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Fix a silly mistake
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1 #include "physics.qh"
2 #include "triggers/include.qh"
3 #include "viewloc.qh"
4
5 #ifdef SVQC
6
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
9
10 // client side physics
11 bool Physics_Valid(string thecvar)
12 {
13         return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
14 }
15
16 float Physics_ClientOption(entity this, string option)
17 {
18         if(Physics_Valid(this.cvar_cl_physics))
19         {
20                 string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
21                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
22                         return cvar(s);
23         }
24         if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
25         {
26                 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
28                         return cvar(s);
29         }
30         return cvar(strcat("sv_", option));
31 }
32
33 void Physics_UpdateStats(entity this, float maxspd_mod)
34 {
35         STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
36         STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
37                 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
38                 : 0;
39         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
40         STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
41
42         // old stats
43         // fix some new settings
44         STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
45         STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
46         STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
47         STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
48         STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
49         STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
50         STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
51         STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
52         STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
53         STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
54         STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
55         STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
56         STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
57         STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
58         STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
59         STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
60         STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
61         STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
62         STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
63         STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
64 }
65 #endif
66
67 float IsMoveInDirection(vector mv, float ang) // key mix factor
68 {
69         if (mv_x == 0 && mv_y == 0)
70                 return 0; // avoid division by zero
71         ang -= RAD2DEG * atan2(mv_y, mv_x);
72         ang = remainder(ang, 360) / 45;
73         return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
74 }
75
76 float GeomLerp(float a, float lerp, float b)
77 {
78         return a == 0 ? (lerp < 1 ? 0 : b)
79                 : b == 0 ? (lerp > 0 ? 0 : a)
80                 : a * pow(fabs(b / a), lerp);
81 }
82
83 #define unstick_offsets(X) \
84 /* 1 no nudge (just return the original if this test passes) */ \
85         X(' 0.000  0.000  0.000') \
86 /* 6 simple nudges */ \
87         X(' 0.000  0.000  0.125') X('0.000  0.000 -0.125') \
88         X('-0.125  0.000  0.000') X('0.125  0.000  0.000') \
89         X(' 0.000 -0.125  0.000') X('0.000  0.125  0.000') \
90 /* 4 diagonal flat nudges */ \
91         X('-0.125 -0.125  0.000') X('0.125 -0.125  0.000') \
92         X('-0.125  0.125  0.000') X('0.125  0.125  0.000') \
93 /* 8 diagonal upward nudges */ \
94         X('-0.125  0.000  0.125') X('0.125  0.000  0.125') \
95         X(' 0.000 -0.125  0.125') X('0.000  0.125  0.125') \
96         X('-0.125 -0.125  0.125') X('0.125 -0.125  0.125') \
97         X('-0.125  0.125  0.125') X('0.125  0.125  0.125') \
98 /* 8 diagonal downward nudges */ \
99         X('-0.125  0.000 -0.125') X('0.125  0.000 -0.125') \
100         X(' 0.000 -0.125 -0.125') X('0.000  0.125 -0.125') \
101         X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
102         X('-0.125  0.125 -0.125') X('0.125  0.125 -0.125') \
103 /**/
104
105 void PM_ClientMovement_Unstick(entity this)
106 {
107         #define X(unstick_offset) \
108         { \
109                 vector neworigin = unstick_offset + this.origin; \
110                 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
111                 if (!trace_startsolid) \
112                 { \
113                         setorigin(this, neworigin); \
114                         return; \
115                 } \
116         }
117         unstick_offsets(X);
118         #undef X
119 }
120
121 void PM_ClientMovement_UpdateStatus(entity this, bool ground)
122 {
123 #ifdef CSQC
124         // make sure player is not stuck
125         if(autocvar_cl_movement != 3)
126                 PM_ClientMovement_Unstick(this);
127
128         // set crouched
129         if (PHYS_INPUT_BUTTON_CROUCH(this))
130         {
131                 // wants to crouch, this always works
132                 if (!IS_DUCKED(this)) SET_DUCKED(this);
133         }
134         else
135         {
136                 // wants to stand, if currently crouching we need to check for a low ceiling first
137                 if (IS_DUCKED(this))
138                 {
139                         tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
140                         if (!trace_startsolid) UNSET_DUCKED(this);
141                 }
142         }
143
144         // set onground
145         vector origin1 = this.origin + '0 0 1';
146         vector origin2 = this.origin - '0 0 1';
147
148         if (ground && autocvar_cl_movement != 3)
149         {
150                 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
151                 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
152                 {
153                         SET_ONGROUND(this);
154
155                         // this code actually "predicts" an impact; so let's clip velocity first
156                         this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
157                 }
158                 else
159                         UNSET_ONGROUND(this);
160         }
161
162         if(autocvar_cl_movement != 3)
163         {
164                 // set watertype/waterlevel
165                 origin1 = this.origin;
166                 origin1.z += this.mins_z + 1;
167                 this.waterlevel = WATERLEVEL_NONE;
168
169                 int thepoint = pointcontents(origin1);
170
171                 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
172
173                 if (this.watertype)
174                 {
175                         this.waterlevel = WATERLEVEL_WETFEET;
176                         origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
177                         thepoint = pointcontents(origin1);
178                         if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
179                         {
180                                 this.waterlevel = WATERLEVEL_SWIMMING;
