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Fix prediction of jumping onto ledges
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
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         PM_ClientMovement_Unstick(this);
126
127         // set crouched
128         if (PHYS_INPUT_BUTTON_CROUCH(this))
129         {
130                 // wants to crouch, this always works
131                 if (!IS_DUCKED(this)) SET_DUCKED(this);
132         }
133         else
134         {
135                 // wants to stand, if currently crouching we need to check for a low ceiling first
136                 if (IS_DUCKED(this))
137                 {
138                         tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
139                         if (!trace_startsolid) UNSET_DUCKED(this);
140                 }
141         }
142
143         // set onground
144         vector origin1 = this.origin + '0 0 1';
145         vector origin2 = this.origin - '0 0 1';
146
147         if (ground && autocvar_cl_movement != 3)
148         {
149                 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
150                 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
151                 {
152                         SET_ONGROUND(this);
153
154                         // this code actually "predicts" an impact; so let's clip velocity first
155                         this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
156                 }
157                 else
158                         UNSET_ONGROUND(this);
159         }
160
161         // set watertype/waterlevel
162         origin1 = this.origin;
163         origin1.z += this.mins_z + 1;
164         this.waterlevel = WATERLEVEL_NONE;
165
166         int thepoint = pointcontents(origin1);
167
168         this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
169
170         if (this.watertype)
171         {
172                 this.waterlevel = WATERLEVEL_WETFEET;
173                 origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
174                 thepoint = pointcontents(origin1);
175                 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
176                 {
177                         this.waterlevel = WATERLEVEL_SWIMMING;
178                         origin1.z = this.origin.z + 22;
179                         thepoint = pointcontents(origin1);
180                         if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
181                                 this.waterlevel = WATERLEVEL_SUBMERGED;
182                 }
183         }
184
185         if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_TELEPORT_TIME(this) <= 0)
186                 PHYS_TELEPORT_TIME(this) = 0;
187 #endif
188 }
189
190 void PM_ClientMovement_Move(entity this)
191 {
192 #ifdef CSQC
193
194         PM_ClientMovement_UpdateStatus(this, false);
195         if(autocvar_cl_movement == 3)
196                 return;
197
198         int bump;
199         float t;
200         float f;
201         vector neworigin;
202         vector currentorigin2;
203         vector neworigin2;
204         vector primalvelocity;
205
206         vector trace1_endpos = '0 0 0';
207         vector trace2_endpos = '0 0 0';
208         vector trace3_endpos = '0 0 0';
209         float trace1_fraction = 0;
210         float trace2_fraction = 0;
211         float trace3_fraction = 0;
212         vector trace1_plane_normal = '0 0 0';
213         vector trace2_plane_normal = '0 0 0';
214         vector trace3_plane_normal = '0 0 0';
215
216         primalvelocity = this.velocity;
217         for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
218         {
219                 neworigin = this.origin + t * this.velocity;
220                 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
221                 trace1_endpos = trace_endpos;
222                 trace1_fraction = trace_fraction;
223                 trace1_plane_normal = trace_plane_normal;
224                 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
225                 {
226                         // may be a step or wall, try stepping up
227                         // first move forward at a higher level
228                         currentorigin2 = this.origin;
229                         currentorigin2_z += PHYS_STEPHEIGHT;
230                         neworigin2 = neworigin;
231                         neworigin2_z += PHYS_STEPHEIGHT;
232                         tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
233                         trace2_endpos = trace_endpos;
234                         trace2_fraction = trace_fraction;
235                         trace2_plane_normal = trace_plane_normal;
236                         if(!trace_startsolid)
237                         {
238                                 // then move down from there
239                                 currentorigin2 = trace2_endpos;
240                                 neworigin2 = trace2_endpos;
241                                 neworigin2_z = this.origin_z;
242                                 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
243                                 trace3_endpos = trace_endpos;
244                                 trace3_fraction = trace_fraction;
245                                 trace3_plane_normal = trace_plane_normal;
246                                 // accept the new trace if it made some progress
247                                 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
248                                 {
249                                         trace1_endpos = trace2_endpos;
250                                         trace1_fraction = trace2_fraction;
251                                         trace1_plane_normal = trace2_plane_normal;
252                                         trace1_endpos = trace3_endpos;
253                                 }
254                         }
255                 }
256
257                 // check if it moved at all
258                 if(trace1_fraction >= 0.001)
259                         setorigin(this, trace1_endpos);
260
261                 // check if it moved all the way
262                 if(trace1_fraction == 1)
263                         break;
264
265                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
266                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
267                 // this got commented out in a change that supposedly makes the code match QW better
268                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
269                 if(trace1_plane_normal_z > 0.7)
270                         SET_ONGROUND(this);
