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Move client side jump calculation into CheckPlayerJump
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 .float gravity;
5 .float swamp_slowdown;
6 .float lastflags;
7 .float lastground;
8 .float wasFlying;
9 .float spectatorspeed;
10
11 .vector movement_old;
12 .float buttons_old;
13 .vector v_angle_old;
14 .string lastclassname;
15
16 .float() PlayerPhysplug;
17 float AdjustAirAccelQW(float accelqw, float factor);
18
19 #ifdef CSQC
20
21 .float watertype;
22
23 #elif defined(SVQC)
24 .float stat_sv_airaccel_qw;
25 .float stat_sv_airstrafeaccel_qw;
26 .float stat_sv_airspeedlimit_nonqw;
27 .float stat_sv_maxspeed;
28 .float stat_movement_highspeed;
29
30 .float stat_jetpack_accel_side;
31 .float stat_jetpack_accel_up;
32 .float stat_jetpack_antigravity;
33 .float stat_jetpack_fuel;
34 .float stat_jetpack_maxspeed_up;
35 .float stat_jetpack_maxspeed_side;
36
37 void Physics_AddStats()
38 {
39         // g_movementspeed hack
40         addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
41         addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
42         addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
43         addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
44         addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
45
46         // jet pack
47         addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
48         addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
49         addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
50         addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
51         addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
52         addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
53
54         // hack to fix track_canjump
55         addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
56 }
57
58 void Physics_UpdateStats(float maxspd_mod)
59 {
60         self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
61         if (autocvar_sv_airstrafeaccel_qw)
62                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
63         else
64                 self.stat_sv_airstrafeaccel_qw = 0;
65         self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
66         self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
67         self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
68
69         self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
70         self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
71         self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
72         self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
73         self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
74         self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
75 }
76 #endif
77
78 float IsMoveInDirection(vector mv, float angle) // key mix factor
79 {
80         if (mv_x == 0 && mv_y == 0)
81                 return 0; // avoid division by zero
82         angle -= RAD2DEG * atan2(mv_y, mv_x);
83         angle = remainder(angle, 360) / 45;
84         return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
85 }
86
87 float GeomLerp(float a, float lerp, float b)
88 {
89         return a == 0 ? (lerp < 1 ? 0 : b)
90                 : b == 0 ? (lerp > 0 ? 0 : a)
91                 : a * pow(fabs(b / a), lerp);
92 }
93
94 noref float pmove_waterjumptime;
95
96 const float unstick_count = 27;
97 vector unstick_offsets[unstick_count] =
98 {
99 // 1 no nudge (just return the original if this test passes)
100         '0.000   0.000  0.000',
101 // 6 simple nudges
102         ' 0.000  0.000  0.125', '0.000  0.000 -0.125',
103         '-0.125  0.000  0.000', '0.125  0.000  0.000',
104         ' 0.000 -0.125  0.000', '0.000  0.125  0.000',
105 // 4 diagonal flat nudges
106         '-0.125 -0.125  0.000', '0.125 -0.125  0.000',
107         '-0.125  0.125  0.000', '0.125  0.125  0.000',
108 // 8 diagonal upward nudges
109         '-0.125  0.000  0.125', '0.125  0.000  0.125',
110         ' 0.000 -0.125  0.125', '0.000  0.125  0.125',
111         '-0.125 -0.125  0.125', '0.125 -0.125  0.125',
112         '-0.125  0.125  0.125', '0.125  0.125  0.125',
113 // 8 diagonal downward nudges
114         '-0.125  0.000 -0.125', '0.125  0.000 -0.125',
115         ' 0.000 -0.125 -0.125', '0.000  0.125 -0.125',
116         '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
117         '-0.125  0.125 -0.125', '0.125  0.125 -0.125',
118 };
119
120 void PM_ClientMovement_Unstick()
121 {
122         float i;
123         for (i = 0; i < unstick_count; i++)
124         {
125                 vector neworigin = unstick_offsets[i] + self.origin;
126                 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
127                 if (!trace_startsolid)
128                 {
129                         self.origin = neworigin;
130                         return;// true;
131                 }
132         }
133 }
134
135 void PM_ClientMovement_UpdateStatus()
136 {
137         // make sure player is not stuck
138         PM_ClientMovement_Unstick();
139
140         // set crouched
141         if (PHYS_INPUT_BUTTON_CROUCH(self))
142         {
143                 // wants to crouch, this always works..
144                 if (!IS_DUCKED(self))
145                         SET_DUCKED(self);
146         }
147         else
148         {
149                 // wants to stand, if currently crouching we need to check for a
150                 // low ceiling first
151                 if (IS_DUCKED(self))
152                 {
153                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
154                         if (!trace_startsolid)
155                                 UNSET_DUCKED(self);
156                 }
157         }
158
159         // set onground
160         vector origin1 = self.origin + '0 0 1';
161         vector origin2 = self.origin - '0 0 1';
162
163         tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
164         if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
165         {
166                 SET_ONGROUND(self);
167
168                 // this code actually "predicts" an impact; so let's clip velocity first
169                 float f = dotproduct(self.velocity, trace_plane_normal);
170                 if (f < 0) // only if moving downwards actually
171                         self.velocity -= f * trace_plane_normal;
172         }
173         else
174                 UNSET_ONGROUND(self);
175
176         // set watertype/waterlevel
177         origin1 = self.origin;
178         origin1_z += self.mins_z + 1;
179         self.waterlevel = WATERLEVEL_NONE;
180
181         self.watertype = (pointcontents(origin1) == CONTENT_WATER);
182
183         if(self.watertype)
184         {
185                 self.waterlevel = WATERLEVEL_WETFEET;
186                 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
187                 if(pointcontents(origin1) == CONTENT_WATER)
188                 {
189                         self.waterlevel = WATERLEVEL_SWIMMING;
190                         origin1_z = self.origin_z + 22;
191                         if(pointcontents(origin1) == CONTENT_WATER)
192                                 self.waterlevel = WATERLEVEL_SUBMERGED;
193                 }
194         }
195
196         if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
197                 pmove_waterjumptime = 0;
198 }
199
200 void PM_ClientMovement_Move()
201 {
202 #ifdef CSQC
203         float t = PHYS_INPUT_TIMELENGTH;
204         vector primalvelocity = self.velocity;
205         PM_ClientMovement_UpdateStatus();
206         float bump = 0;
207         for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
208         {
209                 vector neworigin = self.origin + t * self.velocity;
210                 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
211                 float old_trace1_fraction = trace_fraction;
212                 vector old_trace1_endpos = trace_endpos;
213                 vector old_trace1_plane_normal = trace_plane_normal;
214                 if (trace_fraction < 1 && trace_plane_normal_z == 0)
215                 {
216                         // may be a step or wall, try stepping up
217                         // first move forward at a higher level
218                         vector currentorigin2 = self.origin;
219                         currentorigin2_z += PHYS_STEPHEIGHT;
220                         vector neworigin2 = neworigin;
221                         neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
222                         tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
223                         if (!trace_startsolid)
224                         {
225                                 // then move down from there
226                                 currentorigin2 = trace_endpos;
