]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
added sv_freezenonclients cvar, fixed the bug that caused falling damage when standin...
[xonotic/darkplaces.git] / sv_phys.c
index 9056bb20c92184d4d3f7f659fd2c7d2404479506..e1ef0f96cc3ad79c86990e94b73e6a5ba275881e 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -39,16 +39,30 @@ solid_edge items only clip against bsp models.
 
 */
 
-cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4"};
-cvar_t sv_stopspeed = {0, "sv_stopspeed","100"};
-cvar_t sv_gravity = {CVAR_NOTIFY, "sv_gravity","800"};
-cvar_t sv_maxvelocity = {0, "sv_maxvelocity","2000"};
-cvar_t sv_nostep = {0, "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"};
+cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
+cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0"};
 
 #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);
+       Cvar_RegisterVariable(&sv_newflymove);
+       Cvar_RegisterVariable(&sv_freezenonclients);
+}
+
 /*
 ================
 SV_CheckAllEnts
@@ -56,19 +70,19 @@ 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)
+               if (check->e->free)
                        continue;
-               if (check->v.movetype == MOVETYPE_PUSH
-               || check->v.movetype == MOVETYPE_NONE
-               || check->v.movetype == MOVETYPE_FOLLOW
-               || check->v.movetype == MOVETYPE_NOCLIP)
+               if (check->v->movetype == MOVETYPE_PUSH
+                || check->v->movetype == MOVETYPE_NONE
+                || check->v->movetype == MOVETYPE_FOLLOW
+                || check->v->movetype == MOVETYPE_NOCLIP)
                        continue;
 
                if (SV_TestEntityPosition (check))
@@ -83,41 +97,34 @@ SV_CheckVelocity
 */
 void SV_CheckVelocity (edict_t *ent)
 {
-       int             i;
-       float   wishspeed;
+       int i;
+       float wishspeed;
 
 //
 // bound velocity
 //
        for (i=0 ; i<3 ; i++)
        {
-               if (IS_NAN(ent->v.velocity[i]))
+               if (IS_NAN(ent->v->velocity[i]))
                {
-                       Con_Printf ("Got a NaN velocity on %s\n", pr_strings + ent->v.classname);
-                       ent->v.velocity[i] = 0;
+                       Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v->classname));
+                       ent->v->velocity[i] = 0;
                }
-               if (IS_NAN(ent->v.origin[i]))
+               if (IS_NAN(ent->v->origin[i]))
                {
-                       Con_Printf ("Got a NaN origin on %s\n", pr_strings + ent->v.classname);
-                       ent->v.origin[i] = 0;
+                       Con_Printf ("Got a NaN origin on %s\n", PR_GetString(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
-       wishspeed = DotProduct(ent->v.velocity, ent->v.velocity);
+       wishspeed = DotProduct(ent->v->velocity, ent->v->velocity);
        if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
        {
                wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
-               ent->v.velocity[0] *= wishspeed;
-               ent->v.velocity[1] *= wishspeed;
-               ent->v.velocity[2] *= wishspeed;
+               ent->v->velocity[0] *= wishspeed;
+               ent->v->velocity[1] *= wishspeed;
+               ent->v->velocity[2] *= wishspeed;
        }
 }
 
@@ -133,22 +140,23 @@ Returns false if the entity removed itself.
 */
 qboolean SV_RunThink (edict_t *ent)
 {
-       float   thinktime;
+       float thinktime;
 
-       thinktime = ent->v.nextthink;
+       thinktime = ent->v->nextthink;
        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.
-       ent->v.nextthink = 0;
+               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, "NULL think function");
-       return !ent->free;
+       PR_ExecuteProgram (ent->v->think, "NULL think function");
+       return !ent->e->free;
 }
 
 /*
@@ -160,24 +168,24 @@ 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)
+       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)
+       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;
@@ -193,31 +201,18 @@ Slide off of the impacting object
 returns the blocked flags (1 = floor, 2 = step / wall)
 ==================
 */
-#define        STOP_EPSILON    0.1
-
-int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
+#define STOP_EPSILON 0.1
+void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
 {
-       float   backoff;
-       float   change;
-       int             i, blocked;
-
-       blocked = 0;
-       if (normal[2] > 0)
-               blocked |= 1;           // floor
-       if (!normal[2])
-               blocked |= 2;           // step
+       int i;
+       float backoff;
 
-       backoff = DotProduct (in, normal) * overbounce;
+       backoff = -DotProduct (in, normal) * overbounce;
+       VectorMA(in, backoff, normal, out);
 
-       for (i=0 ; i<3 ; i++)
-       {
-               change = normal[i]*backoff;
-               out[i] = in[i] - change;
+       for (i = 0;i < 3;i++)
                if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
                        out[i] = 0;
-       }
-
-       return blocked;
 }
 
 
@@ -230,161 +225,292 @@ Returns the clipflags if the velocity was modified (hit something solid)
 1 = floor
 2 = wall / step
 4 = dead stop
-If steptrace is not NULL, the trace of any vertical wall hit will be stored
+If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
 ============
 */
 // LordHavoc: increased from 5 to 20
-#define        MAX_CLIP_PLANES 20
-int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
+#define MAX_CLIP_PLANES 20
+int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
 {
-       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, impact;
-
-       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++)
+       int blocked, bumpcount;
+       edict_t *hackongroundentity;
+       hackongroundentity = NULL;
+       if (sv_newflymove.integer)
        {
-               if (!ent->v.velocity[0] && !ent->v.velocity[1] && !ent->v.velocity[2])
-                       break;
+               int impact;
+               vec3_t end, primal_velocity;
+               trace_t trace;
 
-               for (i=0 ; i<3 ; i++)
-                       end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
+               blocked = 0;
+               VectorCopy (ent->v->velocity, primal_velocity);
 
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);
-
-               if (trace.allsolid)
+               for (bumpcount = 0;bumpcount < 8;bumpcount++)
                {
-                       // 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;
-               }
+                       //Con_Printf("entity %i bump %i: blocked %i velocity %f %f %f\n", ent - sv.edicts, bumpcount, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
+                       if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
+                               break;
 
