don't link?
+       downtrace = SV_PushEntity (ent, downmove, vec3_origin);
 
        if (downtrace.plane.normal[2] > 0.7)
        {
-               if (ent->v.solid == SOLID_BSP)
+               // LordHavoc: disabled this so you can walk on monsters/players
+               //if (ent->v.solid == SOLID_BSP)
                {
                        ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
                        ent->v.groundentity = EDICT_TO_PROG(downtrace.ent);
@@ -1020,9 +978,9 @@ void SV_WalkMove (edict_t *ent)
        }
        else
        {
-// if the push down didn't end up on good ground, use the move without
-// the step up.  This happens near wall / slope combinations, and can
-// cause the player to hop up higher on a slope too steep to climb     
+               // if the push down didn't end up on good ground, use the move without
+               // the step up.  This happens near wall / slope combinations, and can
+               // cause the player to hop up higher on a slope too steep to climb
                VectorCopy (nosteporg, ent->v.origin);
                VectorCopy (nostepvel, ent->v.velocity);
        }
@@ -1036,26 +994,20 @@ SV_Physics_Client
 Player character actions
 ================
 */
-void SV_Physics_Client (edict_t        *ent, int num)
+void SV_Physics_Client (edict_t *ent, int num)
 {
-       if ( ! svs.clients[num-1].active )
+       if (!svs.clients[num-1].active)
                return;         // unconnected slot
 
-//
-// call standard client pre-think
-//     
+       // call standard client pre-think
        pr_global_struct->time = sv.time;
        pr_global_struct->self = EDICT_TO_PROG(ent);
-       PR_ExecuteProgram (pr_global_struct->PlayerPreThink);
-       
-//
-// do a move
-//
+       PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+
+       // do a move
        SV_CheckVelocity (ent);
 
-//
-// decide which move function to call
-//
+       // decide which move function to call
        switch ((int)ent->v.movetype)
        {
        case MOVETYPE_NONE:
@@ -1071,7 +1023,7 @@ void SV_Physics_Client (edict_t   *ent, int num)
                SV_CheckStuck (ent);
                SV_WalkMove (ent);
                break;
-               
+
        case MOVETYPE_TOSS:
        case MOVETYPE_BOUNCE:
                SV_Physics_Toss (ent);
@@ -1080,44 +1032,33 @@ void SV_Physics_Client (edict_t *ent, int num)
        case MOVETYPE_FLY:
                if (!SV_RunThink (ent))
                        return;
-               SV_FlyMove (ent, host_frametime, NULL);
+               SV_CheckWater (ent);
+               //SV_FlyMove (ent, sv.frametime, NULL);
+               SV_WalkMove (ent);
                break;
-               
+
        case MOVETYPE_NOCLIP:
                if (!SV_RunThink (ent))
                        return;
-               VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
+               SV_CheckWater (ent);
+               VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin);
+               VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
                break;
-               
+
        default:
                Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
        }
 
-//
-// call standard player post-think
-//             
+       // call standard player post-think
        SV_LinkEdict (ent, true);
 
        pr_global_struct->time = sv.time;
        pr_global_struct->self = EDICT_TO_PROG(ent);
-       PR_ExecuteProgram (pr_global_struct->PlayerPostThink);
+       PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
 }
 