181                                 origin1.z = this.origin.z + 22;
182                                 thepoint = pointcontents(origin1);
183                                 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
184                                         this.waterlevel = WATERLEVEL_SUBMERGED;
185                         }
186                 }
187         }
188
189         if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_TELEPORT_TIME(this) <= 0)
190                 PHYS_TELEPORT_TIME(this) = 0;
191 #endif
192 }
193
194 void PM_ClientMovement_Move(entity this)
195 {
196 #ifdef CSQC
197
198         PM_ClientMovement_UpdateStatus(this, false);
199         if(autocvar_cl_movement == 3)
200                 return;
201
202         int bump;
203         float t;
204         float f;
205         vector neworigin;
206         vector currentorigin2;
207         vector neworigin2;
208         vector primalvelocity;
209
210         vector trace1_endpos = '0 0 0';
211         vector trace2_endpos = '0 0 0';
212         vector trace3_endpos = '0 0 0';
213         float trace1_fraction = 0;
214         float trace2_fraction = 0;
215         float trace3_fraction = 0;
216         vector trace1_plane_normal = '0 0 0';
217         vector trace2_plane_normal = '0 0 0';
218         vector trace3_plane_normal = '0 0 0';
219
220         primalvelocity = this.velocity;
221         for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
222         {
223                 neworigin = this.origin + t * this.velocity;
224                 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
225                 trace1_endpos = trace_endpos;
226                 trace1_fraction = trace_fraction;
227                 trace1_plane_normal = trace_plane_normal;
228                 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
229                 {
230                         // may be a step or wall, try stepping up
231                         // first move forward at a higher level
232                         currentorigin2 = this.origin;
233                         currentorigin2_z += PHYS_STEPHEIGHT;
234                         neworigin2 = neworigin;
235                         neworigin2_z += PHYS_STEPHEIGHT;
236                         tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
237                         trace2_endpos = trace_endpos;
238                         trace2_fraction = trace_fraction;
239                         trace2_plane_normal = trace_plane_normal;
240                         if(!trace_startsolid)
241                         {
242                                 // then move down from there
243                                 currentorigin2 = trace2_endpos;
244                                 neworigin2 = trace2_endpos;
245                                 neworigin2_z = this.origin_z;
246                                 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
247                                 trace3_endpos = trace_endpos;
248                                 trace3_fraction = trace_fraction;
249                                 trace3_plane_normal = trace_plane_normal;
250                                 // accept the new trace if it made some progress
251                                 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
252                                 {
253                                         trace1_endpos = trace2_endpos;
254                                         trace1_fraction = trace2_fraction;
255                                         trace1_plane_normal = trace2_plane_normal;
256                                         trace1_endpos = trace3_endpos;
257                                 }
258                         }
259                 }
260
261                 // check if it moved at all
262                 if(trace1_fraction >= 0.001)
263                         setorigin(this, trace1_endpos);
264
265                 // check if it moved all the way
266                 if(trace1_fraction == 1)
267                         break;
268
269                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
270                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
271                 // this got commented out in a change that supposedly makes the code match QW better
272                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
273                 if(trace1_plane_normal_z > 0.7)
274                         SET_ONGROUND(this);
275
276                 t -= t * trace1_fraction;
277
278                 f = (this.velocity * trace1_plane_normal);
279                 this.velocity = this.velocity + -f * trace1_plane_normal;
280         }
281         if(PHYS_TELEPORT_TIME(this) > 0)
282                 this.velocity = primalvelocity;
283 #endif
284 }
285
286 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
287 {
288         float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
289         if (k <= 0)
290                 return;
291
292         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
293
294         float zspeed = this.velocity_z;
295         this.velocity_z = 0;
296         float xyspeed = vlen(this.velocity);
297         this.velocity = normalize(this.velocity);
298
299         float dot = this.velocity * wishdir;
300
301         if (dot > 0) // we can't change direction while slowing down
302         {
303                 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
304                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
305                 k *= PHYS_AIRCONTROL(this);
306                 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
307         }
308
309         this.velocity = this.velocity * xyspeed;
310         this.velocity_z = zspeed;
311 }
312
313 float AdjustAirAccelQW(float accelqw, float factor)
314 {
315         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
316 }
317
318 // example config for alternate speed clamping:
319 //   sv_airaccel_qw 0.8
320 //   sv_airaccel_sideways_friction 0
321 //   prvm_globalset server speedclamp_mode 1
322 //     (or 2)
323 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
324 {
325         float speedclamp = stretchfactor > 0 ? stretchfactor
326         : accelqw < 0 ? 1 // full clamping, no stretch
327         : -1; // no clamping
328
329         accelqw = fabs(accelqw);
330
331         if (GAMEPLAYFIX_Q2AIRACCELERATE)
332                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
333
334         float vel_straight = this.velocity * wishdir;
335         float vel_z = this.velocity_z;
336         vector vel_xy = vec2(this.velocity);
337         vector vel_perpend = vel_xy - vel_straight * wishdir;
338
339         float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
340
341         float vel_xy_current  = vlen(vel_xy);
342         if (speedlimit)
343                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
344         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
345         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
346         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
347         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
348
349         if (sidefric < 0 && (vel_perpend*vel_perpend))
350                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
351         {
352                 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