271
272                 t -= t * trace1_fraction;
273
274                 f = (this.velocity * trace1_plane_normal);
275                 this.velocity = this.velocity + -f * trace1_plane_normal;
276         }
277         if(PHYS_TELEPORT_TIME(this) > 0)
278                 this.velocity = primalvelocity;
279 #endif
280 }
281
282 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
283 {
284         float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
285         if (k <= 0)
286                 return;
287
288         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
289
290         float zspeed = this.velocity_z;
291         this.velocity_z = 0;
292         float xyspeed = vlen(this.velocity);
293         this.velocity = normalize(this.velocity);
294
295         float dot = this.velocity * wishdir;
296
297         if (dot > 0) // we can't change direction while slowing down
298         {
299                 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
300                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
301                 k *= PHYS_AIRCONTROL(this);
302                 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
303         }
304
305         this.velocity = this.velocity * xyspeed;
306         this.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(entity this, 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 = this.velocity * wishdir;
331         float vel_z = this.velocity_z;
332         vector vel_xy = vec2(this.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 themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
350                 // assume: themin > 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 (themin <= 0)
356                         vel_perpend *= f;
357                 else
358                 {
359                         themin = sqrt(themin);
360                         vel_perpend *= max(themin, 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         this.velocity = vel_xy + vel_z * '0 0 1';
381 }
382
383 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
384 {
385         if (wishspeed == 0)
386                 return;
387
388         vector curvel = this.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(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
394         else
395         {
396                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
397                 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * 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(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
405
406         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
407         {
408                 vector curdir = normalize(curvel);
409                 float dot = acceldir * curdir;
410                 if (dot < 0)
411                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
412         }
413
414         this.velocity += accelspeed * acceldir;
415 }
416
417
418 /*
419 =============
420 PlayerJump
421
422 When you press the jump key
423 returns true if handled
424 =============
425 */
426 bool PlayerJump(entity this)
427 {
428         if (PHYS_FROZEN(this))
429                 return true; // no jumping in freezetag when frozen
430
431 #ifdef SVQC
432         if (this.player_blocked)
433                 return true; // no jumping while blocked
434 #endif
435
436         bool doublejump = false;
437         float mjumpheight = PHYS_JUMPVELOCITY(this);
438
439         if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
440                 return true;
441
442         doublejump = player_multijump;
443         mjumpheight = player_jumpheight;
444
445         if (this.waterlevel >= WATERLEVEL_SWIMMING)
446         {
447                 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
448                 return true;
449         }
450
451         if (!doublejump)
452                 if (!IS_ONGROUND(this))
453                         return IS_JUMP_HELD(this);
454
455         bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
456         if(PHYS_TRACK_CANJUMP(this))
457                 track_jump = true;
458
459         if (track_jump)
460                 if (IS_JUMP_HELD(this))
461                         return true;
462
463         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
464         // velocity bounds.  Final velocity is bound between (jumpheight *
465         // min + jumpheight) and (jumpheight * max + jumpheight);
466
467         if(PHYS_JUMPSPEEDCAP_MIN != "")
468         {
469                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
470
471                 if (this.velocity_z < minjumpspeed)
472                         mjumpheight += minjumpspeed - this.velocity_z;
473         }
474
475         if(PHYS_JUMPSPEEDCAP_MAX != "")
476         {
477                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
478                 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
479
480                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
481                 {
482                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
483
484                         if (this.velocity_z > maxjumpspeed)
485                                 mjumpheight -= this.velocity_z - maxjumpspeed;
486                 }
487         }
488
489         if (!WAS_ONGROUND(this))
490         {
491 #ifdef SVQC
492                 if(autocvar_speedmeter)
493                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
494 #endif
495                 if(this.lastground < time - 0.3)
496                 {
497                         this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
498                         this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
499                 }
500 #ifdef SVQC
501                 if(this.jumppadcount > 1)
502                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
503                 this.jumppadcount = 0;
504 #endif
505         }
506
507         this.velocity_z += mjumpheight;
508
509         UNSET_ONGROUND(this);
510         SET_JUMP_HELD(this);
511
512 #ifdef SVQC
513
514         this.oldvelocity_z = this.velocity_z;
515
516         animdecide_setaction(this, ANIMACTION_JUMP, true);
517
518         if (autocvar_g_jump_grunt)
519                 WITH(entity, this, this, PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND));
520 #endif
521         return true;
522 }
523
524 void CheckWaterJump(entity this)
525 {
526 // check for a jump-out-of-water
527         makevectors(this.v_angle);
528         vector start = this.origin;
529         start_z += 8;
530         v_forward_z = 0;
531         normalize(v_forward);