-               if (trace.fraction > 0)
-               {       // actually covered some distance
-                       VectorCopy (trace.endpos, ent->v.origin);
-                       VectorCopy (ent->v.velocity, original_velocity);
-                       numplanes = 0;
-               }
+                       VectorMA(ent->v->origin, time, ent->v->velocity, end);
+                       trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+                       //Con_Printf("trace %f %f %f : %f : %f %f %f\n", trace.endpos[0], trace.endpos[1], trace.endpos[2], trace.fraction, trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
 
-               if (trace.fraction == 1)
-                        break;         // moved the entire distance
+                       /*
+                       if (trace.startsolid)
+                       {
+                               // 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.ent)
-                       Host_Error ("SV_FlyMove: !trace.ent");
+                       if (trace.fraction >= 0.001)
+                       {
+                               // actually covered some distance
+                               VectorCopy (trace.endpos, ent->v->origin);
+                       }
 
-               if ((int) ent->v.flags & FL_ONGROUND)
-               {
-                       if (ent->v.groundentity == EDICT_TO_PROG(trace.ent))
-                               impact = false;
-                       else
+                       // break if it moved the entire distance
+                       if (trace.fraction == 1)
+                               break;
+
+                       if (!trace.ent)
+                               Host_Error ("SV_FlyMove: !trace.ent");
+
+                       if ((int) ent->v->flags & FL_ONGROUND)
                        {
-                               ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+                               if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
+                                       impact = false;
+                               else
+                               {
+                                       ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+                                       impact = true;
+                               }
+                       }
+                       else
                                impact = true;
+
+                       if (trace.plane.normal[2])
+                       {
+                               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);
+                               }
+                               else if (trace.fraction < 0.001)
+                                       hackongroundentity = trace.ent;
+                       }
+                       else
+                       {
+                               // step
+                               blocked |= 2;
+                               // save the trace for player extrafriction
+                               if (stepnormal)
+                                       VectorCopy(trace.plane.normal, stepnormal);
                        }
-               }
-               else
-                       impact = true;
 
-               if (trace.plane.normal[2] > 0.7)
-               {
-                       blocked |= 1;           // floor
-                       //if (trace.ent->v.solid == SOLID_BSP)
+                       // run the impact function
+                       if (impact)
                        {
-                               ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
-                               ent->v.groundentity = EDICT_TO_PROG(trace.ent);
+                               SV_Impact (ent, trace.ent);
+
+                               // break if removed by the impact function
+                               if (ent->e->free)
+                                       break;
+                       }
+
+                       time *= 1 - trace.fraction;
+
+                       ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
+
+                       // 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)
+                       {
+                               VectorClear(ent->v->velocity);
+                               break;
                        }
                }
-               if (!trace.plane.normal[2])
+       }
+       else
+       {
+               int i, j, impact, numplanes;
+               float d, time_left;
+               vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
+               trace_t trace;
+
+               blocked = 0;
+               VectorCopy (ent->v->velocity, original_velocity);
+               VectorCopy (ent->v->velocity, primal_velocity);
+               numplanes = 0;
+
+               time_left = time;
+
+               for (bumpcount = 0;bumpcount < 8;bumpcount++)
                {
-                       blocked |= 2;           // step
-                       if (steptrace)
-                               *steptrace = trace;     // save for player extrafriction
-               }
+                       //Con_Printf("entity %i bump %i: blocked %i velocity %f %f %f\n", ent - sv.edicts, bumpcount, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
+                       if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
+                               break;
 
-//
-// run the impact function
-//
-               if (impact)
-                       SV_Impact (ent, trace.ent);
-               if (ent->free)
-                       break;          // removed by the impact function
+                       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, MOVE_NORMAL, ent);
 
-               time_left -= time_left * trace.fraction;
+                       /*
+                       if (trace.startsolid)
+                       {
+                               // 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;
+                       }
+                       */
 
-       // cliped to another plane
-               if (numplanes >= MAX_CLIP_PLANES)
-               {       // this shouldn't really happen
-                       VectorClear(ent->v.velocity);
-                       return 3;
-               }
+                       if (trace.fraction > 0)
+                       {
+                               // actually covered some distance
+                               VectorCopy (trace.endpos, ent->v->origin);
+                               VectorCopy (ent->v->velocity, original_velocity);
+                               numplanes = 0;
+                       }
 
-               VectorCopy (trace.plane.normal, planes[numplanes]);
-               numplanes++;
+                       // break if it moved the entire distance
+                       if (trace.fraction == 1)
+                               break;
 
-//
-// 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)
+                       if (!trace.ent)
+                               Host_Error ("SV_FlyMove: !trace.ent");
+
+                       if ((int) ent->v->flags & FL_ONGROUND)
+                       {
+                               if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
+                                       impact = false;
+                               else
+                               {
+                                       ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+                                       impact = true;
+                               }
+                       }
+                       else
+                               impact = true;
+
+                       if (trace.plane.normal[2])
+                       {
+                               if (trace.plane.normal[2] > 0.7)
                                {
-                                       if (DotProduct (new_velocity, planes[j]) < 0)
-                                               break;  // not ok
+                                       // floor
+                                       blocked |= 1;
+                                       ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+                                       ent->v->groundentity = EDICT_TO_PROG(trace.ent);
                                }
-                       if (j == numplanes)
+                               else if (trace.fraction < 0.001)
+                                       hackongroundentity = trace.ent;
+                       }
+                       else
+                       {
+                               // step
+                               blocked |= 2;
+                               // save the trace for player extrafriction
+                               if (stepnormal)
+                                       VectorCopy(trace.plane.normal, stepnormal);
+                       }
+
+                       // run the impact function
+                       if (impact)
+                       {
+                               SV_Impact (ent, trace.ent);
+
+                               // break if removed by the impact function
+                               if (ent->e->free)
+                                       break;
+                       }
+
+
+                       time_left -= time_left * trace.fraction;
+
+                       // clipped to another plane
+                       if (numplanes >= MAX_CLIP_PLANES)
+                       {
+                               // this shouldn't really happen
+                               VectorClear(ent->v->velocity);
+                               blocked = 3;
                                break;
-               }
+                       }
 