227                                 neworigin2 = trace_endpos;
228                                 neworigin2_z = self.origin_z;
229                                 float old_trace2_fraction = trace_fraction;
230                                 vector old_trace2_plane_normal = trace_plane_normal;
231                                 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
232                                 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
233                                 // accept the new trace if it made some progress
234                                 if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
235                                 {
236                                         trace_fraction = old_trace2_fraction;
237                                         trace_endpos = trace_endpos;
238                                         trace_plane_normal = old_trace2_plane_normal;
239                                 }
240                                 else
241                                 {
242                                         trace_fraction = old_trace1_fraction;
243                                         trace_endpos = old_trace1_endpos;
244                                         trace_plane_normal = old_trace1_plane_normal;
245                                 }
246                         }
247                 }
248
249                 // check if it moved at all
250                 if (trace_fraction >= 0.001)
251                         self.origin = trace_endpos;
252
253                 // check if it moved all the way
254                 if (trace_fraction == 1)
255                         break;
256
257                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
258                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
259                 // this got commented out in a change that supposedly makes the code match QW better
260                 // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
261                 if (trace_plane_normal_z > 0.7)
262                         SET_ONGROUND(self);
263
264                 t -= t * trace_fraction;
265
266                 float f = dotproduct(self.velocity, trace_plane_normal);
267                 self.velocity -= f * trace_plane_normal;
268         }
269         if (pmove_waterjumptime > 0)
270                 self.velocity = primalvelocity;
271 #endif
272 }
273
274 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
275 {
276         float k;
277 #if 0
278         // this doesn't play well with analog input
279         if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
280                 return; // can't control movement if not moving forward or backward
281         k = 32;
282 #else
283         k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
284         if (k <= 0)
285                 return;
286 #endif
287
288         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
289
290         float zspeed = self.velocity_z;
291         self.velocity_z = 0;
292         float xyspeed = vlen(self.velocity);
293         self.velocity = normalize(self.velocity);
294
295         float dot = self.velocity * wishdir;
296
297         if (dot > 0) // we can't change direction while slowing down
298         {
299                 k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
300                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
301                 k *= PHYS_AIRCONTROL;
302                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
303         }
304
305         self.velocity = self.velocity * xyspeed;
306         self.velocity_z = zspeed;
307 }
308
309 float AdjustAirAccelQW(float accelqw, float factor)
310 {
311         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
312 }
313
314 // example config for alternate speed clamping:
315 //   sv_airaccel_qw 0.8
316 //   sv_airaccel_sideways_friction 0
317 //   prvm_globalset server speedclamp_mode 1
318 //     (or 2)
319 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
320 {
321         float speedclamp = stretchfactor > 0 ? stretchfactor
322         : accelqw < 0 ? 1 // full clamping, no stretch
323         : -1; // no clamping
324
325         accelqw = fabs(accelqw);
326
327         if (GAMEPLAYFIX_Q2AIRACCELERATE)
328                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
329
330         float vel_straight = self.velocity * wishdir;
331         float vel_z = self.velocity_z;
332         vector vel_xy = vec2(self.velocity);
333         vector vel_perpend = vel_xy - vel_straight * wishdir;
334
335         float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
336
337         float vel_xy_current  = vlen(vel_xy);
338         if (speedlimit)
339                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
340         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
341         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
342         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
343         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
344
345         if (sidefric < 0 && (vel_perpend*vel_perpend))
346                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
347         {
348                 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
349                 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
350                 // assume: fmin > 1
351                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
352                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
353                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
354                 // obviously, this cannot be
355                 if (fmin <= 0)
356                         vel_perpend *= f;
357                 else
358                 {
359                         fmin = sqrt(fmin);
360                         vel_perpend *= max(fmin, f);
361                 }
362         }
363         else
364                 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
365
366         vel_xy = vel_straight * wishdir + vel_perpend;
367
368         if (speedclamp >= 0)
369         {
370                 float vel_xy_preclamp;
371                 vel_xy_preclamp = vlen(vel_xy);
372                 if (vel_xy_preclamp > 0) // prevent division by zero
373                 {
374                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
375                         if (vel_xy_current < vel_xy_preclamp)
376                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
377                 }
378         }
379
380         self.velocity = vel_xy + vel_z * '0 0 1';
381 }
382
383 void PM_AirAccelerate(vector wishdir, float wishspeed)
384 {
385         if (wishspeed == 0)
386                 return;
387
388         vector curvel = self.velocity;
389         curvel_z = 0;
390         float curspeed = vlen(curvel);
391
392         if (wishspeed > curspeed * 1.01)
393                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
394         else
395         {
396                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
397                 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
398         }
399         vector wishvel = wishdir * wishspeed;
400         vector acceldir = wishvel - curvel;
401         float addspeed = vlen(acceldir);
402         acceldir = normalize(acceldir);
403
404         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
405
406         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
407         {
408                 vector curdir = normalize(curvel);
409                 float dot = acceldir * curdir;
410                 if (dot < 0)
411                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
412         }
413
414         self.velocity += accelspeed * acceldir;
415 }
416
417
418 /*
419 =============
420 PlayerJump
421
422 When you press the jump key
423 =============
424 */
425 void PlayerJump (void)
426 {
427 #ifdef SVQC
428         if (PHYS_FROZEN(self))
429                 return; // no jumping in freezetag when frozen
430
431         if (self.player_blocked)
432                 return; // no jumping while blocked
433
434         float doublejump = FALSE;
435         float mjumpheight = PHYS_JUMPVELOCITY;
436
437         player_multijump = doublejump;
438         player_jumpheight = mjumpheight;
439         if (MUTATOR_CALLHOOK(PlayerJump))
440                 return;
441
442         doublejump = player_multijump;
443         mjumpheight = player_jumpheight;
444
445         if (autocvar_sv_doublejump)
446         {
447                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
448                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
449                 {
450                         doublejump = TRUE;
451
452                         // we MUST clip velocity here!