353                 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
354                 // assume: themin > 1
355                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
356                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
357                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
358                 // obviously, this cannot be
359                 if (themin <= 0)
360                         vel_perpend *= f;
361                 else
362                 {
363                         themin = sqrt(themin);
364                         vel_perpend *= max(themin, f);
365                 }
366         }
367         else
368                 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
369
370         vel_xy = vel_straight * wishdir + vel_perpend;
371
372         if (speedclamp >= 0)
373         {
374                 float vel_xy_preclamp;
375                 vel_xy_preclamp = vlen(vel_xy);
376                 if (vel_xy_preclamp > 0) // prevent division by zero
377                 {
378                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
379                         if (vel_xy_current < vel_xy_preclamp)
380                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
381                 }
382         }
383
384         this.velocity = vel_xy + vel_z * '0 0 1';
385 }
386
387 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
388 {
389         if (wishspeed == 0)
390                 return;
391
392         vector curvel = this.velocity;
393         curvel_z = 0;
394         float curspeed = vlen(curvel);
395
396         if (wishspeed > curspeed * 1.01)
397                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
398         else
399         {
400                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
401                 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
402         }
403         vector wishvel = wishdir * wishspeed;
404         vector acceldir = wishvel - curvel;
405         float addspeed = vlen(acceldir);
406         acceldir = normalize(acceldir);
407
408         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
409
410         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
411         {
412                 vector curdir = normalize(curvel);
413                 float dot = acceldir * curdir;
414                 if (dot < 0)
415                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
416         }
417
418         this.velocity += accelspeed * acceldir;
419 }
420
421
422 /*
423 =============
424 PlayerJump
425
426 When you press the jump key
427 returns true if handled
428 =============
429 */
430 bool PlayerJump(entity this)
431 {
432         if (PHYS_FROZEN(this))
433                 return true; // no jumping in freezetag when frozen
434
435 #ifdef SVQC
436         if (this.player_blocked)
437                 return true; // no jumping while blocked
438 #endif
439
440         bool doublejump = false;
441         float mjumpheight = PHYS_JUMPVELOCITY(this);
442
443         if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
444                 return true;
445
446         doublejump = player_multijump;
447         mjumpheight = player_jumpheight;
448
449         if (this.waterlevel >= WATERLEVEL_SWIMMING)
450         {
451                 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
452                 return true;
453         }
454
455         if (!doublejump)
456                 if (!IS_ONGROUND(this))
457                         return IS_JUMP_HELD(this);
458
459         bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
460         if(PHYS_TRACK_CANJUMP(this))
461                 track_jump = true;
462
463         if (track_jump)
464                 if (IS_JUMP_HELD(this))
465                         return true;
466
467         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
468         // velocity bounds.  Final velocity is bound between (jumpheight *
469         // min + jumpheight) and (jumpheight * max + jumpheight);
470
471         if(PHYS_JUMPSPEEDCAP_MIN != "")
472         {
473                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
474
475                 if (this.velocity_z < minjumpspeed)
476                         mjumpheight += minjumpspeed - this.velocity_z;
477         }
478
479         if(PHYS_JUMPSPEEDCAP_MAX != "")
480         {
481                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
482                 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
483
484                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
485                 {
486                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
487
488                         if (this.velocity_z > maxjumpspeed)
489                                 mjumpheight -= this.velocity_z - maxjumpspeed;
490                 }
491         }
492
493         if (!WAS_ONGROUND(this))
494         {
495 #ifdef SVQC
496                 if(autocvar_speedmeter)
497                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
498 #endif
499                 if(this.lastground < time - 0.3)
500                 {
501                         this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
502                         this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
503                 }
504 #ifdef SVQC
505                 if(this.jumppadcount > 1)
506                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
507                 this.jumppadcount = 0;
508 #endif
509         }
510
511         this.velocity_z += mjumpheight;
512
513         UNSET_ONGROUND(this);
514         SET_JUMP_HELD(this);
515
516 #ifdef SVQC
517
518         this.oldvelocity_z = this.velocity_z;
519
520         animdecide_setaction(this, ANIMACTION_JUMP, true);
521
522         if (autocvar_g_jump_grunt)
523                 PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
524 #endif
525         return true;
526 }
527
528 void CheckWaterJump(entity this)
529 {
530 // check for a jump-out-of-water
531         makevectors(this.v_angle);
532         vector start = this.origin;
533         start_z += 8;
534         v_forward_z = 0;
535         normalize(v_forward);
536         vector end = start + v_forward*24;
537         traceline (start, end, true, this);
538         if (trace_fraction < 1)
539         {       // solid at waist
540                 start_z = start_z + this.maxs_z - 8;
541                 end = start + v_forward*24;
542                 this.movedir = trace_plane_normal * -50;
543                 traceline(start, end, true, this);
544                 if (trace_fraction == 1)
545                 {       // open at eye level
546                         this.velocity_z = 225;
547                         this.flags |= FL_WATERJUMP;
548                         SET_JUMP_HELD(this);
549                         PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
550                 }
551         }
552 }
553
554
555 #ifdef SVQC
556         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
557 #elif defined(CSQC)
558         float autocvar_cl_jetpack_jump;
559         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
560 #endif
561 .float jetpack_stopped;
562 void CheckPlayerJump(entity this)
563 {
564 #ifdef SVQC
565         float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
566 #endif
567         if (JETPACK_JUMP(this) < 2)