-               if (i != numplanes)
-               {       // go along this plane
-                       VectorCopy (new_velocity, ent->v.velocity);
-               }
-               else
-               {       // go along the crease
-                       if (numplanes != 2)
+                       VectorCopy (trace.plane.normal, planes[numplanes]);
+                       numplanes++;
+
+                       // modify original_velocity so it parallels all of the clip planes
+                       for (i=0 ; i<numplanes ; i++)
                        {
-//                             Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
-                               VectorClear(ent->v.velocity);
-                               return 7;
+                               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;
+                                       }
+                               if (j == numplanes)
+                                       break;
                        }
-                       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 (DotProduct (ent->v.velocity, primal_velocity) <= 0)
-               {
-                       VectorClear(ent->v.velocity);
-                       return blocked;
+                       if (i != numplanes)
+                       {
+                               // go along this plane
+                               VectorCopy (new_velocity, ent->v->velocity);
+                       }
+                       else
+                       {
+                               // go along the crease
+                               if (numplanes != 2)
+                               {
+                                       VectorClear(ent->v->velocity);
+                                       blocked = 7;
+                                       break;
+                               }
+                               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 (DotProduct (ent->v->velocity, primal_velocity) <= 0)
+                       {
+                               VectorClear(ent->v->velocity);
+                               break;
+                       }
                }
        }
 
+       //Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - sv.edicts, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
+
+       /*
+       // FIXME: this doesn't work well at all, find another solution
+       // if player is ontop of a non-onground floor and made no progress,
+       // set onground anyway (this tends to happen if standing in a wedge)
+       if (bumpcount == 8 && hackongroundentity)
+       {
+               blocked |= 1;
+               ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+               ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
+       }
+       */
+       
+       /*
+       if ((blocked & 1) == 0 && bumpcount > 1)
+       {
+               // LordHavoc: fix the 'fall to your death in a wedge corner' glitch
+               // flag ONGROUND if there's ground under it
+               trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+       }
+       */
        return blocked;
 }
 
@@ -397,16 +523,15 @@ 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 * sv.frametime;
+       ent->v->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
 }
 
 
@@ -427,25 +552,25 @@ Does not change the entities velocity at all
 */
 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);
+       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
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
+       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
+               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);
+       VectorCopy (trace.endpos, ent->v->origin);
        // FIXME: turn players specially
-       ent->v.angles[1] += trace.fraction * pushangles[1];
+       ent->v->angles[1] += trace.fraction * pushangles[1];
        SV_LinkEdict (ent, true);
 
-       if (trace.ent && (!((int)ent->v.flags & FL_ONGROUND) || ent->v.groundentity != EDICT_TO_PROG(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;
 }
@@ -460,17 +585,20 @@ 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, index;
-       edict_t         *check;
-       float           savesolid, movetime2, pushltime;
-       vec3_t          mins, maxs, move, move1, moveangle, /*entorig, entang, */pushorig, pushang, a, forward, left, up, org, org2;
-       int                     num_moved;
-       edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS], moved_fromangles[MAX_EDICTS];
-       model_t         *pushermodel;
-       trace_t         trace;
-
-       switch ((int) pusher->v.solid)
+       int i, e, index;
+       edict_t *check, *ed;
+       float savesolid, movetime2, pushltime;
+       vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
+       int num_moved;
+       model_t *pushermodel;
+
+       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;
+       }
+
+       switch ((int) pusher->v->solid)
        {
        // LordHavoc: valid pusher types
        case SOLID_BSP:
@@ -481,41 +609,38 @@ void SV_PushMove (edict_t *pusher, float movetime)
        // 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;
+               VectorMA (pusher->v->origin, movetime, pusher->v->velocity, pusher->v->origin);
+               VectorMA (pusher->v->angles, movetime, pusher->v->avelocity, pusher->v->angles);
+               pusher->v->angles[0] -= 360.0 * floor(pusher->v->angles[0] * (1.0 / 360.0));
+               pusher->v->angles[1] -= 360.0 * floor(pusher->v->angles[1] * (1.0 / 360.0));
+               pusher->v->angles[2] -= 360.0 * floor(pusher->v->angles[2] * (1.0 / 360.0));
+               pusher->v->ltime += movetime;
                SV_LinkEdict (pusher, false);
                return;
        default:
-               Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v.solid);
+               Host_Error("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
        }
-       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;
+       index = (int) pusher->v->modelindex;
        if (index < 1 || index >= MAX_MODELS)
-               Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v.modelindex);
+               Host_Error("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
        pushermodel = sv.models[index];
 
-       // LordHavoc: round up by a small epsilon
-       movetime2 = movetime; // + (1.0 / 256.0);
-       VectorScale(pusher->v.velocity, movetime2, move1);
-       VectorScale(pusher->v.avelocity, movetime2, moveangle);
+       movetime2 = movetime;
+       VectorScale(pusher->v->velocity, movetime2, move1);
+       VectorScale(pusher->v->avelocity, movetime2, moveangle);
        if (moveangle[0] || moveangle[2])
        {
                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;
+                               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;
+                               mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->v->origin[i] - 1;
+                               maxs[i] = pushermodel->rotatedmaxs[i] + pusher->v->origin[i] + 1;
                        }
                }
        }
@@ -525,13 +650,13 @@ void SV_PushMove (edict_t *pusher, float movetime)
                {
                        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;
+                               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;
+                               mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->v->origin[i] - 1;
+                               maxs[i] = pushermodel->yawmaxs[i] + pusher->v->origin[i] + 1;
                        }
                }
        }
@@ -541,13 +666,13 @@ void SV_PushMove (edict_t *pusher, float movetime)
                {
                        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;
+                               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;
+                               mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->v->origin[i] - 1;
+                               maxs[i] = pushermodel->normalmaxs[i] + pusher->v->origin[i] + 1;
                        }
                }
        }
@@ -555,77 +680,50 @@ void SV_PushMove (edict_t *pusher, float movetime)
        VectorNegate (moveangle, a);
        AngleVectorsFLU (a, forward, left, up);
 
-       VectorCopy (pusher->v.origin, pushorig);
-       VectorCopy (pusher->v.angles, pushang);
-       pushltime = pusher->v.ltime;
+       VectorCopy (pusher->v->origin, pushorig);
+       VectorCopy (pusher->v->angles, pushang);
+       pushltime = pusher->v->ltime;
 
 // move the pusher to it's final position
 
-       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;
+       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;
+       savesolid = pusher->v->solid;
 
