]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
changed a lot of Con_DPrint/Con_DPrintf calls to Con_Print/Con_Printf (non-technical...
[xonotic/darkplaces.git] / sv_phys.c
index ffe1ce9c2b667086abbede91b1852bc94c4c4ac9..ee0239084cad2839d1bf1ad9229464e51337b3e8 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 +39,30 @@ 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"};
+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
@@ -56,23 +70,23 @@ 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))
-                       Con_Print("entity in invalid position\n");
+                       Con_Print("entity in invalid position\n");
        }
 }
 
@@ -83,42 +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;
-               wishspeed = sv_maxvelocity.value;
+               ent->v->velocity[0] *= wishspeed;
+               ent->v->velocity[1] *= wishspeed;
+               ent->v->velocity[2] *= wishspeed;
        }
 }
 
@@ -134,22 +140,23 @@ 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)
+       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);
-       return !ent->free;
+       PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
+       return !ent->e->free;
 }
 
 /*
@@ -161,24 +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, "QC function self.touch is missing");
        }
-       
-       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, "QC function self.touch is missing");
        }
 
        pr_global_struct->self = old_self;
@@ -194,31 +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
-       
-       backoff = DotProduct (in, normal) * overbounce;
+       int i;
+       float backoff;
 
-       for (i=0 ; i<3 ; i++)
-       {
-               change = normal[i]*backoff;
-               out[i] = in[i] - change;
+       backoff = -DotProduct (in, normal) * overbounce;
+       VectorMA(in, backoff, normal, out);
+
+       for (i = 0;i < 3;i++)
                if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
                        out[i] = 0;
-       }
-       
-       return blocked;
 }
 
 
@@ -231,145 +225,268 @@ 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
 ============
 */
-#define        MAX_CLIP_PLANES 5
-int SV_FlyMove (edict_t *ent, float time, trace_t *steptrace)
+// LordHavoc: increased from 5 to 20
+#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;
-       
-       numbumps = 4;
-       
+       int blocked, bumpcount;
+       edict_t *hackongroundentity;
+       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);
+       VectorCopy(ent->v->velocity, original_velocity);
+       VectorCopy(ent->v->velocity, primal_velocity);
        numplanes = 0;
-       
        time_left = time;
-
-       for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
+       hackongroundentity = NULL;
+       for (bumpcount = 0;bumpcount < 8;bumpcount++)
        {
-               if (!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;
 
-               for (i=0 ; i<3 ; i++)
-                       end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];
+               VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+               trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+#if 0
+               //if (trace.fraction < 0.002)
+               {
+#if 1
+                       vec3_t start;
+                       trace_t testtrace;
+                       VectorCopy(ent->v->origin, start);
+                       start[2] += 3;//0.03125;
+                       VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+                       end[2] += 3;//0.03125;
+                       testtrace = SV_Move(start, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+                       if (trace.fraction < testtrace.fraction && !testtrace.startsolid && (testtrace.fraction == 1 || DotProduct(trace.plane.normal, ent->v->velocity) < DotProduct(testtrace.plane.normal, ent->v->velocity)))
+                       {
+                               Con_Printf("got further (new %f > old %f)\n", testtrace.fraction, trace.fraction);
+                               trace = testtrace;
+                       }
+#endif
+#if 0
+                       //j = -1;
+                       for (i = 0;i < numplanes;i++)
+                       {
+                               VectorCopy(ent->v->origin, start);
+                               VectorMA(ent->v->origin, time_left, ent->v->velocity, end);
+                               VectorMA(start, 3, planes[i], start);
+                               VectorMA(end, 3, planes[i], end);
+                               testtrace = SV_Move(start, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+                               if (trace.fraction < testtrace.fraction)
+                               {
+                                       trace = testtrace;
+                                       VectorCopy(start, ent->v->origin);
+                                       //j = i;
+                               }
+                       }
+                       //if (j >= 0)
+                       //      VectorAdd(ent->v->origin, planes[j], start);
+#endif
+               }
+#endif
 
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);
+#if 0
+               Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - sv.edicts, bumpcount, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2], trace.fraction);
+               if (trace.fraction < 1)
+                       Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
+               Con_Print("\n");
+#endif
 