453                         float f;
454                         f = self.velocity * trace_plane_normal;
455                         if (f < 0)
456                                 self.velocity -= f * trace_plane_normal;
457                 }
458         }
459
460         if (self.waterlevel >= WATERLEVEL_SWIMMING)
461         {
462                 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
463                 return;
464         }
465
466         if (!doublejump)
467                 if (!IS_ONGROUND(self))
468                         return;
469
470         if (PHYS_TRACK_CANJUMP(self))
471                 if (IS_JUMP_HELD(self))
472                         return;
473
474         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
475         // velocity bounds.  Final velocity is bound between (jumpheight *
476         // min + jumpheight) and (jumpheight * max + jumpheight);
477
478         if (autocvar_sv_jumpspeedcap_min != "")
479         {
480                 float minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
481
482                 if (self.velocity_z < minjumpspeed)
483                         mjumpheight += minjumpspeed - self.velocity_z;
484         }
485
486         if (autocvar_sv_jumpspeedcap_max != "")
487         {
488                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
489                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
490
491                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
492                 {
493                         float maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
494
495                         if (self.velocity_z > maxjumpspeed)
496                                 mjumpheight -= self.velocity_z - maxjumpspeed;
497                 }
498         }
499
500         if (!(self.lastflags & FL_ONGROUND))
501         {
502                 if (autocvar_speedmeter)
503                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
504                 if (self.lastground < time - 0.3)
505                 {
506                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
507                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
508                 }
509                 if (self.jumppadcount > 1)
510                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
511                 self.jumppadcount = 0;
512         }
513
514         self.oldvelocity_z = self.velocity_z += mjumpheight;
515
516         UNSET_ONGROUND(self);
517         SET_JUMP_HELD(self);
518
519         animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
520
521         if (autocvar_g_jump_grunt)
522                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
523
524         self.restart_jump = -1; // restart jump anim next time
525         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
526 #endif
527 }
528
529 void CheckWaterJump()
530 {
531 // check for a jump-out-of-water
532         makevectors(PHYS_INPUT_ANGLES(self));
533         vector start = self.origin;
534         start_z += 8;
535         v_forward_z = 0;
536         normalize(v_forward);
537         vector end = start + v_forward*24;
538         traceline (start, end, TRUE, self);
539         if (trace_fraction < 1)
540         {       // solid at waist
541                 start_z = start_z + self.maxs_z - 8;
542                 end = start + v_forward*24;
543                 self.movedir = trace_plane_normal * -50;
544                 traceline(start, end, TRUE, self);
545                 if (trace_fraction == 1)
546                 {       // open at eye level
547                         self.velocity_z = 225;
548 #ifdef SVQC
549                         self.flags |= FL_WATERJUMP;
550                         SET_JUMP_HELD(self);
551                         self.teleport_time = time + 2;  // safety net
552 #endif
553                 }
554         }
555 }
556
557 void CheckPlayerJump()
558 {
559 #ifdef SVQC
560         if (self.BUTTON_JUMP)
561                 PlayerJump();
562         else
563                 UNSET_JUMP_HELD(self);
564
565 #endif
566 #ifdef CSQC
567                 // jump if on ground with jump button pressed but only if it has been
568                 // released at least once since the last jump
569                 if (PHYS_INPUT_BUTTON_JUMP(self))
570                 {
571                         pm_multijump = FALSE;
572                         PM_multijump_checkjump();
573                         if((IS_ONGROUND(self) || pm_multijump) && (!IS_JUMP_HELD(self) || !PHYS_TRACK_CANJUMP(self)))
574                         {
575                                 self.velocity_z += PHYS_JUMPVELOCITY;
576                                 UNSET_ONGROUND(self);
577                                 SET_JUMP_HELD(self); // canjump = false
578                         }
579                 }
580                 else
581                         UNSET_JUMP_HELD(self); // canjump = true
582 #endif
583         if (self.waterlevel == WATERLEVEL_SWIMMING)
584                 CheckWaterJump();
585 }
586
587 float racecar_angle(float forward, float down)
588 {
589         if (forward < 0)
590         {
591                 forward = -forward;
592                 down = -down;
593         }
594
595         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
596
597         float angle_mult = forward / (800 + forward);
598
599         if (ret > 180)
600                 return ret * angle_mult + 360 * (1 - angle_mult);
601         else
602                 return ret * angle_mult;
603 }
604
605 void RaceCarPhysics()
606 {
607 #ifdef SVQC
608         // using this move type for "big rigs"
609         // the engine does not push the entity!
610
611         vector rigvel;
612
613         vector angles_save = self.angles;
614         float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
615         float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
616
617         if (g_bugrigs_reverse_speeding)
618         {
619                 if (accel < 0)
620                 {
621                         // back accel is DIGITAL
622                         // to prevent speedhack
623                         if (accel < -0.5)
624                                 accel = -1;
625                         else
626                                 accel = 0;
627                 }
628         }
629
630         self.angles_x = 0;
631         self.angles_z = 0;
632         makevectors(self.angles); // new forward direction!
633
634         if (IS_ONGROUND(self) || g_bugrigs_air_steering)
635         {
636                 float myspeed = self.velocity * v_forward;
637                 float upspeed = self.velocity * v_up;
638
639                 // responsiveness factor for steering and acceleration
640                 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
641                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
642
643                 float steerfactor;
644                 if (myspeed < 0 && g_bugrigs_reverse_spinning)
645                         steerfactor = -myspeed * g_bugrigs_steer;
646                 else
647                         steerfactor = -myspeed * f * g_bugrigs_steer;
648
649                 float accelfactor;
650                 if (myspeed < 0 && g_bugrigs_reverse_speeding)
651                         accelfactor = g_bugrigs_accel;
652                 else
653                         accelfactor = f * g_bugrigs_accel;
654                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
655
656                 if (accel < 0)
657                 {
658                         if (myspeed > 0)
659                         {
660                                 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
661                         }
662                         else
663                         {
664                                 if (!g_bugrigs_reverse_speeding)
665                                         myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
666                         }
667                 }
668                 else
669                 {
670                         if (myspeed >= 0)
671                         {
672                                 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
673                         }
674                         else
675                         {
676                                 if (g_bugrigs_reverse_stopping)
677                                         myspeed = 0;
678                                 else
679                                         myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
680                         }
681                 }
682                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
683                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
684
685                 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
686                 makevectors(self.angles); // new forward direction!