 // 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)
+               if (check->e->free)
                        continue;
-               if (check->v.movetype == MOVETYPE_PUSH
-                || check->v.movetype == MOVETYPE_NONE
-                || check->v.movetype == MOVETYPE_FOLLOW
-                || check->v.movetype == MOVETYPE_NOCLIP)
+               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 definitely be moved
-               if (!(((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher))
+               if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
                {
-                       if (check->v.absmin[0] >= maxs[0]
-                        || 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])
+                       if (check->v->absmin[0] >= maxs[0]
+                        || 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;
 
-                       /*
-                       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);
-                               //VectorSubtract(check->v.origin, move, a);
-                               a[0] = check->v.origin[0] + (org[0] - org2[0]) - move1[0];
-                               a[1] = check->v.origin[1] + (org[1] - org2[1]) - move1[1];
-                               a[2] = check->v.origin[2] + (org[2] - org2[2]) - move1[2];
-                       }
-                       else
-                               VectorSubtract (check->v.origin, move1, a);
-
-                       trace = SV_ClipMoveToEntity (pusher, a, check->v.mins, check->v.maxs, check->v.origin);
-                       if (trace.fraction == 1 && !trace.startsolid)
-                               continue;
-                       */
-                       trace = SV_ClipMoveToEntity (pusher, check->v.origin, check->v.mins, check->v.maxs, check->v.origin);
-                       if (!trace.startsolid)
+                       if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                                continue;
-                       /*
-                       // see if the ent's bbox is inside the pusher's final position
-                       if (!SV_TestEntityPosition (check))
-                               continue;
-                       */
                }
 
-               if (forward[0] < 0.999f) // quick way to check if any rotation is used
+               if (forward[0] != 1) // quick way to check if any rotation is used
                {
-                       VectorSubtract (check->v.origin, pusher->v.origin, org);
+                       VectorSubtract (check->v->origin, pusher->v->origin, org);
                        org2[0] = DotProduct (org, forward);
                        org2[1] = DotProduct (org, left);
                        org2[2] = DotProduct (org, up);
@@ -635,70 +733,70 @@ void SV_PushMove (edict_t *pusher, float movetime)
                else
                        VectorCopy (move1, move);
 
-               // LordHavoc: debugging
-               //VectorAdd(entorig, move, org2);
-               //CL_RocketTrail2 (entorig, org2, 238, NULL);
-
                // remove the onground flag for non-players
-               if (check->v.movetype != MOVETYPE_WALK)
-                       check->v.flags = (int)check->v.flags & ~FL_ONGROUND;
+               if (check->v->movetype != MOVETYPE_WALK)
+                       check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
 
-               //VectorCopy (check->v.origin, entorig);
-               //VectorCopy (check->v.angles, entang);
-               VectorCopy (check->v.origin, moved_from[num_moved]);
-               VectorCopy (check->v.angles, moved_fromangles[num_moved]);
-               moved_edict[num_moved++] = check;
+               VectorCopy (check->v->origin, check->e->moved_from);
+               VectorCopy (check->v->angles, check->e->moved_fromangles);
+               sv.moved_edicts[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
+               pusher->v->solid = SOLID_NOT;
+               SV_PushEntity (check, move, moveangle);
+               pusher->v->solid = savesolid; // was SOLID_BSP
 
                // if it is still inside the pusher, block
-               // LordHavoc: cleanup - check trace.fraction and startsolid
-               if (/*trace.fraction != 1 || trace.startsolid || */SV_TestEntityPosition (check))
+               if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                {
-                       // fail the move
-                       if (check->v.mins[0] == check->v.maxs[0])
-                               continue;
-                       if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER)
+                       // try moving the contacted entity a tiny bit further to account for precision errors
+                       pusher->v->solid = SOLID_NOT;
+                       VectorScale(move, 0.1, move);
+                       SV_PushEntity (check, move, vec3_origin);
+                       pusher->v->solid = savesolid;
+                       if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                        {
-                               // corpse
-                               check->v.mins[0] = check->v.mins[1] = 0;
-                               VectorCopy (check->v.mins, check->v.maxs);
-                               continue;
-                       }
+                               // still inside pusher, so it's really blocked
 
-                       /*
-                       VectorCopy (entorig, check->v.origin);
-                       VectorCopy (entang, check->v.angles);
-                       SV_LinkEdict (check, true);
-                       */
+                               // 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 (pushorig, pusher->v.origin);
-                       VectorCopy (pushang, pusher->v.angles);
-                       pusher->v.ltime = pushltime;
-                       SV_LinkEdict (pusher, false);
+                               VectorCopy (pushorig, pusher->v->origin);
+                               VectorCopy (pushang, pusher->v->angles);
+                               pusher->v->ltime = pushltime;
+                               SV_LinkEdict (pusher, false);
 
-                       // move back any entities we already moved
-                       //num_moved--; // LordHavoc: pop off check, because it was already restored
-                       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);
-                       }
+                               // move back any entities we already moved
+                               for (i = 0;i < num_moved;i++)
+                               {
+                                       ed = sv.moved_edicts[i];
+                                       VectorCopy (ed->e->moved_from, ed->v->origin);
+                                       VectorCopy (ed->e->moved_fromangles, ed->v->angles);
+                                       SV_LinkEdict (ed, 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, "");
+                               // 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, "");
+                               }
+                               break;
                        }
-                       return;
                }
        }
+       pusher->v->angles[0] -= 360.0 * floor(pusher->v->angles[0] * (1.0 / 360.0));
+       pusher->v->angles[1] -= 360.0 * floor(pusher->v->angles[1] * (1.0 / 360.0));
+       pusher->v->angles[2] -= 360.0 * floor(pusher->v->angles[2] * (1.0 / 360.0));
 }
 
 /*
@@ -709,16 +807,14 @@ SV_Physics_Pusher
 */
 void SV_Physics_Pusher (edict_t *ent)
 {
-       float   thinktime;
-       float   oldltime;
-       float   movetime;
+       float thinktime, oldltime, movetime;
 
-       oldltime = ent->v.ltime;
+       oldltime = ent->v->ltime;
 