568                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
569
570         if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
571         {
572                 float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
573                 float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
574                 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
575
576                 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
577                 else if (this.jetpack_stopped) { }
578                 else if (!has_fuel)
579                 {
580 #ifdef SVQC
581                         if (was_flying) // TODO: ran out of fuel message
582                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
583                         else if (activate)
584                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
585 #endif
586                         this.jetpack_stopped = true;
587                         ITEMS_STAT(this) &= ~IT_USING_JETPACK;
588                 }
589                 else if (activate && !PHYS_FROZEN(this))
590                         ITEMS_STAT(this) |= IT_USING_JETPACK;
591         }
592         else
593         {
594                 this.jetpack_stopped = false;
595                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
596         }
597         if (!PHYS_INPUT_BUTTON_JUMP(this))
598                 UNSET_JUMP_HELD(this);
599
600         if (this.waterlevel == WATERLEVEL_SWIMMING)
601                 CheckWaterJump(this);
602 }
603
604 float racecar_angle(float forward, float down)
605 {
606         if (forward < 0)
607         {
608                 forward = -forward;
609                 down = -down;
610         }
611
612         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
613
614         float angle_mult = forward / (800 + forward);
615
616         if (ret > 180)
617                 return ret * angle_mult + 360 * (1 - angle_mult);
618         else
619                 return ret * angle_mult;
620 }
621
622 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
623 .float specialcommand_pos;
624 void SpecialCommand()
625 {
626 #ifdef SVQC
627         if (!CheatImpulse(99))
628                 LOG_INFO("A hollow voice says \"Plugh\".\n");
629 #endif
630 }
631
632 float PM_check_specialcommand(entity this, float buttons)
633 {
634 #ifdef SVQC
635         string c;
636         if (!buttons)
637                 c = "x";
638         else if (buttons == 1)
639                 c = "1";
640         else if (buttons == 2)
641                 c = " ";
642         else if (buttons == 128)
643                 c = "s";
644         else if (buttons == 256)
645                 c = "w";
646         else if (buttons == 512)
647                 c = "a";
648         else if (buttons == 1024)
649                 c = "d";
650         else
651                 c = "?";
652
653         if (c == substring(specialcommand, this.specialcommand_pos, 1))
654         {
655                 this.specialcommand_pos += 1;
656                 if (this.specialcommand_pos >= strlen(specialcommand))
657                 {
658                         this.specialcommand_pos = 0;
659                         SpecialCommand();
660                         return true;
661                 }
662         }
663         else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
664                 this.specialcommand_pos = 0;
665 #endif
666         return false;
667 }
668
669 void PM_check_nickspam(entity this)
670 {
671 #ifdef SVQC
672         if (time >= this.nickspamtime)
673                 return;
674         if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
675         {
676                 // slight annoyance for nick change scripts
677                 this.movement = -1 * this.movement;
678                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
679
680                 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
681                 {
682                         this.v_angle_x = random() * 360;
683                         this.v_angle_y = random() * 360;
684                         // at least I'm not forcing retardedview by also assigning to angles_z
685                         this.fixangle = true;
686                 }
687         }
688 #endif
689 }
690
691 void PM_check_punch(entity this)
692 {
693 #ifdef SVQC
694         if (this.punchangle != '0 0 0')
695         {
696                 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
697                 if (f > 0)
698                         this.punchangle = normalize(this.punchangle) * f;
699                 else
700                         this.punchangle = '0 0 0';
701         }
702
703         if (this.punchvector != '0 0 0')
704         {
705                 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
706                 if (f > 0)
707                         this.punchvector = normalize(this.punchvector) * f;
708                 else
709                         this.punchvector = '0 0 0';
710         }
711 #endif
712 }
713
714 // predict frozen movement, as frozen players CAN move in some cases
715 void PM_check_frozen(entity this)
716 {
717         if (!PHYS_FROZEN(this))
718                 return;
719         if (PHYS_DODGING_FROZEN
720 #ifdef SVQC
721         && IS_REAL_CLIENT(this)
722 #endif
723         )
724         {
725                 this.movement_x = bound(-5, this.movement.x, 5);
726                 this.movement_y = bound(-5, this.movement.y, 5);
727                 this.movement_z = bound(-5, this.movement.z, 5);
728         }
729         else
730                 this.movement = '0 0 0';
731
732         vector midpoint = ((this.absmin + this.absmax) * 0.5);
733         if (pointcontents(midpoint) == CONTENT_WATER)
734         {
735                 this.velocity = this.velocity * 0.5;
736
737                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
738                         this.velocity_z = 200;
739         }
740 }
741
742 void PM_check_hitground(entity this)
743 {
744 #ifdef SVQC
745         if (!this.wasFlying) return;
746     this.wasFlying = false;
747     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
748     if (time < this.ladder_time) return;
749     if (this.hook) return;
750     this.nextstep = time + 0.3 + random() * 0.1;
751     trace_dphitq3surfaceflags = 0;
752     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
753     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
754     entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
755         ? GS_FALL_METAL
756         : GS_FALL;
757     GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
758 #endif
759 }
760
761 void PM_Footsteps(entity this)
762 {
763 #ifdef SVQC
764         if (!g_footsteps) return;
765         if (IS_DUCKED(this)) return;
766         if (time >= this.lastground + 0.2) return;
767         if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
768         if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
769         {
770                 this.nextstep = time + 0.3 + random() * 0.1;
771                 trace_dphitq3surfaceflags = 0;
772                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
773                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
774                 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
775                         ? GS_STEP_METAL
776                         : GS_STEP;
777                 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