687
688                 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
689
690                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
691         }
692         else
693         {
694                 float myspeed = vlen(self.velocity);
695
696                 // responsiveness factor for steering and acceleration
697                 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
698                 float steerfactor = -myspeed * f;
699                 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
700
701                 rigvel = self.velocity;
702                 makevectors(self.angles); // new forward direction!
703         }
704
705         rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
706         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
707         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
708         //MAXIMA: solve(total_acceleration(v) = 0, v);
709
710         if (g_bugrigs_planar_movement)
711         {
712                 vector rigvel_xy, neworigin, up;
713                 float mt;
714
715                 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
716                 rigvel_xy = vec2(rigvel);
717
718                 if (g_bugrigs_planar_movement_car_jumping)
719                         mt = MOVE_NORMAL;
720                 else
721                         mt = MOVE_NOMONSTERS;
722
723                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
724                 up = trace_endpos - self.origin;
725
726                 // BUG RIGS: align the move to the surface instead of doing collision testing
727                 // can we move?
728                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
729
730                 // align to surface
731                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
732
733                 if (trace_fraction < 0.5)
734                 {
735                         trace_fraction = 1;
736                         neworigin = self.origin;
737                 }
738                 else
739                         neworigin = trace_endpos;
740
741                 if (trace_fraction < 1)
742                 {
743                         // now set angles_x so that the car points parallel to the surface
744                         self.angles = vectoangles(
745                                         '1 0 0' * v_forward_x * trace_plane_normal_z
746                                         +
747                                         '0 1 0' * v_forward_y * trace_plane_normal_z
748                                         +
749                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
750                                         );
751                         SET_ONGROUND(self);
752                 }
753                 else
754                 {
755                         // now set angles_x so that the car points forward, but is tilted in velocity direction
756                         UNSET_ONGROUND(self);
757                 }
758
759                 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
760                 self.movetype = MOVETYPE_NOCLIP;
761         }
762         else
763         {
764                 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
765                 self.velocity = rigvel;
766                 self.movetype = MOVETYPE_FLY;
767         }
768
769         trace_fraction = 1;
770         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
771         if (trace_fraction != 1)
772         {
773                 self.angles = vectoangles2(
774                                 '1 0 0' * v_forward_x * trace_plane_normal_z
775                                 +
776                                 '0 1 0' * v_forward_y * trace_plane_normal_z
777                                 +
778                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
779                                 trace_plane_normal
780                                 );
781         }
782         else
783         {
784                 vector vel_local;
785
786                 vel_local_x = v_forward * self.velocity;
787                 vel_local_y = v_right * self.velocity;
788                 vel_local_z = v_up * self.velocity;
789
790                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
791                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
792         }
793
794         // smooth the angles
795         vector vf1, vu1, smoothangles;
796         makevectors(self.angles);
797         float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
798         if (f == 0)
799                 f = 1;
800         vf1 = v_forward * f;
801         vu1 = v_up * f;
802         makevectors(angles_save);
803         vf1 = vf1 + v_forward * (1 - f);
804         vu1 = vu1 + v_up * (1 - f);
805         smoothangles = vectoangles2(vf1, vu1);
806         self.angles_x = -smoothangles_x;
807         self.angles_z =  smoothangles_z;
808 #endif
809 }
810
811 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
812 .float specialcommand_pos;
813 void SpecialCommand()
814 {
815 #ifdef SVQC
816 #ifdef TETRIS
817         TetrisImpulse();
818 #else
819         if (!CheatImpulse(99))
820                 print("A hollow voice says \"Plugh\".\n");
821 #endif
822 #endif
823 }
824
825 #ifdef SVQC
826 float speedaward_speed;
827 string speedaward_holder;
828 string speedaward_uid;
829 #endif
830 void race_send_speedaward(float msg)
831 {
832 #ifdef SVQC
833         // send the best speed of the round
834         WriteByte(msg, SVC_TEMPENTITY);
835         WriteByte(msg, TE_CSQC_RACE);
836         WriteByte(msg, RACE_NET_SPEED_AWARD);
837         WriteInt24_t(msg, floor(speedaward_speed+0.5));
838         WriteString(msg, speedaward_holder);
839 #endif
840 }
841
842 #ifdef SVQC
843 float speedaward_alltimebest;
844 string speedaward_alltimebest_holder;
845 string speedaward_alltimebest_uid;
846 #endif
847 void race_send_speedaward_alltimebest(float msg)
848 {
849 #ifdef SVQC
850         // send the best speed
851         WriteByte(msg, SVC_TEMPENTITY);
852         WriteByte(msg, TE_CSQC_RACE);
853         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
854         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
855         WriteString(msg, speedaward_alltimebest_holder);
856 #endif
857 }
858
859 float PM_check_keepaway(void)
860 {
861 #ifdef SVQC
862         return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
863 #else
864         return 1;
865 #endif
866 }
867
868 void PM_check_race_movetime(void)
869 {
870 #ifdef SVQC
871         self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
872         float f = floor(self.race_movetime_frac);
873         self.race_movetime_frac -= f;
874         self.race_movetime_count += f;
875         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
876 #endif
877 }
878
879 float PM_check_specialcommand(float buttons)
880 {
881 #ifdef SVQC
882         string c;
883         if (!buttons)
884                 c = "x";
885         else if (buttons == 1)
886                 c = "1";
887         else if (buttons == 2)
888                 c = " ";
889         else if (buttons == 128)
890                 c = "s";
891         else if (buttons == 256)
892                 c = "w";
893         else if (buttons == 512)
894                 c = "a";
895         else if (buttons == 1024)
896                 c = "d";
897         else
898                 c = "?";
899
900         if (c == substring(specialcommand, self.specialcommand_pos, 1))
901         {
902                 self.specialcommand_pos += 1;
903                 if (self.specialcommand_pos >= strlen(specialcommand))
904                 {
905                         self.specialcommand_pos = 0;
906                         SpecialCommand();
907                         return TRUE;
908                 }
909         }
910         else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
911                 self.specialcommand_pos = 0;
912 #endif
913         return FALSE;
914 }
915
916 void PM_check_nickspam(void)
917 {
918 #ifdef SVQC
919         if (time >= self.nickspamtime)
920                 return;
921         if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
922         {
923                 // slight annoyance for nick change scripts
924                 PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
925                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
926
927                 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
928                 {
929                         PHYS_INPUT_ANGLES(self)_x = random() * 360;
930                         PHYS_INPUT_ANGLES(self)_y = random() * 360;
931                         // at least I'm not forcing retardedview by also assigning to angles_z
932                         self.fixangle = TRUE;
933                 }
934         }
935 #endif