-       thinktime = ent->v.nextthink;
-       if (thinktime < ent->v.ltime + sv.frametime)
+       thinktime = ent->v->nextthink;
+       if (thinktime < ent->v->ltime + sv.frametime)
        {
-               movetime = thinktime - ent->v.ltime;
+               movetime = thinktime - ent->v->ltime;
                if (movetime < 0)
                        movetime = 0;
        }
@@ -726,19 +822,17 @@ void SV_Physics_Pusher (edict_t *ent)
                movetime = sv.frametime;
 
        if (movetime)
-               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)
+       if (thinktime > oldltime && thinktime <= ent->v->ltime)
        {
-               ent->v.nextthink = 0;
+               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, "NULL think function");
-               if (ent->free)
-                       return;
+               PR_ExecuteProgram (ent->v->think, "NULL think function");
        }
-
 }
 
 
@@ -760,32 +854,31 @@ 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))
        {
-               VectorCopy (ent->v.origin, ent->v.oldorigin);
+               VectorCopy (ent->v->origin, ent->v->oldorigin);
                return;
        }
 
-       VectorCopy (ent->v.origin, org);
-       VectorCopy (ent->v.oldorigin, ent->v.origin);
+       VectorCopy (ent->v->origin, org);
+       VectorCopy (ent->v->oldorigin, ent->v->origin);
        if (!SV_TestEntityPosition(ent))
        {
                Con_DPrintf ("Unstuck.\n");
                SV_LinkEdict (ent, true);
                return;
        }
-       
+
        for (z=0 ; z< 18 ; z++)
                for (i=-1 ; i <= 1 ; i++)
                        for (j=-1 ; j <= 1 ; j++)
                        {
-                               ent->v.origin[0] = org[0] + i;
-                               ent->v.origin[1] = org[1] + j;
-                               ent->v.origin[2] = org[2] + z;
+                               ent->v->origin[0] = org[0] + i;
+                               ent->v->origin[1] = org[1] + j;
+                               ent->v->origin[2] = org[2] + z;
                                if (!SV_TestEntityPosition(ent))
                                {
                                        Con_DPrintf ("Unstuck.\n");
@@ -793,8 +886,8 @@ void SV_CheckStuck (edict_t *ent)
                                        return;
                                }
                        }
-                       
-       VectorCopy (org, ent->v.origin);
+
+       VectorCopy (org, ent->v->origin);
        Con_DPrintf ("player is stuck.\n");
 }
 
@@ -806,33 +899,33 @@ 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;
-       
-       ent->v.waterlevel = 0;
-       ent->v.watertype = CONTENTS_EMPTY;
-       cont = SV_PointContents (point);
+       point[0] = ent->v->origin[0];
+       point[1] = ent->v->origin[1];
+       point[2] = ent->v->origin[2] + ent->v->mins[2] + 1;
+
+       ent->v->waterlevel = 0;
+       ent->v->watertype = CONTENTS_EMPTY;
+       cont = SV_PointQ1Contents(point);
        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);
+               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_PointQ1Contents(point);
                if (cont <= CONTENTS_WATER)
                {
-                       ent->v.waterlevel = 2;
-                       point[2] = ent->v.origin[2] + ent->v.view_ofs[2];
-                       cont = SV_PointContents (point);
+                       ent->v->waterlevel = 2;
+                       point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
+                       cont = SV_PointQ1Contents(point);
                        if (cont <= CONTENTS_WATER)
-                               ent->v.waterlevel = 3;
+                               ent->v->waterlevel = 3;
                }
        }
-       
-       return ent->v.waterlevel > 1;
+
+       return ent->v->waterlevel > 1;
 }
 
 /*
@@ -841,26 +934,21 @@ SV_WallFriction
 
 ============
 */
-void SV_WallFriction (edict_t *ent, trace_t *trace)
+void SV_WallFriction (edict_t *ent, float *stepnormal)
 {
-       vec3_t          forward;
-       float           d, i;
-       vec3_t          into, side;
-
-       AngleVectors (ent->v.v_angle, forward, NULL, NULL);
-       d = DotProduct (trace->plane.normal, forward);
-       
-       d += 0.5;
-       if (d >= 0)
-               return;
+       float d, i;
+       vec3_t forward, into, side;
 
-// 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);
+       AngleVectors (ent->v->v_angle, forward, NULL, NULL);
+       if ((d = DotProduct (stepnormal, forward) + 0.5) < 0)
+       {
+               // cut the tangential velocity
+               i = DotProduct (stepnormal, ent->v->velocity);
+               VectorScale (stepnormal, i, into);
+               VectorSubtract (ent->v->velocity, into, side);
+               ent->v->velocity[0] = side[0] * (1 + d);
+               ent->v->velocity[1] = side[1] * (1 + d);
+       }
 }
 
 /*
@@ -877,51 +965,50 @@ 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;
 
-       VectorCopy (ent->v.origin, oldorg);
+       VectorCopy (ent->v->origin, oldorg);
        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, vec3_origin);
 
-// retry the original move
-               ent->v.velocity[0] = oldvel[0];
-               ent->v.velocity[1] = oldvel[1];
-               ent->v.velocity[2] = 0;
-               clip = SV_FlyMove (ent, 0.1, &steptrace);
+               // retry the original move
+               ent->v->velocity[0] = oldvel[0];
+               ent->v->velocity[1] = oldvel[1];
+               ent->v->velocity[2] = 0;
+               clip = SV_FlyMove (ent, 0.1, NULL);
 
-               if ( fabs(oldorg[1] - ent->v.origin[1]) > 4
-               || fabs(oldorg[0] - ent->v.origin[0]) > 4 )
+               if (fabs(oldorg[1] - ent->v->origin[1]) > 4
+                || fabs(oldorg[0] - ent->v->origin[0]) > 4)
                {
-//Con_DPrintf ("unstuck!\n");
+                       Con_DPrintf("TryUnstick - success.\n");
                        return clip;
                }
 
-// go back to the original pos and try again
-               VectorCopy (oldorg, ent->v.origin);
+               // go back to the original pos and try again
+               VectorCopy (oldorg, ent->v->origin);
        }
-       
-       VectorClear (ent->v.velocity);
-       return 7;               // still not moving
+
+       // still not moving
+       VectorClear (ent->v->velocity);
+       Con_DPrintf("TryUnstick - failure.\n");
+       return 7;
 }
 