-               if (trace.allsolid)
-               {       // entity is trapped in another solid
-                       VectorCopy (vec3_origin, ent->v.velocity);
+               /*
+               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.fraction > 0)
-               {       // 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
+               {
+                       VectorCopy(trace.endpos, ent->v->origin);
+                       break;
+               }
 
                if (!trace.ent)
-                       Host_Error ("SV_FlyMove: !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;
                        }
                }
-               if (!trace.plane.normal[2])
+               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
                {
-                       blocked |= 2;           // step
-                       if (steptrace)
-                               *steptrace = trace;     // save for player extrafriction
+                       // step
+                       blocked |= 2;
+                       // save the trace for player extrafriction
+                       if (stepnormal)
+                               VectorCopy(trace.plane.normal, stepnormal);
                }
 
-//
-// run the impact function
-//
-               SV_Impact (ent, trace.ent);
-               if (ent->free)
-                       break;          // removed by the impact function
+               if (trace.fraction >= 0.001)
+               {
+                       // actually covered some distance
+                       VectorCopy(trace.endpos, ent->v->origin);
+                       VectorCopy(ent->v->velocity, original_velocity);
+                       numplanes = 0;
+               }
 
-               
-               time_left -= time_left * trace.fraction;
-               
-       // cliped to another plane
+               // 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 *= 1 - trace.fraction;
+
+               // clipped to another plane
                if (numplanes >= MAX_CLIP_PLANES)
-               {       // this shouldn't really happen
-                       VectorCopy (vec3_origin, ent->v.velocity);
-                       return 3;
+               {
+                       // this shouldn't really happen
+                       VectorClear(ent->v->velocity);
+                       blocked = 3;
+                       break;
+               }
+
+               /*
+               for (i = 0;i < numplanes;i++)
+                       if (DotProduct(trace.plane.normal, planes[i]) > 0.99)
+                               break;
+               if (i < numplanes)
+               {
+                       VectorAdd(ent->v->velocity, trace.plane.normal, ent->v->velocity);
+                       continue;
                }
+               */
 
-               VectorCopy (trace.plane.normal, planes[numplanes]);
+               VectorCopy(trace.plane.normal, planes[numplanes]);
                numplanes++;
 
-//
-// modify original_velocity so it parallels all of the clip planes
-//
-               for (i=0 ; i<numplanes ; i++)
+               if (sv_newflymove.integer)
+                       ClipVelocity(ent->v->velocity, trace.plane.normal, ent->v->velocity, 1);
+               else
                {
-                       ClipVelocity (original_velocity, planes[i], new_velocity, 1);
-                       for (j=0 ; j<numplanes ; j++)
-                               if (j != i)
+                       // 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 (DotProduct (new_velocity, planes[j]) < 0)
-                                               break;  // not ok
+                                       if (j != i)
+                                       {
+                                               // not ok
+                                               if (DotProduct(new_velocity, planes[j]) < 0)
+                                                       break;
+                                       }
                                }
-                       if (j == numplanes)
-                               break;
-               }
-               
-               if (i != numplanes)
-               {       // go along this plane
-                       VectorCopy (new_velocity, ent->v.velocity);
-               }
-               else
-               {       // go along the crease
-                       if (numplanes != 2)
+                               if (j == numplanes)
+                                       break;
+                       }
+
+                       if (i != numplanes)
                        {
-//                             Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
-                               VectorCopy (vec3_origin, ent->v.velocity);
-                               return 7;
+                               // 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);
                        }
-                       CrossProduct (planes[0], planes[1], 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)
+               // 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);
-                       return blocked;
+                       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;
 }
 
+int SV_SetOnGround (edict_t *ent)
+{
+       vec3_t end;
+       trace_t trace;
+       if ((int)ent->v->flags & FL_ONGROUND)
+               return 1;
+       VectorSet(end, ent->v->origin[0], ent->v->origin[1], ent->v->origin[2] - 1);
+       trace = SV_Move(ent->v->origin, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
+       if (trace.fraction < 1 && trace.plane.normal[2] >= 0.7)
+       {
+               ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
+               ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+               return 1;
+       }
+       return 0;
+}
 
 /*
 ============
@@ -379,16 +496,15 @@ 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;
 }
 
 
@@ -409,27 +525,28 @@ Does not change the entities velocity at all
 */
 trace_t SV_PushEntity (edict_t *ent, vec3_t push)
 {
-       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
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
+       int type;
+       trace_t trace;
+       vec3_t end;
+
+       VectorAdd (ent->v->origin, push, end);
+
+       if (ent->v->movetype == MOVETYPE_FLYMISSILE)
+               type = MOVE_MISSILE;
+       else if (ent->v->solid == SOLID_TRIGGER || ent->v->solid == SOLID_NOT)
+               type = MOVE_NOMONSTERS; // only clip against bmodels
        else
-               trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent);       
-       
-       VectorCopy (trace.endpos, ent->v.origin);
-       SV_LinkEdict (ent, true);
+               type = MOVE_NORMAL;
 