778         }
779 #endif
780 }
781
782 void PM_check_blocked(entity this)
783 {
784 #ifdef SVQC
785         if (!this.player_blocked)
786                 return;
787         this.movement = '0 0 0';
788         this.disableclientprediction = 1;
789 #endif
790 }
791
792 void PM_fly(entity this, float maxspd_mod)
793 {
794         // noclipping or flying
795         UNSET_ONGROUND(this);
796
797         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
798         makevectors(this.v_angle);
799         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
800         vector wishvel = v_forward * this.movement.x
801                                         + v_right * this.movement.y
802                                         + '0 0 1' * this.movement.z;
803         // acceleration
804         vector wishdir = normalize(wishvel);
805         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
806         if(time >= PHYS_TELEPORT_TIME(this))
807                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
808         PM_ClientMovement_Move(this);
809 }
810
811 void PM_swim(entity this, float maxspd_mod)
812 {
813         // swimming
814         UNSET_ONGROUND(this);
815
816         float jump = PHYS_INPUT_BUTTON_JUMP(this);
817         // water jump only in certain situations
818         // this mimics quakeworld code
819         if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
820         {
821                 vector yawangles = '0 1 0' * this.v_angle.y;
822                 makevectors(yawangles);
823                 vector forward = v_forward;
824                 vector spot = this.origin + 24 * forward;
825                 spot_z += 8;
826                 traceline(spot, spot, MOVE_NOMONSTERS, this);
827                 if (trace_startsolid)
828                 {
829                         spot_z += 24;
830                         traceline(spot, spot, MOVE_NOMONSTERS, this);
831                         if (!trace_startsolid)
832                         {
833                                 this.velocity = forward * 50;
834                                 this.velocity_z = 310;
835                                 PHYS_TELEPORT_TIME(this) = 2;
836                                 UNSET_ONGROUND(this);
837                                 SET_JUMP_HELD(this);
838                         }
839                 }
840         }
841         makevectors(this.v_angle);
842         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
843         vector wishvel = v_forward * this.movement.x
844                                         + v_right * this.movement.y
845                                         + '0 0 1' * this.movement.z;
846         if (wishvel == '0 0 0')
847                 wishvel = '0 0 -60'; // drift towards bottom
848
849         vector wishdir = normalize(wishvel);
850         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
851
852         if (IS_DUCKED(this))
853         wishspeed *= 0.5;
854
855 //      if (pmove_waterjumptime <= 0) // TODO: use
856     {
857                 // water friction
858                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
859                 f = min(max(0, f), 1);
860                 this.velocity *= f;
861
862                 f = wishspeed - this.velocity * wishdir;
863                 if (f > 0)
864                 {
865                         float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
866                         this.velocity += accelspeed * wishdir;
867                 }
868
869                 // holding jump button swims upward slowly
870                 if (jump)
871                 {
872 #if 0
873                         if (this.watertype & CONTENT_LAVA)
874                                 this.velocity_z =  50;
875                         else if (this.watertype & CONTENT_SLIME)
876                                 this.velocity_z =  80;
877                         else
878                         {
879                                 if (IS_NEXUIZ_DERIVED(gamemode))
880 #endif
881                                         this.velocity_z = 200;
882 #if 0
883                                 else
884                                         this.velocity_z = 100;
885                         }
886 #endif
887                 }
888         }
889         // water acceleration
890         PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
891         PM_ClientMovement_Move(this);
892 }
893
894 void PM_ladder(entity this, float maxspd_mod)
895 {
896         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
897         UNSET_ONGROUND(this);
898
899         float g;
900         g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
901         if (PHYS_ENTGRAVITY(this))
902                 g *= PHYS_ENTGRAVITY(this);
903         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
904         {
905                 g *= 0.5;
906                 this.velocity_z += g;
907         }
908
909         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
910         makevectors(this.v_angle);
911         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
912         vector wishvel = v_forward * this.movement_x
913                                         + v_right * this.movement_y
914                                         + '0 0 1' * this.movement_z;
915         this.velocity_z += g;
916         if (this.ladder_entity.classname == "func_water")
917         {
918                 float f = vlen(wishvel);
919                 if (f > this.ladder_entity.speed)
920                         wishvel *= (this.ladder_entity.speed / f);
921
922                 this.watertype = this.ladder_entity.skin;
923                 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
924                 if ((this.origin_z + this.view_ofs_z) < f)
925                         this.waterlevel = WATERLEVEL_SUBMERGED;
926                 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
927                         this.waterlevel = WATERLEVEL_SWIMMING;
928                 else if ((this.origin_z + this.mins_z + 1) < f)
929                         this.waterlevel = WATERLEVEL_WETFEET;
930                 else
931                 {
932                         this.waterlevel = WATERLEVEL_NONE;
933                         this.watertype = CONTENT_EMPTY;
934                 }
935         }
936         // acceleration
937         vector wishdir = normalize(wishvel);
938         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
939         if(time >= PHYS_TELEPORT_TIME(this))
940                 // water acceleration
941                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
942         PM_ClientMovement_Move(this);
943 }
944
945 void PM_jetpack(entity this, float maxspd_mod)
946 {
947         //makevectors(this.v_angle.y * '0 1 0');
948         makevectors(this.v_angle);
949         vector wishvel = v_forward * this.movement_x
950                                         + v_right * this.movement_y;
951         // add remaining speed as Z component
952         float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
953         // fix speedhacks :P
954         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
955         // add the unused velocity as up component
956         wishvel_z = 0;
957
958         // if (this.BUTTON_JUMP)
959                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
960
961         // it is now normalized, so...