936 }
937
938 void PM_check_punch()
939 {
940 #ifdef SVQC
941         if (self.punchangle != '0 0 0')
942         {
943                 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
944                 if (f > 0)
945                         self.punchangle = normalize(self.punchangle) * f;
946                 else
947                         self.punchangle = '0 0 0';
948         }
949
950         if (self.punchvector != '0 0 0')
951         {
952                 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
953                 if (f > 0)
954                         self.punchvector = normalize(self.punchvector) * f;
955                 else
956                         self.punchvector = '0 0 0';
957         }
958 #endif
959 }
960
961 void PM_check_spider(void)
962 {
963 #ifdef SVQC
964         if (time >= self.spider_slowness)
965                 return;
966         PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
967         self.stat_sv_airspeedlimit_nonqw *= 0.5;
968 #endif
969 }
970
971 // predict frozen movement, as frozen players CAN move in some cases
972 void PM_check_frozen(void)
973 {
974         if (!PHYS_FROZEN(self))
975                 return;
976         if (PHYS_DODGING_FROZEN
977 #ifdef SVQC
978         && IS_REAL_CLIENT(self)
979 #endif
980         )
981         {
982                 PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
983                 PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
984                 PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
985         }
986         else
987                 PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
988
989         vector midpoint = ((self.absmin + self.absmax) * 0.5);
990         if (pointcontents(midpoint) == CONTENT_WATER)
991         {
992                 self.velocity = self.velocity * 0.5;
993
994                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
995                         self.velocity_z = 200;
996         }
997 }
998
999 void PM_check_blocked(void)
1000 {
1001 #ifdef SVQC
1002         if (!self.player_blocked)
1003                 return;
1004         PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
1005         self.disableclientprediction = 1;
1006 #endif
1007 }
1008
1009 #ifdef SVQC
1010 float speedaward_lastsent;
1011 float speedaward_lastupdate;
1012 string GetMapname(void);
1013 #endif
1014 void PM_check_race(void)
1015 {
1016 #ifdef SVQC
1017         if not(g_cts || g_race)
1018                 return;
1019         if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1020         {
1021                 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1022                 speedaward_holder = self.netname;
1023                 speedaward_uid = self.crypto_idfp;
1024                 speedaward_lastupdate = time;
1025         }
1026         if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1027         {
1028                 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1029                 race_send_speedaward(MSG_ALL);
1030                 speedaward_lastsent = speedaward_speed;
1031                 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1032                 {
1033                         speedaward_alltimebest = speedaward_speed;
1034                         speedaward_alltimebest_holder = speedaward_holder;
1035                         speedaward_alltimebest_uid = speedaward_uid;
1036                         db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1037                         db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1038                         race_send_speedaward_alltimebest(MSG_ALL);
1039                 }
1040         }
1041 #endif
1042 }
1043
1044 void PM_check_vortex(void)
1045 {
1046 #ifdef SVQC
1047         // WEAPONTODO
1048         float xyspeed = vlen(vec2(self.velocity));
1049         if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1050         {
1051                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1052                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1053                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1054                 // add the extra charge
1055                 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1056         }
1057 #endif
1058 }
1059
1060 void PM_fly(float maxspd_mod)
1061 {
1062         // noclipping or flying
1063         UNSET_ONGROUND(self);
1064
1065         self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1066         makevectors(PHYS_INPUT_ANGLES(self));
1067         //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1068         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1069                                         + v_right * PHYS_INPUT_MOVEVALUES(self).y
1070                                         + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1071         // acceleration
1072         vector wishdir = normalize(wishvel);
1073         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1074         if (time >= self.teleport_time)
1075                 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1076 }
1077
1078 void PM_swim(float maxspd_mod)
1079 {
1080         // swimming
1081         UNSET_ONGROUND(self);
1082
1083         float jump = PHYS_INPUT_BUTTON_JUMP(self);
1084         // water jump only in certain situations
1085         // this mimics quakeworld code
1086         if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1087         {
1088                 vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1089                 makevectors(yawangles);
1090                 vector forward = v_forward;
1091                 vector spot = self.origin + 24 * forward;
1092                 spot_z += 8;
1093                 traceline(spot, spot, MOVE_NOMONSTERS, self);
1094                 if (trace_startsolid)
1095                 {
1096                         spot_z += 24;
1097                         traceline(spot, spot, MOVE_NOMONSTERS, self);
1098                         if (!trace_startsolid)
1099                         {
1100                                 self.velocity = forward * 50;
1101                                 self.velocity_z = 310;
1102                                 pmove_waterjumptime = 2;
1103                                 UNSET_ONGROUND(self);
1104                                 SET_JUMP_HELD(self);
1105                         }
1106                 }
1107         }
1108         makevectors(PHYS_INPUT_ANGLES(self));
1109         //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1110         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1111                                         + v_right * PHYS_INPUT_MOVEVALUES(self).y
1112                                         + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1113         if (wishvel == '0 0 0')
1114                 wishvel = '0 0 -60'; // drift towards bottom
1115
1116         vector wishdir = normalize(wishvel);
1117         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1118
1119         if (IS_DUCKED(self))
1120         wishspeed *= 0.5;
1121
1122 //      if (pmove_waterjumptime <= 0) // TODO: use
1123     {
1124                 // water friction
1125                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1126                 f = min(max(0, f), 1);
1127                 self.velocity *= f;
1128
1129                 f = wishspeed - self.velocity * wishdir;
1130                 if (f > 0)
1131                 {
1132                         float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1133                         self.velocity += accelspeed * wishdir;
1134                 }
1135
1136                 // holding jump button swims upward slowly
1137                 if (jump)
1138                 {
1139 #if 0
1140                         if (self.watertype & CONTENT_LAVA)
1141                                 self.velocity_z =  50;
1142                         else if (self.watertype & CONTENT_SLIME)
1143                                 self.velocity_z =  80;
1144                         else
1145                         {
1146                                 if (IS_NEXUIZ_DERIVED(gamemode))
1147 #endif
1148                                         self.velocity_z = 200;
1149 #if 0
1150                                 else
1151                                         self.velocity_z = 100;
1152                         }
1153 #endif
1154                 }
1155         }
1156         PM_ClientMovement_Move();
1157         // water acceleration
1158         PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1159 }
1160
1161 void PM_ladder(float maxspd_mod)
1162 {
1163         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1164         UNSET_ONGROUND(self);
1165
1166         float g;
1167         g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1168         if (PHYS_ENTGRAVITY(self))