 //============================================================================
 
-/*
-=============
-SV_Physics_None
-
-Non moving objects can only think
-=============
-*/
-void SV_Physics_None (edict_t *ent)
-{
-// regular thinking
-       SV_RunThink (ent);
-}
-
 /*
 =============
 SV_Physics_Follow
@@ -1127,21 +1068,38 @@ Entities that are "stuck" to another entity
 */
 void SV_Physics_Follow (edict_t *ent)
 {
-       vec3_t vf, vu, vr, angles;
+       vec3_t vf, vr, vu, angles, v;
        edict_t *e;
-// regular thinking
-       SV_RunThink (ent);
+
+       // regular thinking
+       if (!SV_RunThink (ent))
+               return;
+
        // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
        e = PROG_TO_EDICT(ent->v.aiment);
-       angles[0] = -e->v.angles[0];
-       angles[1] = e->v.angles[1];
-       angles[2] = e->v.angles[2];
-       AngleVectors (angles, vf, vr, vu);
-       VectorMA (e->v.origin, ent->v.view_ofs[0], vf, ent->v.origin);
-       VectorMA (ent->v.origin, ent->v.view_ofs[1], vr, ent->v.origin);
-       VectorMA (ent->v.origin, ent->v.view_ofs[2], vu, ent->v.origin);
+       if (e->v.angles[0] == ent->v.punchangle[0] && e->v.angles[1] == ent->v.punchangle[1] && e->v.angles[2] == ent->v.punchangle[2])
+       {
+               // quick case for no rotation
+               VectorAdd(e->v.origin, ent->v.view_ofs, ent->v.origin);
+       }
+       else
+       {
+               angles[0] = -ent->v.punchangle[0];
+               angles[1] =  ent->v.punchangle[1];
+               angles[2] =  ent->v.punchangle[2];
+               AngleVectors (angles, vf, vr, vu);
+               v[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[2] * vu[0];
+               v[1] = ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[2] * vu[1];
+               v[2] = ent->v.view_ofs[0] * vf[2] + ent->v.view_ofs[1] * vr[2] + ent->v.view_ofs[2] * vu[2];
+               angles[0] = -e->v.angles[0];
+               angles[1] =  e->v.angles[1];
+               angles[2] =  e->v.angles[2];
+               AngleVectors (angles, vf, vr, vu);
+               ent->v.origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->v.origin[0];
+               ent->v.origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->v.origin[1];
+               ent->v.origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->v.origin[2];
+       }
        VectorAdd (e->v.angles, ent->v.v_angle, ent->v.angles);
-//     VectorAdd (PROG_TO_EDICT(ent->v.aiment)->v.origin, ent->v.v_angle, ent->v.origin);
        SV_LinkEdict (ent, true);
 }
 
@@ -1154,12 +1112,12 @@ A moving object that doesn't obey physics
 */
 void SV_Physics_Noclip (edict_t *ent)
 {
-// regular thinking
+       // regular thinking
        if (!SV_RunThink (ent))
                return;
-       
-       VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
-       VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
+
+       VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
+       VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin);
 
        SV_LinkEdict (ent, false);
 }
@@ -1180,30 +1138,31 @@ SV_CheckWaterTransition
 */
 void SV_CheckWaterTransition (edict_t *ent)
 {
-       int             cont;
-       cont = SV_PointContents (ent->v.origin);
+       int cont;
+       cont = Mod_PointContents(ent->v.origin, sv.worldmodel);
        if (!ent->v.watertype)
-       {       // just spawned here
+       {
+               // just spawned here
                ent->v.watertype = cont;
                ent->v.waterlevel = 1;
                return;
        }
-       
+
        if (cont <= CONTENTS_WATER)
        {
-               if (ent->v.watertype == CONTENTS_EMPTY)
-               {       // just crossed into water
+               if (ent->v.watertype == CONTENTS_EMPTY && cont != CONTENTS_LAVA)
+                       // just crossed into water
                        SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-               }               
+
                ent->v.watertype = cont;
                ent->v.waterlevel = 1;
        }
        else
        {
-               if (ent->v.watertype != CONTENTS_EMPTY)
-               {       // just crossed into water
+               if (ent->v.watertype != CONTENTS_EMPTY && ent->v.watertype != CONTENTS_LAVA)
+                       // just crossed into water
                        SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-               }               
+
                ent->v.watertype = CONTENTS_EMPTY;
                ent->v.waterlevel = cont;
        }
@@ -1218,57 +1177,89 @@ Toss, bounce, and fly movement.  When onground, do nothing.
 */
 void SV_Physics_Toss (edict_t *ent)
 {
-       trace_t trace;
-       vec3_t  move;
-       float   backoff;
+       trace_t trace;
+       vec3_t move;
+       edict_t *groundentity;
+
        // regular thinking
        if (!SV_RunThink (ent))
                return;
 