962         float a_side = PHYS_JETPACK_ACCEL_SIDE;
963         float a_up = PHYS_JETPACK_ACCEL_UP;
964         float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY(this);
965
966         wishvel_x *= a_side;
967         wishvel_y *= a_side;
968         wishvel_z *= a_up;
969         wishvel_z += a_add;
970
971         float best = 0;
972         //////////////////////////////////////////////////////////////////////////////////////
973         // finding the maximum over all vectors of above form
974         // with wishvel having an absolute value of 1
975         //////////////////////////////////////////////////////////////////////////////////////
976         // we're finding the maximum over
977         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
978         // for z in the range from -1 to 1
979         //////////////////////////////////////////////////////////////////////////////////////
980         // maximum is EITHER attained at the single extreme point:
981         float a_diff = a_side * a_side - a_up * a_up;
982         float f;
983         if (a_diff != 0)
984         {
985                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
986                 if (f > -1 && f < 1) // can it be attained?
987                 {
988                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
989                         //print("middle\n");
990                 }
991         }
992         // OR attained at z = 1:
993         f = (a_up + a_add) * (a_up + a_add);
994         if (f > best)
995         {
996                 best = f;
997                 //print("top\n");
998         }
999         // OR attained at z = -1:
1000         f = (a_up - a_add) * (a_up - a_add);
1001         if (f > best)
1002         {
1003                 best = f;
1004                 //print("bottom\n");
1005         }
1006         best = sqrt(best);
1007         //////////////////////////////////////////////////////////////////////////////////////
1008
1009         //print("best possible acceleration: ", ftos(best), "\n");
1010
1011         float fxy, fz;
1012         fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1013         if (wishvel_z - PHYS_GRAVITY(this) > 0)
1014                 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1015         else
1016                 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1017
1018         float fvel;
1019         fvel = vlen(wishvel);
1020         wishvel_x *= fxy;
1021         wishvel_y *= fxy;
1022         wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1023
1024         fvel = min(1, vlen(wishvel) / best);
1025         if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1026                 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1027         else
1028                 f = 1;
1029
1030         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1031
1032         if (f > 0 && wishvel != '0 0 0')
1033         {
1034                 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1035                 UNSET_ONGROUND(this);
1036
1037 #ifdef SVQC
1038                 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1039                         this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1040
1041                 ITEMS_STAT(this) |= IT_USING_JETPACK;
1042
1043                 // jetpack also inhibits health regeneration, but only for 1 second
1044                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1045 #endif
1046         }
1047
1048 #ifdef CSQC
1049         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1050         if(autocvar_cl_movement != 3)
1051         {
1052                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1053                         this.velocity_z -= g * 0.5;
1054                 else
1055                         this.velocity_z -= g;
1056         }
1057         PM_ClientMovement_Move(this);
1058         if(autocvar_cl_movement != 3)
1059         {
1060                 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1061                         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1062                                 this.velocity_z -= g * 0.5;
1063         }
1064 #endif
1065 }
1066
1067 void PM_walk(entity this, float maxspd_mod)
1068 {
1069         if (!WAS_ONGROUND(this))
1070         {
1071 #ifdef SVQC
1072                 if (autocvar_speedmeter)
1073                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1074 #endif
1075                 if (this.lastground < time - 0.3)
1076                         this.velocity *= (1 - PHYS_FRICTION_ONLAND);
1077 #ifdef SVQC
1078                 if (this.jumppadcount > 1)
1079                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1080                 this.jumppadcount = 0;
1081 #endif
1082         }
1083
1084         // walking
1085         makevectors(this.v_angle.y * '0 1 0');
1086         const vector wishvel = v_forward * this.movement.x
1087                                                 + v_right * this.movement.y;
1088         // acceleration
1089         const vector wishdir = normalize(wishvel);
1090         float wishspeed = vlen(wishvel);
1091         wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1092         if (IS_DUCKED(this)) wishspeed *= 0.5;
1093
1094         // apply edge friction
1095         const float f2 = vlen2(vec2(this.velocity));
1096         if (f2 > 0)
1097         {
1098                 trace_dphitq3surfaceflags = 0;
1099                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1100                 // TODO: apply edge friction
1101                 // apply ground friction
1102                 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1103                         ? PHYS_FRICTION_SLICK
1104                         : PHYS_FRICTION(this);
1105
1106                 float f = sqrt(f2);
1107                 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1108                 f = max(0, f);
1109                 this.velocity *= f;