1169                 g *= PHYS_ENTGRAVITY(self);
1170         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1171         {
1172                 g *= 0.5;
1173                 self.velocity_z += g;
1174         }
1175
1176         self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1177         makevectors(PHYS_INPUT_ANGLES(self));
1178         //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1179         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1180                                         + v_right * PHYS_INPUT_MOVEVALUES(self)_y
1181                                         + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
1182         self.velocity_z += g;
1183         if (self.ladder_entity.classname == "func_water")
1184         {
1185                 float f = vlen(wishvel);
1186                 if (f > self.ladder_entity.speed)
1187                         wishvel *= (self.ladder_entity.speed / f);
1188
1189                 self.watertype = self.ladder_entity.skin;
1190                 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1191                 if ((self.origin_z + self.view_ofs_z) < f)
1192                         self.waterlevel = WATERLEVEL_SUBMERGED;
1193                 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1194                         self.waterlevel = WATERLEVEL_SWIMMING;
1195                 else if ((self.origin_z + self.mins_z + 1) < f)
1196                         self.waterlevel = WATERLEVEL_WETFEET;
1197                 else
1198                 {
1199                         self.waterlevel = WATERLEVEL_NONE;
1200                         self.watertype = CONTENT_EMPTY;
1201                 }
1202         }
1203         // acceleration
1204         vector wishdir = normalize(wishvel);
1205         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1206         PM_ClientMovement_Move();
1207 #ifdef SVQC
1208         if (time >= self.teleport_time)
1209 #endif
1210                 // water acceleration
1211                 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1212 }
1213
1214 void PM_check_jumppad()
1215 {
1216 #ifdef CSQC
1217         entity oldself = self;
1218
1219         for(self = world; (self = find(self, classname, "jumppad")); )
1220                 trigger_push_draw();
1221
1222         self = oldself;
1223 #endif
1224 }
1225
1226 void PM_jetpack(float maxspd_mod)
1227 {
1228         //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1229         makevectors(PHYS_INPUT_ANGLES(self));
1230         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1231                                         + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
1232         // add remaining speed as Z component
1233         float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
1234         // fix speedhacks :P
1235         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1236         // add the unused velocity as up component
1237         wishvel_z = 0;
1238
1239         // if (self.BUTTON_JUMP)
1240                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1241
1242         // it is now normalized, so...
1243         float a_side = PHYS_JETPACK_ACCEL_SIDE;
1244         float a_up = PHYS_JETPACK_ACCEL_UP;
1245         float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1246
1247         wishvel_x *= a_side;
1248         wishvel_y *= a_side;
1249         wishvel_z *= a_up;
1250         wishvel_z += a_add;
1251
1252         float best = 0;
1253         //////////////////////////////////////////////////////////////////////////////////////
1254         // finding the maximum over all vectors of above form
1255         // with wishvel having an absolute value of 1
1256         //////////////////////////////////////////////////////////////////////////////////////
1257         // we're finding the maximum over
1258         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1259         // for z in the range from -1 to 1
1260         //////////////////////////////////////////////////////////////////////////////////////
1261         // maximum is EITHER attained at the single extreme point:
1262         float a_diff = a_side * a_side - a_up * a_up;
1263         float f;
1264         if (a_diff != 0)
1265         {
1266                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1267                 if (f > -1 && f < 1) // can it be attained?
1268                 {
1269                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1270                         //print("middle\n");
1271                 }
1272         }
1273         // OR attained at z = 1:
1274         f = (a_up + a_add) * (a_up + a_add);
1275         if (f > best)
1276         {
1277                 best = f;
1278                 //print("top\n");
1279         }
1280         // OR attained at z = -1:
1281         f = (a_up - a_add) * (a_up - a_add);
1282         if (f > best)
1283         {
1284                 best = f;
1285                 //print("bottom\n");
1286         }
1287         best = sqrt(best);
1288         //////////////////////////////////////////////////////////////////////////////////////
1289
1290         //print("best possible acceleration: ", ftos(best), "\n");
1291
1292         float fxy, fz;
1293         fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1294         if (wishvel_z - PHYS_GRAVITY > 0)
1295                 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1296         else
1297                 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1298
1299         float fvel;
1300         fvel = vlen(wishvel);
1301         wishvel_x *= fxy;
1302         wishvel_y *= fxy;
1303         wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1304
1305         fvel = min(1, vlen(wishvel) / best);
1306         if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1307                 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1308         else
1309                 f = 1;
1310
1311         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1312
1313         if (f > 0 && wishvel != '0 0 0')
1314         {
1315                 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1316                 UNSET_ONGROUND(self);
1317
1318 #ifdef SVQC
1319                 if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1320                         self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1321
1322                 self.items |= IT_USING_JETPACK;
1323
1324                 // jetpack also inhibits health regeneration, but only for 1 second
1325                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1326 #endif
1327         }
1328
1329 #ifdef CSQC
1330         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1331         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1332                 self.velocity_z -= g * 0.5;
1333         else
1334                 self.velocity_z -= g;
1335         PM_ClientMovement_Move();
1336         if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1337                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1338                         self.velocity_z -= g * 0.5;
1339 #endif
1340 }
1341
1342 void PM_walk(float buttons_prev, float maxspd_mod)
1343 {
1344 #ifdef SVQC
1345         // we get here if we ran out of ammo
1346         if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1347                 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1348         if (!(self.lastflags & FL_ONGROUND))
1349         {
1350                 if (autocvar_speedmeter)
1351                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1352                 if (self.lastground < time - 0.3)
1353                         self.velocity *= (1 - autocvar_sv_friction_on_land);
1354                 if (self.jumppadcount > 1)
1355                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1356                 self.jumppadcount = 0;
1357         }
1358 #endif
1359         // walking
1360         makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1361         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1362                                         + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1363         // acceleration
1364         vector wishdir = normalize(wishvel);
1365         float wishspeed = vlen(wishvel);
1366
1367         wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1368         if (IS_DUCKED(self))
1369                 wishspeed *= 0.5;
1370
1371         // apply edge friction
1372         float f = vlen(vec2(self.velocity));
1373         if (f > 0)
1374         {
1375                 // TODO: apply edge friction
1376                 // apply ground friction
1377                 f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1378                 f = max(0, f);
1379                 self.velocity *= f;