 // if onground, return without moving
-       if ( ((int)ent->v.flags & FL_ONGROUND) )
-               return;
+       if ((int)ent->v.flags & FL_ONGROUND)
+       {
+               VectorClear(ent->v.velocity);
+               if (ent->v.groundentity == 0)
+                       return;
+               // if ent was supported by a brush model on previous frame,
+               // and groundentity is now freed, set groundentity to 0 (floating)
+               groundentity = PROG_TO_EDICT(ent->v.groundentity);
+               if (groundentity->v.solid == SOLID_BSP)
+               {
+                       ent->suspendedinairflag = true;
+                       return;
+               }
+               else if (ent->suspendedinairflag && groundentity->free)
+               {
+                       // leave it suspended in the air
+                       ent->v.groundentity = 0;
+                       ent->suspendedinairflag = false;
+                       return;
+               }
+       }
+       ent->suspendedinairflag = false;
 
        SV_CheckVelocity (ent);
 
 // add gravity
-       if (ent->v.movetype != MOVETYPE_FLY
-       && ent->v.movetype != MOVETYPE_BOUNCEMISSILE // LordHavoc: enabled MOVETYPE_BOUNCEMISSILE
-       && ent->v.movetype != MOVETYPE_FLYMISSILE)
+       if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE)
                SV_AddGravity (ent);
 
 // move angles
-       VectorMA (ent->v.angles, host_frametime, ent->v.avelocity, ent->v.angles);
+       VectorMA (ent->v.angles, sv.frametime, ent->v.avelocity, ent->v.angles);
 
 // move origin
-       VectorScale (ent->v.velocity, host_frametime, move);
-       trace = SV_PushEntity (ent, move);
-       if (trace.fraction == 1)
-               return;
+       VectorScale (ent->v.velocity, sv.frametime, move);
+       trace = SV_PushEntity (ent, move, vec3_origin);
        if (ent->free)
                return;
-       
-       if (ent->v.movetype == MOVETYPE_BOUNCE)
-               backoff = 1.5;
-       else if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
-               backoff = 2.0;
-       else
-               backoff = 1;
-
-       ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff);
 
-// stop if on ground
-       if (trace.plane.normal[2] > 0.7)
-       {               
-               if (ent->v.velocity[2] < 60 || (ent->v.movetype != MOVETYPE_BOUNCE && ent->v.movetype != MOVETYPE_BOUNCEMISSILE))
+       if (trace.fraction < 1)
+       {
+               if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
                {
-                       ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
-                       ent->v.groundentity = EDICT_TO_PROG(trace.ent);
-                       VectorCopy (vec3_origin, ent->v.velocity);
-                       VectorCopy (vec3_origin, ent->v.avelocity);
+                       ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 2.0);
+                       ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+               }
+               else if (ent->v.movetype == MOVETYPE_BOUNCE)
+               {
+                       ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.5);
+                       // LordHavoc: fixed grenades not bouncing when fired down a slope
+                       if (trace.plane.normal[2] > 0.7 && DotProduct(trace.plane.normal, ent->v.velocity) < 60)
+                       {
+                               ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
+                               ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+                               VectorClear (ent->v.velocity);
+                               VectorClear (ent->v.avelocity);
+                       }
+                       else
+                               ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+               }
+               else
+               {
+                       ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, 1.0);
+                       if (trace.plane.normal[2] > 0.7)
+                       {
+                               ent->v.flags = (int)ent->v.flags | FL_ONGROUND;
+                               ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+                               VectorClear (ent->v.velocity);
+                               VectorClear (ent->v.avelocity);
+                       }
+                       else
+                               ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
                }
        }
-       
+
 // check for in water
        SV_CheckWaterTransition (ent);
 }
@@ -1294,23 +1285,41 @@ will fall if the floor is pulled out from under them.
 */
 void SV_Physics_Step (edict_t *ent)
 {
-       qboolean        hitsound;
+       int flags, fall, hitsound;
+
+       // freefall if not fly/swim
+       fall = true;
+       flags = (int)ent->v.flags;
+       if (flags & (FL_FLY | FL_SWIM))
+       {
+               if (flags & FL_FLY)
+                       fall = false;
+               else if ((flags & FL_SWIM) && Mod_PointContents(ent->v.origin, sv.worldmodel) != CONTENTS_EMPTY)
+                       fall = false;
+       }
+       if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0)
+               fall = false;
 