-       if (trace.ent)
-               SV_Impact (ent, trace.ent);             
+       trace = SV_Move (ent->v->origin, ent->v->mins, ent->v->maxs, end, type, ent);
 
+       VectorCopy (trace.endpos, ent->v->origin);
+       SV_LinkEdict (ent, true);
+
+       if (trace.ent && (!((int)ent->v->flags & FL_ONGROUND) || ent->v->groundentity != EDICT_TO_PROG(trace.ent)))
+               SV_Impact (ent, trace.ent);
        return trace;
-}                                      
+}
 
 
 /*
@@ -438,18 +555,24 @@ 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;
-       edict_t         *check;
-       vec3_t          mins, maxs, move;
-       vec3_t          entorig, pushorig;
-       int                     num_moved;
-       edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       float           savesolid;
-
-       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;
+       trace_t trace;
+
+       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:
@@ -460,261 +583,201 @@ 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);
-               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);
+               Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+               return;
        }
-       if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2])
+       index = (int) pusher->v->modelindex;
+       if (index < 1 || index >= MAX_MODELS)
        {
-               pusher->v.ltime += movetime;
+               Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
                return;
        }
+       pushermodel = sv.models[index];
 
-       for (i=0 ; i<3 ; i++)
+       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;
+                       }
+                       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
        {
-               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->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;
+                       }
+               }
        }
 
-       VectorCopy (pusher->v.origin, pushorig);
-       
+       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);
-       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;
 
 // 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
+                || check->v->movetype == MOVETYPE_FAKEPUSH)
                        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.absmin[1] >= maxs[1]
-                        || check->v.absmin[2] >= maxs[2]
-                        || check->v.absmax[0] <= mins[0]
-                        || check->v.absmax[1] <= mins[1]
-                        || 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;
 
-                       // see if the ent's bbox is inside the pusher's final position
-                       if (!SV_TestEntityPosition (check))
+                       if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                                continue;
                }
 
+               if (forward[0] != 1) // 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++;
-
-               // LordHavoc: pusher fixes (teleport train bug, etc)
-               savesolid = pusher->v.solid;
-               if (savesolid == SOLID_BSP || savesolid == SOLID_BBOX || savesolid == SOLID_SLIDEBOX)
+               if (check->v->movetype != MOVETYPE_WALK)
+                       check->v->flags = (int)check->v->flags & ~FL_ONGROUND;
+
+               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);
+               // FIXME: turn players specially
+               check->v->angles[1] += trace.fraction * moveangle[1];
+               pusher->v->solid = savesolid; // was SOLID_BSP
+
+               // if it is still inside the pusher, block
+               if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                {
-                       // try moving the contacted entity
-                       pusher->v.solid = SOLID_NOT;
+                       // 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);
-                       pusher->v.solid = savesolid; // was SOLID_BSP
+                       pusher->v->solid = savesolid;
+                       if (SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
+                       {
+                               // still inside pusher, so it's really blocked
 
-                       // if it is still inside the pusher, block
-                       if (SV_TestEntityPosition (check))
-                       {       // fail the move
-                               if (check->v.mins[0] == check->v.maxs[0])
+                               // 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);
+                               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.origin);
+                               VectorCopy (pushorig, pusher->v->origin);
+                               VectorCopy (pushang, pusher->v->angles);
+                               pusher->v->ltime = pushltime;
                                SV_LinkEdict (pusher, false);
-                               pusher->v.ltime -= movetime;
+
+                               // 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)
+                               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
-                               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);
-                                       SV_LinkEdict (moved_edict[i], false);
+                                       PR_ExecuteProgram (pusher->v->blocked, "QC function self.blocked is missing");
                                }
-                               return;
-                       }       
-               }
-       }
-
-       
-}
-
-/*
-============
-SV_PushRotate
-
-============
-*/
-void SV_PushRotate (edict_t *pusher, float movetime)
-{
-       int                     i, e;
-       edict_t         *check;
-       vec3_t          move, a, amove;
-       vec3_t          entorigin, entangles, pushorigin, pushangles;
-       int                     num_moved;
-       edict_t         *moved_edict[MAX_EDICTS];
-       vec3_t          moved_from[MAX_EDICTS];
-       vec3_t          angled_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.origin, pushorigin);
-       VectorCopy (pusher->v.angles, pushangles);
-       
-// 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, entorigin);
-               VectorCopy (check->v.origin, moved_from[num_moved]);
-               VectorCopy (check->v.angles, entangles);
-               VectorCopy (check->v.angles, angled_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
-
-               VectorAdd (check->v.angles, amove, check->v.angles);
-
-       // 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 (entorigin, check->v.origin);
-                       VectorCopy (entangles, check->v.angles);
-                       SV_LinkEdict (check, true);
-
-                       VectorCopy (pushorigin, pusher->v.origin);
-                       VectorCopy (pushangles, 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
-                       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 (angled_from[i], moved_edict[i]->v.angles);
-                               SV_LinkEdict (moved_edict[i], false);
+                               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));
 }
 