1380                 /*
1381                    Mathematical analysis time!
1382
1383                    Our goal is to invert this mess.
1384
1385                    For the two cases we get:
1386                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1387                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1388                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1389                    and
1390                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1391                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1392
1393                    These cases would be chosen ONLY if:
1394                         v0 < PHYS_STOPSPEED
1395                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1396                         v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1397                    and, respectively:
1398                         v0 >= PHYS_STOPSPEED
1399                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1400                         v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1401                  */
1402         }
1403         float addspeed = wishspeed - self.velocity * wishdir;
1404         if (addspeed > 0)
1405         {
1406                 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1407                 self.velocity += accelspeed * wishdir;
1408         }
1409         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1410         if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1411                 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1412         if (self.velocity * self.velocity)
1413                 PM_ClientMovement_Move();
1414         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1415                 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1416                         self.velocity_z -= g * 0.5;
1417 }
1418
1419 void PM_air(float buttons_prev, float maxspd_mod)
1420 {
1421 #ifdef SVQC
1422         // we get here if we ran out of ammo
1423         if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
1424                 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1425 #endif
1426         makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1427         vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1428                                         + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1429         // acceleration
1430         vector wishdir = normalize(wishvel);
1431         float wishspeed = vlen(wishvel);
1432
1433 #ifdef SVQC
1434         if (time >= self.teleport_time)
1435 #else
1436         if (pmove_waterjumptime <= 0)
1437 #endif
1438         {
1439                 float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
1440
1441                 // apply air speed limit
1442                 float airaccelqw = PHYS_AIRACCEL_QW(self);
1443                 float wishspeed0 = wishspeed;
1444                 wishspeed = min(wishspeed, maxairspd);
1445                 if (IS_DUCKED(self))
1446                         wishspeed *= 0.5;
1447                 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1448
1449                 float accelerating = (self.velocity * wishdir > 0);
1450                 float wishspeed2 = wishspeed;
1451
1452                 // CPM: air control
1453                 if (PHYS_AIRSTOPACCELERATE)
1454                 {
1455                         vector curdir = normalize(vec2(self.velocity));
1456                         airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1457                 }
1458                 // note that for straight forward jumping:
1459                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1460                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1461                 // -->
1462                 // dv/dt = accel * maxspeed (when slow)
1463                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1464                 // log dv/dt = logaccel + logmaxspeed (when slow)
1465                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1466                 float strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
1467                 if (PHYS_MAXAIRSTRAFESPEED)
1468                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1469                 if (PHYS_AIRSTRAFEACCELERATE)
1470                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
1471                 if (PHYS_AIRSTRAFEACCEL_QW(self))
1472                         airaccelqw =
1473                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1474                 *
1475                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1476                 // !CPM
1477
1478                 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
1479                         PM_AirAccelerate(wishdir, wishspeed2);
1480                 else
1481                         PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1482
1483                 if (PHYS_AIRCONTROL)
1484                         CPM_PM_Aircontrol(wishdir, wishspeed2);
1485         }
1486         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1487         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1488                 self.velocity_z -= g * 0.5;
1489         else
1490                 self.velocity_z -= g;
1491         PM_ClientMovement_Move();
1492         if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1493                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1494                         self.velocity_z -= g * 0.5;
1495 }
1496
1497 // used for calculating airshots
1498 float PM_is_flying()
1499 {
1500         if (IS_ONGROUND(self))
1501                 return 0;
1502         if (self.waterlevel >= WATERLEVEL_SWIMMING)
1503                 return 0;
1504         traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
1505         return trace_fraction >= 1;
1506 }
1507
1508 void PM_Main()
1509 {
1510         PM_check_jumppad();
1511         float buttons = PHYS_INPUT_BUTTON_MASK(self);
1512 #ifdef CSQC
1513         self.team = myteam + 1; // is this correct?
1514         //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
1515         if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1516                 UNSET_JUMP_HELD(self); // canjump = true
1517         pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1518         PM_ClientMovement_UpdateStatus();
1519 #endif
1520
1521 #ifdef SVQC
1522         WarpZone_PlayerPhysics_FixVAngle();
1523 #endif
1524         float maxspeed_mod = 1;
1525         maxspeed_mod *= PM_check_keepaway();
1526         maxspeed_mod *= PHYS_HIGHSPEED;
1527
1528 #ifdef SVQC
1529         Physics_UpdateStats(maxspeed_mod);
1530
1531         if (self.PlayerPhysplug)
1532                 if (self.PlayerPhysplug())
1533                         return;
1534 #endif
1535
1536         PM_check_race_movetime();
1537 #ifdef SVQC
1538         anticheat_physics();
1539 #endif
1540
1541         if (PM_check_specialcommand(buttons))
1542                 return;
1543 #ifdef SVQC
1544         if (sv_maxidle > 0)
1545         {
1546                 if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
1547                         self.parm_idlesince = time;
1548         }
1549 #endif
1550         float buttons_prev = self.buttons_old;
1551         self.buttons_old = buttons;
1552         self.movement_old = PHYS_INPUT_MOVEVALUES(self);
1553         self.v_angle_old = PHYS_INPUT_ANGLES(self);
1554
1555         PM_check_nickspam();
1556
1557         PM_check_punch();
1558 #ifdef SVQC
1559         if (IS_BOT_CLIENT(self))
1560         {
1561                 if (playerdemo_read())
1562                         return;
1563                 bot_think();
1564         }
1565
1566         self.items &= ~IT_USING_JETPACK;
1567
1568         if (IS_PLAYER(self))
1569 #endif
1570         {
1571 #ifdef SVQC
1572                 if (self.race_penalty)