 /*
@@ -931,195 +1018,125 @@ 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;
+       int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
+       vec3_t upmove, downmove, oldorg, oldvel, nosteporg, nostepvel, stepnormal, originalmove_origin, originalmove_velocity;
+       trace_t 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;
+       SV_CheckVelocity(ent);
 
-       VectorCopy (ent->v.origin, oldorg);
-       VectorCopy (ent->v.velocity, oldvel);
+       // 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;
 
-       clip = SV_FlyMove (ent, sv.frametime, &steptrace);
+       VectorCopy (ent->v->origin, oldorg);
+       VectorCopy (ent->v->velocity, oldvel);
 
-       if ( !(clip & 2) )
-               return;         // move didn't block on a step
+       clip = SV_FlyMove (ent, sv.frametime, NULL);
+       VectorCopy(ent->v->origin, originalmove_origin);
+       VectorCopy(ent->v->velocity, originalmove_velocity);
+       originalmove_clip = clip;
+       originalmove_flags = (int)ent->v->flags;
+       originalmove_groundentity = ent->v->groundentity; 
 
-       if (!oldonground && ent->v.waterlevel == 0)
-               return;         // don't stair up while jumping
+       SV_CheckVelocity(ent);
 
-       if (ent->v.movetype != MOVETYPE_WALK)
-               return;         // gibbed by a trigger
-
-       if (sv_nostep.integer)
+       // if move didn't block on a step, return
+       if ( !(clip & 2) )
                return;
 
-       if ( (int)sv_player->v.flags & FL_WATERJUMP )
+       // if move was not trying to move into the step, return
+       if (fabs(oldvel[0]) < 0.03125 && fabs(oldvel[1]) < 0.03125)
                return;
 
-       VectorCopy (ent->v.origin, nosteporg);
-       VectorCopy (ent->v.velocity, nostepvel);
+       if (ent->v->movetype != MOVETYPE_FLY)
+       {
+               if (!oldonground && ent->v->waterlevel == 0 && !sv_jumpstep.integer)
+                       // don't stair up while jumping
+                       return;
 
-//
-// try moving up and forward to go up a step
-//
-       VectorCopy (oldorg, ent->v.origin);     // back to start pos
+               if (ent->v->movetype != MOVETYPE_WALK)
+                       // gibbed by a trigger
+                       return;
+       }
 
-       VectorClear (upmove);
-       VectorClear (downmove);
-       upmove[2] = STEPSIZE;
-       downmove[2] = -STEPSIZE + oldvel[2]*sv.frametime;
+       SV_CheckVelocity(ent);
 
-// move up
-       SV_PushEntity (ent, upmove, vec3_origin);       // FIXME: don't link?
+       if (sv_nostep.integer || (int)ent->v->flags & FL_WATERJUMP )
+               return;
+
+       VectorCopy (ent->v->origin, nosteporg);
+       VectorCopy (ent->v->velocity, nostepvel);
 
-// move forward
-       ent->v.velocity[0] = oldvel[0];
-       ent->v. velocity[1] = oldvel[1];
-       ent->v. velocity[2] = 0;
-       clip = SV_FlyMove (ent, sv.frametime, &steptrace);
+       // try moving up and forward to go up a step
+       // back to start pos
+       VectorCopy (oldorg, ent->v->origin);
 
-// check for stuckness, possibly due to the limited precision of floats
-// in the clipping hulls
-       if (clip)
+       VectorClear (upmove);
+       VectorClear (downmove);
+       upmove[2] = sv_stepheight.value;
+       downmove[2] = -sv_stepheight.value + oldvel[2]*sv.frametime;
+
+       // move up
+       // FIXME: don't link?
+       SV_PushEntity(ent, upmove, vec3_origin);
+
+       // move forward
+       ent->v->velocity[0] = oldvel[0];
+       ent->v->velocity[1] = oldvel[1];
+       ent->v->velocity[2] = 0;
+       clip = SV_FlyMove (ent, sv.frametime, stepnormal);
+       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)
        {
-               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);
-               }
+               // stepping up didn't make any progress, revert to original move
+               VectorCopy(originalmove_origin, ent->v->origin);
+               VectorCopy(originalmove_velocity, ent->v->velocity);
+               clip = originalmove_clip;
+               ent->v->flags = originalmove_flags;
+               ent->v->groundentity = originalmove_groundentity; 
+               // now try to unstick if needed
+               //clip = SV_TryUnstick (ent, oldvel);
+               return;
        }
 
-// extra friction based on view angle
-       if ( clip & 2 )
-               SV_WallFriction (ent, &steptrace);
+       // extra friction based on view angle
+       if (clip & 2 && sv_wallfriction.integer)
+               SV_WallFriction (ent, stepnormal);
 
-// move down
-       downtrace = SV_PushEntity (ent, downmove, vec3_origin); // 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);
+                       ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+                       ent->v->groundentity = EDICT_TO_PROG(downtrace.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
-               VectorCopy (nosteporg, ent->v.origin);
-               VectorCopy (nostepvel, ent->v.velocity);
-       }
-}
-
-
-/*
-================
-SV_Physics_Client
-
-Player character actions
-================
-*/
-void SV_Physics_Client (edict_t        *ent, int num)
-{
-       if ( ! svs.clients[num-1].active )
-               return;         // unconnected slot
-
-//
-// 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, "QC function PlayerPreThink is missing");
-
-//
-// do a move
-//
-       SV_CheckVelocity (ent);
-
-//
-// decide which move function to call
-//
-       switch ((int)ent->v.movetype)
-       {
-       case MOVETYPE_NONE:
-               if (!SV_RunThink (ent))
-                       return;
-               break;
-
-       case MOVETYPE_WALK:
-               if (!SV_RunThink (ent))
-                       return;
-               if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
-                       SV_AddGravity (ent);
-               SV_CheckStuck (ent);
-               SV_WalkMove (ent);
-               break;
-
-       case MOVETYPE_TOSS:
-       case MOVETYPE_BOUNCE:
-               SV_Physics_Toss (ent);
-               break;
-
-       case MOVETYPE_FLY:
-               if (!SV_RunThink (ent))
-                       return;
-               SV_CheckWater (ent);
-               SV_FlyMove (ent, sv.frametime, NULL);
-               break;
-
-       case MOVETYPE_NOCLIP:
-               if (!SV_RunThink (ent))
-                       return;
-               SV_CheckWater (ent);
-               VectorMA (ent->v.origin, sv.frametime, ent->v.velocity, ent->v.origin);
-               break;
-
-       default:
-               Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
+               // 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);
        }
 