1110                 /*
1111                    Mathematical analysis time!
1112
1113                    Our goal is to invert this mess.
1114
1115                    For the two cases we get:
1116                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1117                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1118                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1119                    and
1120                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1121                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1122
1123                    These cases would be chosen ONLY if:
1124                         v0 < PHYS_STOPSPEED(this)
1125                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1126                         v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1127                    and, respectively:
1128                         v0 >= PHYS_STOPSPEED(this)
1129                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1130                         v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1131                  */
1132         }
1133         const float addspeed = wishspeed - this.velocity * wishdir;
1134         if (addspeed > 0)
1135         {
1136                 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1137                 this.velocity += accelspeed * wishdir;
1138         }
1139 #ifdef CSQC
1140         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1141         if(autocvar_cl_movement != 3)
1142         {
1143                 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1144                         this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1145         }
1146         if (vdist(this.velocity, >, 0))
1147                 PM_ClientMovement_Move(this);
1148         if(autocvar_cl_movement != 3)
1149         {
1150                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1151                         if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1152                                 this.velocity_z -= g * 0.5;
1153         }
1154 #endif
1155 }
1156
1157 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1158 {
1159         makevectors(this.v_angle.y * '0 1 0');
1160         vector wishvel = v_forward * this.movement.x
1161                                         + v_right * this.movement.y;
1162         // acceleration
1163         vector wishdir = normalize(wishvel);
1164         float wishspeed = vlen(wishvel);
1165
1166         if(PHYS_TELEPORT_TIME(this) < time)
1167         {
1168                 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1169
1170                 // apply air speed limit
1171                 float airaccelqw = PHYS_AIRACCEL_QW(this);
1172                 float wishspeed0 = wishspeed;
1173                 wishspeed = min(wishspeed, maxairspd);
1174                 if (IS_DUCKED(this))
1175                         wishspeed *= 0.5;
1176                 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1177
1178                 float accelerating = (this.velocity * wishdir > 0);
1179                 float wishspeed2 = wishspeed;
1180
1181                 // CPM: air control
1182                 if (PHYS_AIRSTOPACCELERATE(this))
1183                 {
1184                         vector curdir = normalize(vec2(this.velocity));
1185                         airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1186                 }
1187                 // note that for straight forward jumping:
1188                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1189                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1190                 // -->
1191                 // dv/dt = accel * maxspeed (when slow)
1192                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1193                 // log dv/dt = logaccel + logmaxspeed (when slow)
1194                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1195                 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1196                 if (PHYS_MAXAIRSTRAFESPEED(this))
1197                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1198                 if (PHYS_AIRSTRAFEACCELERATE(this))
1199                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1200                 if (PHYS_AIRSTRAFEACCEL_QW(this))
1201                         airaccelqw =
1202                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1203                 *
1204                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1205                 // !CPM
1206
1207                 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1208                         PM_AirAccelerate(this, wishdir, wishspeed2);
1209                 else
1210                         PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
1211
1212                 if (PHYS_AIRCONTROL(this))
1213                         CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1214         }
1215 #ifdef CSQC
1216         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1217         if(autocvar_cl_movement != 3)
1218         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1219                 this.velocity_z -= g * 0.5;
1220         else
1221                 this.velocity_z -= g;
1222 #endif
1223         PM_ClientMovement_Move(this);
1224 #ifdef CSQC
1225         if(autocvar_cl_movement != 3)
1226         if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1227                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1228                         this.velocity_z -= g * 0.5;
1229 #endif
1230 }
1231
1232 // used for calculating airshots
1233 bool IsFlying(entity this)
1234 {
1235         if(IS_ONGROUND(this))
1236                 return false;
1237         if(this.waterlevel >= WATERLEVEL_SWIMMING)
1238                 return false;
1239         traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1240         if(trace_fraction < 1)
1241                 return false;
1242         return true;
1243 }
1244
1245 void PM_Main(entity this)
1246 {
1247         int buttons = PHYS_INPUT_BUTTON_MASK(this);
1248 #ifdef CSQC
1249         this.items = getstati(STAT_ITEMS, 0, 24);
1250
1251         this.movement = PHYS_INPUT_MOVEVALUES(this);
1252
1253         vector oldv_angle = this.v_angle;
1254         vector oldangles = this.angles; // we need to save these, as they're abused by other code
1255         this.v_angle = PHYS_INPUT_ANGLES(this);
1256         this.angles = PHYS_WORLD_ANGLES(this);
1257
1258         this.team = myteam + 1; // is this correct?