 /*
@@ -725,59 +788,32 @@ 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)
+       oldltime = ent->v->ltime;
+
+       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;
        }
        else
-               movetime = host_frametime;
+               movetime = sv.frametime;
 
        if (movetime)
+               // advances ent->v->ltime if not blocked
+               SV_PushMove (ent, movetime);
+
+       if (thinktime > oldltime && thinktime <= ent->v->ltime)
        {
-               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
-       }
-       */
-       if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])
-               SV_PushRotate (ent, host_frametime);
-       else
-       {
-               thinktime = ent->v.nextthink;
-               if (thinktime < ent->v.ltime + host_frametime)
-               {
-                       movetime = thinktime - ent->v.ltime;
-                       if (movetime < 0)
-                               movetime = 0;
-               }
-               else
-                       movetime = host_frametime;
-               if (movetime)
-                       SV_PushMove (ent, movetime);    // advances ent->v.ltime if not blocked
-       }
-               
-       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);
-               if (ent->free)
-                       return;
+               PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
        }
-
 }
 
 
@@ -799,42 +835,41 @@ 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_DPrint("Unstuck.\n");
+               Con_DPrint("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_DPrint("Unstuck.\n");
+                                       Con_DPrint("Unstuck.\n");
                                        SV_LinkEdict (ent, true);
                                        return;
                                }
                        }
-                       
-       VectorCopy (org, ent->v.origin);
-       Con_DPrint("player is stuck.\n");
+
+       VectorCopy (org, ent->v->origin);
+       Con_DPrint("player is stuck.\n");
 }
 
 
@@ -845,33 +880,33 @@ 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;
 }
 
 /*
@@ -880,26 +915,21 @@ SV_WallFriction
 
 ============
 */
-void SV_WallFriction (edict_t *ent, trace_t *trace)
+void SV_WallFriction (edict_t *ent, float *stepnormal)
 {
-       vec3_t          forward, right, up;
-       float           d, i;
-       vec3_t          into, side;
-       
-       AngleVectors (ent->v.v_angle, forward, right, up);
-       d = DotProduct (trace->plane.normal, forward);
-       
-       d += 0.5;
-       if (d >= 0)
-               return;
-               
-// 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);
+       float d, i;
+       vec3_t forward, into, side;
+
+       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);
+       }
 }
 
 /*
@@ -916,51 +946,50 @@ 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;
-       
-       VectorCopy (ent->v.origin, oldorg);
-       VectorCopy (vec3_origin, dir);
+       int i, clip;
+       vec3_t oldorg, dir;
+
+       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);
 
-// retry the original move
-               ent->v.velocity[0] = oldvel[0];
-               ent->vvelocity[1] = oldvel[1];
-               ent->vvelocity[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_DPrint("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);
        }
-       
-       VectorCopy (vec3_origin, ent->v.velocity);
-       return 7;               // still not moving
+
+       // still not moving
+       VectorClear (ent->v->velocity);
+       Con_DPrint("TryUnstick - failure.\n");
+       return 7;
 }
 
 /*
@@ -970,190 +999,138 @@ 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
-//
-       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);
+       int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity;
+       vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity;
+       trace_t downtrace;
 
-       if ( !(clip & 2) )
-               return;         // move didn't block on a step
+       SV_CheckVelocity(ent);
 
-       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 ( (int)sv_player->v.flags & FL_WATERJUMP )
-               return;
+       // 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, nosteporg);
-       VectorCopy (ent->v.velocity, nostepvel);
+       VectorCopy (ent->v->origin, start_origin);
+       VectorCopy (ent->v->velocity, start_velocity);
 
-//
-// try moving up and forward to go up a step
-//
-       VectorCopy (oldorg, ent->v.origin);     // back to start pos
+       clip = SV_FlyMove (ent, sv.frametime, NULL);
 