-//
-// 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, "QC function PlayerPostThink is missing");
+       SV_CheckVelocity(ent);
 }
 
 //============================================================================
 
-/*
-=============
-SV_Physics_None
-
-Non moving objects can only think
-=============
-*/
-// LordHavoc: inlined manually because it was a real time waster
-/*
-void SV_Physics_None (edict_t *ent)
-{
-// regular thinking
-       SV_RunThink (ent);
-}
-*/
-
 /*
 =============
 SV_Physics_Follow
@@ -1131,62 +1148,39 @@ void SV_Physics_Follow (edict_t *ent)
 {
        vec3_t vf, vr, vu, angles, v;
        edict_t *e;
-// regular thinking
+
+       // regular thinking
        if (!SV_RunThink (ent))
                return;
+
        // LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
-       e = PROG_TO_EDICT(ent->v.aiment);
-       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])
+       e = PROG_TO_EDICT(ent->v->aiment);
+       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);
+               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];
+               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];
+               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];
-               /*
-               ent->v.origin[0] = ent->v.view_ofs[0] * vf[0] + ent->v.view_ofs[0] * vf[1] + ent->v.view_ofs[0] * vf[2] + e->v.origin[0];
-               ent->v.origin[1] = ent->v.view_ofs[1] * vr[0] + ent->v.view_ofs[1] * vr[1] + ent->v.view_ofs[1] * vr[2] + e->v.origin[1];
-               ent->v.origin[2] = ent->v.view_ofs[2] * vu[0] + ent->v.view_ofs[2] * vu[1] + ent->v.view_ofs[2] * vu[2] + e->v.origin[2];
-               */
+               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);
+       VectorAdd (e->v->angles, ent->v->v_angle, ent->v->angles);
        SV_LinkEdict (ent, true);
 }
 
-/*
-=============
-SV_Physics_Noclip
-
-A moving object that doesn't obey physics
-=============
-*/
-void SV_Physics_Noclip (edict_t *ent)
-{
-// regular thinking
-       if (!SV_RunThink (ent))
-               return;
-
-       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);
-}
-
 /*
 ==============================================================================
 
@@ -1203,32 +1197,29 @@ SV_CheckWaterTransition
 */
 void SV_CheckWaterTransition (edict_t *ent)
 {
-       int             cont;
-       cont = SV_PointContents (ent->v.origin);
-       if (!ent->v.watertype)
-       {       // just spawned here
-               ent->v.watertype = cont;
-               ent->v.waterlevel = 1;
+       int cont;
+       cont = SV_PointQ1Contents(ent->v->origin);
+       if (!ent->v->watertype)
+       {
+               // just spawned here
+               ent->v->watertype = cont;
+               ent->v->waterlevel = 1;
                return;
        }
 
+       // check if the entity crossed into or out of water
+       if ((ent->v->watertype == CONTENTS_WATER || ent->v->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME))
+               SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
+
        if (cont <= CONTENTS_WATER)
        {
-               if (ent->v.watertype == CONTENTS_EMPTY)
-               {       // just crossed into water
-                       SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-               }
-               ent->v.watertype = cont;
-               ent->v.waterlevel = 1;
+               ent->v->watertype = cont;
+               ent->v->waterlevel = 1;
        }
        else
        {
-               if (ent->v.watertype != CONTENTS_EMPTY)
-               {       // just crossed into water
-                       SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1);
-               }
-               ent->v.watertype = CONTENTS_EMPTY;
-               ent->v.waterlevel = cont;
+               ent->v->watertype = CONTENTS_EMPTY;
+               ent->v->waterlevel = 0;
        }
 }
 
@@ -1241,80 +1232,86 @@ Toss, bounce, and fly movement.  When onground, do nothing.
 */
 void SV_Physics_Toss (edict_t *ent)
 {
-       trace_t trace;
-       vec3_t  move;
-       //edict_t *groundentity;
+       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) && ent->v.groundentity == 0)
-               return;
-       /*
-       if ( ((int)ent->v.flags & FL_ONGROUND) )
+       if ((int)ent->v->flags & FL_ONGROUND)
        {
-               // LordHavoc: fall if the groundentity was removed
-               if (ent->v.groundentity)
+               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)
                {
-                       groundentity = PROG_TO_EDICT(ent->v.groundentity);
-                       if (groundentity && groundentity->v.solid != SOLID_NOT && groundentity->v.solid != SOLID_TRIGGER)
-                               return;
+                       ent->e->suspendedinairflag = true;
+                       return;
+               }
+               else if (ent->e->suspendedinairflag && groundentity->e->free)
+               {
+                       // leave it suspended in the air
+                       ent->v->groundentity = 0;
+                       ent->e->suspendedinairflag = false;
+                       return;
                }
        }
-       */
+       ent->e->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, sv.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, sv.frametime, move);
+       VectorScale (ent->v->velocity, sv.frametime, move);
        trace = SV_PushEntity (ent, move, vec3_origin);
-       if (ent->free)
-               return;
-       if (trace.fraction == 1)
+       if (ent->e->free)
                return;
 
-       if (ent->v.movetype == MOVETYPE_BOUNCEMISSILE)
+       if (trace.fraction < 1)
        {
-               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)
-               //if (trace.plane.normal[2] > 0.7 && ent->v.velocity[2] < 60)
+               if (ent->v->movetype == MOVETYPE_BOUNCEMISSILE)
                {
-                       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);
+                       ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 2.0);
+                       ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
                }
-               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)
+               else if (ent->v->movetype == MOVETYPE_BOUNCE)
                {
-                       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);
+                       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
-                       ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
+               {
+                       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
@@ -1342,50 +1339,25 @@ will fall if the floor is pulled out from under them.
 */
 void SV_Physics_Step (edict_t *ent)
 {
-       int flags, fall, hitsound;
-
-       // freefall if not fly/swim
-       fall = true;
-       flags = (int)ent->v.flags;
-       if (flags & (FL_FLY | FL_SWIM))
+       // freefall if not onground/fly/swim
+       if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
        {
-               if (flags & FL_FLY)
-                       fall = false;
-               else if ((flags & FL_SWIM) && SV_PointContents(ent->v.origin) != CONTENTS_EMPTY)
-                       fall = false;
-       }
-       if (fall && (flags & FL_ONGROUND) && ent->v.groundentity == 0)
-               fall = false;
+               int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1;
 