1259         if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1260                 UNSET_JUMP_HELD(this); // canjump = true
1261         PHYS_TELEPORT_TIME(this) -= PHYS_INPUT_TIMELENGTH;
1262
1263         PM_ClientMovement_UpdateStatus(this, true);
1264 #endif
1265
1266
1267 #ifdef SVQC
1268         WarpZone_PlayerPhysics_FixVAngle();
1269 #endif
1270         float maxspeed_mod = 1;
1271         maxspeed_mod *= PHYS_HIGHSPEED;
1272
1273 #ifdef SVQC
1274         Physics_UpdateStats(this, maxspeed_mod);
1275
1276         if (this.PlayerPhysplug)
1277                 if (this.PlayerPhysplug())
1278                         return;
1279 #endif
1280
1281 #ifdef SVQC
1282         anticheat_physics(this);
1283 #endif
1284
1285         if (PM_check_specialcommand(this, buttons))
1286                 return;
1287 #ifdef SVQC
1288         if (sv_maxidle > 0)
1289         {
1290                 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1291                         this.parm_idlesince = time;
1292         }
1293 #endif
1294         int buttons_prev = this.buttons_old;
1295         this.buttons_old = buttons;
1296         this.movement_old = this.movement;
1297         this.v_angle_old = this.v_angle;
1298
1299         PM_check_nickspam(this);
1300
1301         PM_check_punch(this);
1302 #ifdef SVQC
1303         if (IS_BOT_CLIENT(this))
1304         {
1305                 if (playerdemo_read(this))
1306                         return;
1307                 WITH(entity, self, this, bot_think());
1308         }
1309 #endif
1310
1311 #ifdef SVQC
1312         if (IS_PLAYER(this))
1313         {
1314                 const bool allowed_to_move = (time >= game_starttime);
1315                 if (!allowed_to_move)
1316                 {
1317                         this.velocity = '0 0 0';
1318                         this.movetype = MOVETYPE_NONE;
1319                         this.disableclientprediction = 2;
1320                 }
1321                 else if (this.disableclientprediction == 2)
1322                 {
1323                         if (this.movetype == MOVETYPE_NONE)
1324                                 this.movetype = MOVETYPE_WALK;
1325                         this.disableclientprediction = 0;
1326                 }
1327         }
1328 #endif
1329
1330 #ifdef SVQC
1331         if (this.movetype == MOVETYPE_NONE)
1332                 return;
1333
1334         // when we get here, disableclientprediction cannot be 2
1335         this.disableclientprediction = 0;
1336 #endif
1337
1338         viewloc_PlayerPhysics(this);
1339
1340         PM_check_frozen(this);
1341
1342         PM_check_blocked(this);
1343
1344         maxspeed_mod = 1;
1345
1346         if (this.in_swamp)
1347                 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1348
1349         // conveyors: first fix velocity
1350         if (this.conveyor.state)
1351                 this.velocity -= this.conveyor.movedir;
1352
1353         MUTATOR_CALLHOOK(PlayerPhysics, this);
1354
1355 #ifdef SVQC
1356         if (!IS_PLAYER(this))
1357         {
1358                 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1359                 if (!this.spectatorspeed)
1360                         this.spectatorspeed = maxspeed_mod;
1361                 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1362                 {
1363                         if (this.lastclassname != "player")
1364                         {
1365                                 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1366                                         this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1367                                 else if (this.impulse == 11)
1368                                         this.spectatorspeed = maxspeed_mod;
1369                                 else if (this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1370                                         this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1371                                 else if (this.impulse >= 1 && this.impulse <= 9)
1372                                         this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1373                         } // otherwise just clear
1374                         this.impulse = 0;
1375                 }
1376                 maxspeed_mod = this.spectatorspeed;
1377         }
1378
1379         float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1380         if(this.speed != spd)
1381         {
1382                 this.speed = spd;
1383                 string temps = ftos(spd);
1384                 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1385                 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1386                 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1387                 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1388         }
1389
1390         if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
1391         {
1392                 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
1393                 stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1394         }
1395         if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
1396         {
1397                 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
1398                 stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1399         }
1400 #endif
1401
1402         if(PHYS_DEAD(this))
1403         {
1404                 // handle water here
1405                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1406                 if(pointcontents(midpoint) == CONTENT_WATER)
1407                 {
1408                         this.velocity = this.velocity * 0.5;
1409
1410                         // do we want this?
1411                         //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1412                                 //{ this.velocity_z = 70; }
1413                 }
1414                 goto end;
1415         }
1416
1417 #ifdef SVQC
1418         if (!this.fixangle)
1419                 this.angles = '0 1 0' * this.v_angle.y;
1420 #endif
1421
1422         if (IS_PLAYER(this) && IS_ONGROUND(this))
1423         {
1424                 PM_check_hitground(this);
1425                 PM_Footsteps(this);
1426         }
1427
1428         if(IsFlying(this))
1429                 this.wasFlying = 1;
1430
1431         if (IS_PLAYER(this))
1432                 CheckPlayerJump(this);
1433
1434         if (this.flags & FL_WATERJUMP)
1435         {
1436                 this.velocity_x = this.movedir.x;
1437                 this.velocity_y = this.movedir.y;
1438                 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
1439                 {
1440                         this.flags &= ~FL_WATERJUMP;
1441                         PHYS_TELEPORT_TIME(this) = 0;
1442                 }
1443         }
1444
1445         else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1446                 { }
1447
1448 #ifdef SVQC
1449         else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1450 #elif defined(CSQC)
1451         else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1452 #endif
1453                 PM_fly(this, maxspeed_mod);
1454
1455         else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1456                 PM_swim(this, maxspeed_mod);
1457
1458         else if (time < this.ladder_time)
1459                 PM_ladder(this, maxspeed_mod);
1460
1461         else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1462                 PM_jetpack(this, maxspeed_mod);
1463
1464         else if (IS_ONGROUND(this))
1465                 PM_walk(this, maxspeed_mod);
1466
1467         else
1468                 PM_air(this, buttons_prev, maxspeed_mod);
1469
1470 :end
1471         if (IS_ONGROUND(this))
1472                 this.lastground = time;
1473
1474         // conveyors: then break velocity again
1475         if(this.conveyor.state)
1476                 this.velocity += this.conveyor.movedir;
1477
1478         this.lastflags = this.flags;
1479
1480         this.lastclassname = this.classname;
1481
1482 #ifdef CSQC
1483         this.v_angle = oldv_angle;
1484         this.angles = oldangles;
1485 #endif
1486 }
1487
1488 #if defined(SVQC)
1489 void SV_PlayerPhysics()
1490 #elif defined(CSQC)
1491 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
1492 #endif
1493 {
1494 #ifdef SVQC
1495         SELFPARAM();
1496 #endif
1497         PM_Main(this);
1498 }