-       VectorCopy (vec3_origin, upmove);
-       VectorCopy (vec3_origin, downmove);
-       upmove[2] = STEPSIZE;
-       downmove[2] = -STEPSIZE + oldvel[2]*host_frametime;
+       SV_SetOnGround (ent);
+       SV_CheckVelocity(ent);
 
-// move up
-       SV_PushEntity (ent, upmove);    // FIXME: don't link?
+       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;
 
-// 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);
+       if ((int)ent->v->flags & FL_WATERJUMP)
+               return;
 
-// check for stuckness, possibly due to the limited precision of floats
-// in the clipping hulls
-       if (clip)
+       if (sv_nostep.integer)
+               return;
+       
+       // if move didn't block on a step, return
+       if (clip & 2)
        {
-               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);
+               // if move was not trying to move into the step, return
+               if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
+                       return;
+       
+               if (ent->v->movetype != MOVETYPE_FLY)
+               {
+                       // return if gibbed by a trigger
+                       if (ent->v->movetype != MOVETYPE_WALK)
+                               return;
+       
+                       // only step up while jumping if that is enabled
+                       if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
+                               if (!oldonground && ent->v->waterlevel == 0)
+                                       return;
                }
-       }
        
-// extra friction based on view angle
-       if ( clip & 2 )
-               SV_WallFriction (ent, &steptrace);
+               // try moving up and forward to go up a step
+               // back to start pos
+               VectorCopy (start_origin, ent->v->origin);
+               VectorCopy (start_velocity, ent->v->velocity);
+       
+               // move up
+               VectorClear (upmove);
+               upmove[2] = sv_stepheight.value;
+               // FIXME: don't link?
+               SV_PushEntity(ent, upmove);
+       
+               // move forward
+               ent->v->velocity[2] = 0;
+               clip = SV_FlyMove (ent, sv.frametime, stepnormal);
+               ent->v->velocity[2] += start_velocity[2];
+       
+               SV_CheckVelocity(ent);
+       
+               // check for stuckness, possibly due to the limited precision of floats
+               // in the clipping hulls
+               if (clip
+                && fabs(originalmove_origin[1] - ent->v->origin[1]) < 0.03125
+                && fabs(originalmove_origin[0] - ent->v->origin[0]) < 0.03125)
+               {
+                       //Con_Printf("wall\n");
+                       // 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;
+               }
+
+               //Con_Printf("step - ");
+
+               // extra friction based on view angle
+               if (clip & 2 && sv_wallfriction.integer)
+                       SV_WallFriction (ent, stepnormal);
+       }
+       // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground
+       else if (!(sv_gameplayfix_stepdown.integer && ent->v->waterlevel < 2 && start_velocity[2] < (1.0 / 32.0) && oldonground && !((int)ent->v->flags & FL_ONGROUND)))
+               return;
 
-// move down
-       downtrace = SV_PushEntity (ent, downmove);      // FIXME: don't link?
+       // move down
+       VectorClear (downmove);
+       downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
+       // FIXME: don't link?
+       downtrace = SV_PushEntity (ent, downmove);
 
-       if (downtrace.plane.normal[2] > 0.7)
+       if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
        {
-               if (ent->v.solid == SOLID_BSP)
+               // LordHavoc: disabled this check 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);
+                       //Con_Printf("onground\n");
+                       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);
-       
-//
-// 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_FlyMove (ent, host_frametime, NULL);
-               break;
-               
-       case MOVETYPE_NOCLIP:
-               if (!SV_RunThink (ent))
-                       return;
-               VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin);
-               break;
-               
-       default:
-               Host_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype);
+               //Con_Printf("slope\n");
+               // 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(originalmove_origin, ent->v->origin);
+               VectorCopy(originalmove_velocity, ent->v->velocity);
+               //clip = originalmove_clip;
+               ent->v->flags = originalmove_flags;
+               ent->v->groundentity = originalmove_groundentity; 
        }
 
-//
-// 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);
+       SV_SetOnGround (ent);
+       SV_CheckVelocity(ent);
 }
 
 //============================================================================
 
-/*
-=============
-SV_Physics_None
-
-Non moving objects can only think
-=============
-*/
-void SV_Physics_None (edict_t *ent)
-{
-// regular thinking
-       SV_RunThink (ent);
-}
-
 /*
 =============
 SV_Physics_Follow
@@ -1163,41 +1140,39 @@ 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);
-       // 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);
-       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);
-}
 