-       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, sv.frametime, NULL);
-               SV_LinkEdict (ent, false);
+               SV_AddGravity(ent);
+               SV_CheckVelocity(ent);
+               SV_FlyMove(ent, sv.frametime, NULL);
+               SV_LinkEdict(ent, true);
 
                // 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);
-               }
+               if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+                       SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
        }
 
 // regular thinking
-       SV_RunThink (ent);
+       SV_RunThink(ent);
 
-       SV_CheckWaterTransition (ent);
+       SV_CheckWaterTransition(ent);
 }
 
 //============================================================================
@@ -1398,8 +1370,8 @@ SV_Physics
 */
 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);
@@ -1407,68 +1379,109 @@ void SV_Physics (void)
        pr_global_struct->time = sv.time;
        PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
 
-//SV_CheckAllEnts ();
-
 //
 // treat each object in turn
 //
        ent = sv.edicts;
        for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
        {
-               if (ent->free)
+               if (ent->e->free)
                        continue;
 
                if (pr_global_struct->force_retouch)
                        SV_LinkEdict (ent, true);       // force retouch even for stationary
 
-               if (i > 0 && i <= svs.maxclients)
+               if (i <= svs.maxclients && i > 0)
                {
-                       SV_Physics_Client (ent, i);
-                       continue;
+                       if (!svs.clients[i-1].spawned)
+                               continue;
+                       // connected slot
+                       // call standard client pre-think
+                       SV_CheckVelocity (ent);
+                       pr_global_struct->time = sv.time;
+                       pr_global_struct->self = EDICT_TO_PROG(ent);
+                       PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+                       SV_CheckVelocity (ent);
                }
+               else if (sv_freezenonclients.integer)
+                       break;
 
-               switch ((int) ent->v.movetype)
+               // LordHavoc: merged client and normal entity physics
+               switch ((int) ent->v->movetype)
                {
                case MOVETYPE_PUSH:
                        SV_Physics_Pusher (ent);
                        break;
                case MOVETYPE_NONE:
-//                     SV_Physics_None (ent);
                        // 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)
+                       if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
                                SV_RunThink (ent);
                        break;
                case MOVETYPE_FOLLOW:
                        SV_Physics_Follow (ent);
                        break;
                case MOVETYPE_NOCLIP:
-                       SV_Physics_Noclip (ent);
+                       if (SV_RunThink(ent))
+                       {
+                               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);
+                       }
+                       // relink normal entities here, players always get relinked so don't relink twice
+                       if (!(i > 0 && i <= svs.maxclients))
+                               SV_LinkEdict(ent, false);
                        break;
                case MOVETYPE_STEP:
                        SV_Physics_Step (ent);
                        break;
-               // LordHavoc: added support for MOVETYPE_WALK on normal entities! :)
                case MOVETYPE_WALK:
                        if (SV_RunThink (ent))
                        {
-                               if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) )
+                               if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
                                        SV_AddGravity (ent);
                                SV_CheckStuck (ent);
                                SV_WalkMove (ent);
-                               SV_LinkEdict (ent, true);
+                               // relink normal entities here, players always get relinked so don't relink twice
+                               if (!(i > 0 && i <= svs.maxclients))
+                                       SV_LinkEdict (ent, true);
                        }
                        break;
                case MOVETYPE_TOSS:
                case MOVETYPE_BOUNCE:
                case MOVETYPE_BOUNCEMISSILE:
-               case MOVETYPE_FLY:
                case MOVETYPE_FLYMISSILE:
                        SV_Physics_Toss (ent);
                        break;
+               case MOVETYPE_FLY:
+                       if (i > 0 && i <= svs.maxclients)
+                       {
+                               if (SV_RunThink (ent))
+                               {
+                                       SV_CheckWater (ent);
+                                       SV_WalkMove (ent);
+                               }
+                       }
+                       else
+                               SV_Physics_Toss (ent);
+                       break;
                default:
-                       Host_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype);
+                       Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
                        break;
                }
+
+               if (i > 0 && i <= svs.maxclients && !ent->e->free)
+               {
+                       SV_CheckVelocity (ent);
+
+                       // call standard player post-think
+                       SV_LinkEdict (ent, true);
+
+                       SV_CheckVelocity (ent);
+
+                       pr_global_struct->time = sv.time;
+                       pr_global_struct->self = EDICT_TO_PROG(ent);
+                       PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+               }
        }
 
        if (pr_global_struct->force_retouch)
@@ -1490,17 +1503,21 @@ void SV_Physics (void)
 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;
-       float   gravity, savesolid;
-       eval_t  *val;
-
-       memcpy(&tempent, tossent, sizeof(edict_t));
+       float gravity, savesolid;
+       vec3_t move, end;
+       edict_t tempent, *tent;
+       entvars_t vars;
+       eval_t *val;
+       trace_t trace;
+
+       // copy the vars over
+       memcpy(&vars, tossent->v, sizeof(entvars_t));
+       // set up the temp entity to point to the copied vars
        tent = &tempent;
-       savesolid = tossent->v.solid;
-       tossent->v.solid = SOLID_NOT;
+       tent->v = &vars;
+
+       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);
@@ -1513,18 +1530,18 @@ trace_t SV_Trace_Toss (edict_t *tossent, edict_t *ignore)
        for (i = 0;i < 200;i++) // LordHavoc: sanity check; never trace more than 10 seconds
        {
                SV_CheckVelocity (tent);
-               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);
-               VectorCopy (trace.endpos, tent->v.origin);
-
-               if (trace.fraction < 1 && trace.ent)
-                       if (trace.ent != ignore)
-                               break;
+               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);
+               VectorCopy (trace.endpos, tent->v->origin);
+
+               if (trace.fraction < 1 && trace.ent && trace.ent != ignore)
+                       break;
        }
-       tossent->v.solid = savesolid;
+       tossent->v->solid = savesolid;
        trace.fraction = 0; // not relevant
        return trace;
 }
+