1573                         if (time > self.race_penalty)
1574                                 self.race_penalty = 0;
1575 #endif
1576
1577                 float not_allowed_to_move = 0;
1578 #ifdef SVQC
1579                 if (self.race_penalty)
1580                         not_allowed_to_move = 1;
1581 #endif
1582 #ifdef SVQC
1583                 if (!autocvar_sv_ready_restart_after_countdown)
1584                         if (time < game_starttime)
1585                                 not_allowed_to_move = 1;
1586 #endif
1587
1588                 if (not_allowed_to_move)
1589                 {
1590                         self.velocity = '0 0 0';
1591                         self.movetype = MOVETYPE_NONE;
1592 #ifdef SVQC
1593                         self.disableclientprediction = 2;
1594 #endif
1595                 }
1596 #ifdef SVQC
1597                 else if (self.disableclientprediction == 2)
1598                 {
1599                         if (self.movetype == MOVETYPE_NONE)
1600                                 self.movetype = MOVETYPE_WALK;
1601                         self.disableclientprediction = 0;
1602                 }
1603 #endif
1604         }
1605
1606 #ifdef SVQC
1607         if (self.movetype == MOVETYPE_NONE)
1608                 return;
1609
1610         // when we get here, disableclientprediction cannot be 2
1611         self.disableclientprediction = 0;
1612 #endif
1613
1614         PM_check_spider();
1615
1616         PM_check_frozen();
1617
1618         PM_check_blocked();
1619
1620         maxspeed_mod = 1;
1621
1622 #ifdef SVQC
1623         if (self.in_swamp) {
1624                 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1625         }
1626 #endif
1627
1628 #ifdef SVQC
1629         // conveyors: first fix velocity
1630         if (self.conveyor.state)
1631                 self.velocity -= self.conveyor.movedir;
1632 #endif
1633
1634 #ifdef SVQC
1635         MUTATOR_CALLHOOK(PlayerPhysics);
1636 #endif
1637 #ifdef CSQC
1638         PM_multijump();
1639 #endif
1640
1641 //      float forcedodge = 1;
1642 //      if(forcedodge) {
1643 //#ifdef CSQC
1644 //              PM_dodging_checkpressedkeys();
1645 //#endif
1646 //              PM_dodging();
1647 //              PM_ClientMovement_Move();
1648 //              return;
1649 //      }
1650
1651 #ifdef SVQC
1652         if (!IS_PLAYER(self))
1653         {
1654                 maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
1655                 if (!self.spectatorspeed)
1656                         self.spectatorspeed = maxspeed_mod;
1657                 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1658                 {
1659                         if (self.lastclassname != "player")
1660                         {
1661                                 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1662                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1663                                 else if (self.impulse == 11)
1664                                         self.spectatorspeed = maxspeed_mod;
1665                                 else if (self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1666                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1667                                 else if (self.impulse >= 1 && self.impulse <= 9)
1668                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1669                         } // otherwise just clear
1670                         self.impulse = 0;
1671                 }
1672                 maxspeed_mod *= self.spectatorspeed;
1673         }
1674 #endif
1675
1676 #ifdef SVQC
1677         // if dead, behave differently
1678         // in CSQC, physics don't handle dead player
1679         if (self.deadflag)
1680                 goto end;
1681 #endif
1682
1683 #ifdef SVQC
1684         if (!self.fixangle && !g_bugrigs)
1685                 self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1686 #endif
1687
1688 #ifdef SVQC
1689         if (IS_ONGROUND(self))
1690         if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1691         if (self.wasFlying)
1692         {
1693                 self.wasFlying = 0;
1694                 if (self.waterlevel < WATERLEVEL_SWIMMING)
1695                 if (time >= self.ladder_time)
1696                 if (!self.hook)
1697                 {
1698                         self.nextstep = time + 0.3 + random() * 0.1;
1699                         trace_dphitq3surfaceflags = 0;
1700                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1701                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1702                         {
1703                                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1704                                         GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1705                                 else
1706                                         GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1707                         }
1708                 }
1709         }
1710 #endif
1711
1712         if (PM_is_flying())
1713                 self.wasFlying = 1;
1714
1715 #ifdef SVQC
1716         if (IS_PLAYER(self))
1717 #endif
1718                 CheckPlayerJump();
1719
1720         if (self.flags & /* FL_WATERJUMP */ 2048)
1721         {
1722                 self.velocity_x = self.movedir_x;
1723                 self.velocity_y = self.movedir_y;
1724                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1725                 {
1726                         self.flags &= ~/* FL_WATERJUMP */ 2048;
1727                         self.teleport_time = 0;
1728                 }
1729         }
1730
1731 #ifdef SVQC
1732         else if (g_bugrigs && IS_PLAYER(self))
1733                 RaceCarPhysics();
1734 #endif
1735
1736         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1737                 PM_fly(maxspeed_mod);
1738
1739         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1740                 PM_swim(maxspeed_mod);
1741
1742         else if (time < self.ladder_time)
1743                 PM_ladder(maxspeed_mod);
1744
1745         else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
1746                 PM_jetpack(maxspeed_mod);
1747
1748         else
1749         {
1750                 if (IS_ONGROUND(self))
1751                         PM_walk(buttons_prev, maxspeed_mod);
1752                 else
1753                         PM_air(buttons_prev, maxspeed_mod);
1754         }
1755
1756 #ifdef SVQC
1757         if (!IS_OBSERVER(self))
1758                 PM_check_race();
1759 #endif
1760         PM_check_vortex();
1761
1762 :end
1763         if (IS_ONGROUND(self))
1764                 self.lastground = time;
1765
1766 #ifdef SVQC
1767         // conveyors: then break velocity again
1768         if (self.conveyor.state)
1769                 self.velocity += self.conveyor.movedir;
1770 #endif
1771         self.lastflags = self.flags;
1772         self.lastclassname = self.classname;
1773 }
1774
1775 void CSQC_ClientMovement_PlayerMove_Frame()
1776 {
1777         // if a move is more than 50ms, do it as two moves (matching qwsv)
1778         //Con_Printf("%i ", self.cmd.msec);
1779         if (PHYS_INPUT_TIMELENGTH > 0.0005)
1780         {
1781                 if (PHYS_INPUT_TIMELENGTH > 0.05)
1782                 {
1783                         PHYS_INPUT_TIMELENGTH /= 2;
1784                         PM_Main();
1785                 }
1786                 PM_Main();
1787         }
1788         else
1789                 // we REALLY need this handling to happen, even if the move is not executed
1790                 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1791                         UNSET_JUMP_HELD(self); // canjump = true
1792 }
1793
1794 #ifdef SVQC
1795 // Entry point
1796 void SV_PlayerPhysics(void)
1797 {
1798         PM_Main();
1799 }
1800 #endif