-// freefall if not onground
-       if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
+       if (fall)
        {
                if (ent->v.velocity[2] < sv_gravity.value*-0.1)
+               {
                        hitsound = true;
+                       if (flags & FL_ONGROUND)
+                               hitsound = false;
+               }
                else
                        hitsound = false;
 
                SV_AddGravity (ent);
                SV_CheckVelocity (ent);
-               SV_FlyMove (ent, host_frametime, NULL);
-               SV_LinkEdict (ent, true);
+               SV_FlyMove (ent, sv.frametime, NULL);
+               SV_LinkEdict (ent, false);
 
-               if ( (int)ent->v.flags & FL_ONGROUND )  // just hit ground
+               // just hit ground
+               if ((int)ent->v.flags & FL_ONGROUND)
                {
+                       VectorClear(ent->v.velocity);
                        if (hitsound)
                                SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
                }
@@ -1318,7 +1327,7 @@ void SV_Physics_Step (edict_t *ent)
 
 // regular thinking
        SV_RunThink (ent);
-       
+
        SV_CheckWaterTransition (ent);
 }
 
@@ -1330,19 +1339,16 @@ SV_Physics
 
 ================
 */
-extern dfunction_t *EndFrameQC;
 void SV_Physics (void)
 {
-       int             i;
-       edict_t *ent;
+       int i;
+       edict_t *ent;
 
 // let the progs know that a new frame has started
        pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
        pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
        pr_global_struct->time = sv.time;
-       PR_ExecuteProgram (pr_global_struct->StartFrame);
-
-//SV_CheckAllEnts ();
+       PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
 
 //
 // treat each object in turn
@@ -1354,45 +1360,59 @@ void SV_Physics (void)
                        continue;
 
                if (pr_global_struct->force_retouch)
-               {
                        SV_LinkEdict (ent, true);       // force retouch even for stationary
-               }
 