-/*
-=============
-SV_Physics_Noclip
-
-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);
 
-       SV_LinkEdict (ent, false);
+       // 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])
+       {
+               // 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);
+       SV_LinkEdict (ent, true);
 }
 
 /*
@@ -1216,32 +1191,29 @@ 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;
        }
 }
 
@@ -1254,57 +1226,111 @@ 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;
 
+       // don't stick to ground if onground and moving upward
+       if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+               ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+
 // if onground, return without moving
-       if ( ((int)ent->v.flags & FL_ONGROUND) )
-               return;
+       if ((int)ent->v->flags & FL_ONGROUND)
+       {
+               if (!sv_gameplayfix_noairborncorpse.integer)
+                       return;
+               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->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, 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);
+       VectorScale (ent->v->velocity, sv.frametime, move);
        trace = SV_PushEntity (ent, move);
-       if (trace.fraction == 1)
+       if (ent->e->free)
                return;
-       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)
+               {
+                       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)
                {
-                       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);
+                       float d;
+                       ClipVelocity (ent->v->velocity, trace.plane.normal, ent->v->velocity, 1.5);
+                       // LordHavoc: fixed grenades not bouncing when fired down a slope
+                       if (sv_gameplayfix_grenadebouncedownslopes.integer)
+                       {
+                               d = DotProduct(trace.plane.normal, ent->v->velocity);
+                               if (trace.plane.normal[2] > 0.7 && fabs(d) < 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
+                       {
+                               if (trace.plane.normal[2] > 0.7 && ent->v->velocity[2] < 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);
 }
@@ -1330,32 +1356,29 @@ will fall if the floor is pulled out from under them.
 */
 void SV_Physics_Step (edict_t *ent)
 {
-       qboolean        hitsound;
+       // don't stick to ground if onground and moving upward
+       if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+               ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
 
-// freefall if not onground
-       if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) )
+       // freefall if not onground/fly/swim
+       if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
        {
-               if (ent->v.velocity[2] < sv_gravity.value*-0.1)
-                       hitsound = true;
-               else
-                       hitsound = false;
+               int hitsound = ent->v->velocity[2] < sv_gravity.value * -0.1;
 
-               SV_AddGravity (ent);
-               SV_CheckVelocity (ent);
-               SV_FlyMove (ent, host_frametime, NULL);
-               SV_LinkEdict (ent, true);
+               SV_AddGravity(ent);
+               SV_CheckVelocity(ent);
+               SV_FlyMove(ent, sv.frametime, NULL);
+               SV_LinkEdict(ent, true);
 
-               if ( (int)ent->v.flags & FL_ONGROUND )  // just hit ground
-               {
-                       if (hitsound)
-                               SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1);
-               }
+               // just hit ground
+               if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+                       SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
        }
 
 // regular thinking
-       SV_RunThink (ent);
-       
-       SV_CheckWaterTransition (ent);
+       SV_RunThink(ent);
+
+       SV_CheckWaterTransition(ent);
 }
 
 //============================================================================
@@ -1366,19 +1389,16 @@ 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
@@ -1386,60 +1406,106 @@ void SV_Physics (void)
        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 >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
                {
-                       SV_Physics_Client (ent, i);
-                       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)
+                       continue;
 
-               switch ((int) ent->v.movetype)
+               // LordHavoc: merged client and normal entity physics
+               switch ((int) ent->v->movetype)
                {
                case MOVETYPE_PUSH:
+               case MOVETYPE_FAKEPUSH:
                        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)
+                               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);
+                               // 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 >= 1 && i <= svs.maxclients && svs.clients[i-1].spawned)
+               {
+                       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)
-               pr_global_struct->force_retouch--;      
+               pr_global_struct->force_retouch--;
 
        // LordHavoc: endframe support
        if (EndFrameQC)
@@ -1447,42 +1513,56 @@ 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), "QC function EndFrame is missing");
        }
 
-       sv.time += host_frametime;
+       if (!sv_freezenonclients.integer)
+               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;
+       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;
+       tent->v = &vars;
 
-       save_frametime = host_frametime;
-       host_frametime = 0.05;
+       savesolid = tossent->v->solid;
+       tossent->v->solid = SOLID_NOT;
 
-       memcpy(&tempent, ent, sizeof(edict_t));
-       tent = &tempent;
+       // 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);
-               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.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;
        }
-       host_frametime = save_frametime;
+       tossent->v->solid = savesolid;
+       trace.fraction = 0; // not relevant
        return trace;
 }
+