                if (i > 0 && i <= svs.maxclients)
+               {
                        SV_Physics_Client (ent, i);
-               else if (ent->v.movetype == MOVETYPE_PUSH)
+                       continue;
+               }
+
+               switch ((int) ent->v.movetype)
+               {
+               case MOVETYPE_PUSH:
                        SV_Physics_Pusher (ent);
-               else if (ent->v.movetype == MOVETYPE_NONE)
-                       SV_Physics_None (ent);
-               else if (ent->v.movetype == MOVETYPE_FOLLOW)
+                       break;
+               case MOVETYPE_NONE:
+                       // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
+                       if (ent->v.nextthink > 0 && ent->v.nextthink <= sv.time + sv.frametime)
+                               SV_RunThink (ent);
+                       break;
+               case MOVETYPE_FOLLOW:
                        SV_Physics_Follow (ent);
-               else if (ent->v.movetype == MOVETYPE_NOCLIP)
+                       break;
+               case MOVETYPE_NOCLIP:
                        SV_Physics_Noclip (ent);
-               else if (ent->v.movetype == MOVETYPE_STEP)
+                       break;
+               case MOVETYPE_STEP:
                        SV_Physics_Step (ent);
+                       break;
                // LordHavoc: added support for MOVETYPE_WALK on normal entities! :)
-               else if (ent->v.movetype == MOVETYPE_WALK)
-               {
+               case MOVETYPE_WALK:
                        if (SV_RunThink (ent))
                        {
                                if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
                                        SV_AddGravity (ent);
                                SV_CheckStuck (ent);
                                SV_WalkMove (ent);
+                               SV_LinkEdict (ent, true);
                        }
-               }
-               else if (ent->v.movetype == MOVETYPE_TOSS 
-               || ent->v.movetype == MOVETYPE_BOUNCE
-               || ent->v.movetype == MOVETYPE_BOUNCEMISSILE
-               || ent->v.movetype == MOVETYPE_FLY
-               || ent->v.movetype == MOVETYPE_FLYMISSILE)
+                       break;
+               case MOVETYPE_TOSS:
+               case MOVETYPE_BOUNCE:
+               case MOVETYPE_BOUNCEMISSILE:
+               case MOVETYPE_FLY:
+               case MOVETYPE_FLYMISSILE:
                        SV_Physics_Toss (ent);
-               else
-                       Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);                       
+                       break;
+               default:
+                       Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
+                       break;
+               }
        }
-       
+
        if (pr_global_struct->force_retouch)
-               pr_global_struct->force_retouch--;      
+               pr_global_struct->force_retouch--;
 
        // LordHavoc: endframe support
        if (EndFrameQC)
@@ -1400,42 +1420,51 @@ void SV_Physics (void)
                pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
                pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
                pr_global_struct->time = sv.time;
-               PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions));
+               PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
        }
 
-       sv.time += host_frametime;
+       sv.time += sv.frametime;
 }
 
 
-trace_t SV_Trace_Toss (edict_t *ent, edict_t *ignore)
+trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
 {
        int i;
-       edict_t tempent, *tent;
-       trace_t trace;
-       vec3_t  move;
-       vec3_t  end;
-       double  save_frametime;
-
-       save_frametime = host_frametime;
-       host_frametime = 0.05;
+       float gravity, savesolid;
+       vec3_t move, end;
+       edict_t tempent, *tent;
+       eval_t *val;
+       trace_t trace;
 
-       memcpy(&tempent, ent, sizeof(edict_t));
+       memcpy(&tempent, tossent, sizeof(edict_t));
        tent = &tempent;
+       savesolid = tossent->v.solid;
+       tossent->v.solid = SOLID_NOT;
+
+       // this has to fetch the field from the original edict, since our copy is truncated
+       val = GETEDICTFIELDVALUE(tossent, eval_gravity);
+       if (val != NULL && val->_float != 0)
+               gravity = val->_float;
+       else
+               gravity = 1.0;
+       gravity *= sv_gravity.value * 0.05;
 
        for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
        {
                SV_CheckVelocity (tent);
-               SV_AddGravity (tent);
-               VectorMA (tent->v.angles, host_frametime, tent->v.avelocity, tent->v.angles);
-               VectorScale (tent->v.velocity, host_frametime, move);
+               tent->v.velocity[2] -= gravity;
+               VectorMA (tent->v.angles, 0.05, tent->v.avelocity, tent->v.angles);
+               VectorScale (tent->v.velocity, 0.05, move);
                VectorAdd (tent->v.origin, move, end);
-               trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);   
+               trace = SV_Move (tent->v.origin, tent->v.mins, tent->v.maxs, end, MOVE_NORMAL, tent);
                VectorCopy (trace.endpos, tent->v.origin);
 
-               if (trace.ent)
+               if (trace.fraction < 1 && trace.ent)
                        if (trace.ent != ignore)
                                break;
        }
-       host_frametime = save_frametime;
+       tossent->v.solid = savesolid;
+       trace.fraction = 0; // not relevant
        return trace;
 }
+