532         vector end = start + v_forward*24;
533         traceline (start, end, true, this);
534         if (trace_fraction < 1)
535         {       // solid at waist
536                 start_z = start_z + this.maxs_z - 8;
537                 end = start + v_forward*24;
538                 this.movedir = trace_plane_normal * -50;
539                 traceline(start, end, true, this);
540                 if (trace_fraction == 1)
541                 {       // open at eye level
542                         this.velocity_z = 225;
543                         this.flags |= FL_WATERJUMP;
544                         SET_JUMP_HELD(this);
545                         PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
546                 }
547         }
548 }
549
550
551 #ifdef SVQC
552         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
553 #elif defined(CSQC)
554         float autocvar_cl_jetpack_jump;
555         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
556 #endif
557 .float jetpack_stopped;
558 void CheckPlayerJump(entity this)
559 {
560 #ifdef SVQC
561         float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
562 #endif
563         if (JETPACK_JUMP(this) < 2)
564                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
565
566         if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
567         {
568                 float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
569                 float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
570                 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
571
572                 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
573                 else if (this.jetpack_stopped) { }
574                 else if (!has_fuel)
575                 {
576 #ifdef SVQC
577                         if (was_flying) // TODO: ran out of fuel message
578                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
579                         else if (activate)
580                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
581 #endif
582                         this.jetpack_stopped = true;
583                         ITEMS_STAT(this) &= ~IT_USING_JETPACK;
584                 }
585                 else if (activate && !PHYS_FROZEN(this))
586                         ITEMS_STAT(this) |= IT_USING_JETPACK;
587         }
588         else
589         {
590                 this.jetpack_stopped = false;
591                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
592         }
593         if (!PHYS_INPUT_BUTTON_JUMP(this))
594                 UNSET_JUMP_HELD(this);
595
596         if (this.waterlevel == WATERLEVEL_SWIMMING)
597                 CheckWaterJump(this);
598 }
599
600 float racecar_angle(float forward, float down)
601 {
602         if (forward < 0)
603         {
604                 forward = -forward;
605                 down = -down;
606         }
607
608         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
609
610         float angle_mult = forward / (800 + forward);
611
612         if (ret > 180)
613                 return ret * angle_mult + 360 * (1 - angle_mult);
614         else
615                 return ret * angle_mult;
616 }
617
618 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
619 .float specialcommand_pos;
620 void SpecialCommand()
621 {
622 #ifdef SVQC
623         if (!CheatImpulse(99))
624                 LOG_INFO("A hollow voice says \"Plugh\".\n");
625 #endif
626 }
627
628 float PM_check_specialcommand(entity this, float buttons)
629 {
630 #ifdef SVQC
631         string c;
632         if (!buttons)
633                 c = "x";
634         else if (buttons == 1)
635                 c = "1";
636         else if (buttons == 2)
637                 c = " ";
638         else if (buttons == 128)
639                 c = "s";
640         else if (buttons == 256)
641                 c = "w";
642         else if (buttons == 512)
643                 c = "a";
644         else if (buttons == 1024)
645                 c = "d";
646         else
647                 c = "?";
648
649         if (c == substring(specialcommand, this.specialcommand_pos, 1))
650         {
651                 this.specialcommand_pos += 1;
652                 if (this.specialcommand_pos >= strlen(specialcommand))
653                 {
654                         this.specialcommand_pos = 0;
655                         SpecialCommand();
656                         return true;
657                 }
658         }
659         else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
660                 this.specialcommand_pos = 0;
661 #endif
662         return false;
663 }
664
665 void PM_check_nickspam(entity this)
666 {
667 #ifdef SVQC
668         if (time >= this.nickspamtime)
669                 return;
670         if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
671         {
672                 // slight annoyance for nick change scripts
673                 this.movement = -1 * this.movement;
674                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
675
676                 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!
677                 {
678                         this.v_angle_x = random() * 360;
679                         this.v_angle_y = random() * 360;
680                         // at least I'm not forcing retardedview by also assigning to angles_z
681                         this.fixangle = true;
682                 }
683         }
684 #endif
685 }
686
687 void PM_check_punch(entity this)
688 {
689 #ifdef SVQC
690         if (this.punchangle != '0 0 0')
691         {
692                 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
693                 if (f > 0)
694                         this.punchangle = normalize(this.punchangle) * f;
695                 else
696                         this.punchangle = '0 0 0';
697         }
698
699         if (this.punchvector != '0 0 0')
700         {
701                 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
702                 if (f > 0)
703                         this.punchvector = normalize(this.punchvector) * f;
704                 else
705                         this.punchvector = '0 0 0';
706         }
707 #endif
708 }
709
710 // predict frozen movement, as frozen players CAN move in some cases
711 void PM_check_frozen(entity this)
712 {
713         if (!PHYS_FROZEN(this))
714                 return;
715         if (PHYS_DODGING_FROZEN
716 #ifdef SVQC
717         && IS_REAL_CLIENT(this)
718 #endif
719         )
720         {
721                 this.movement_x = bound(-5, this.movement.x, 5);
722                 this.movement_y = bound(-5, this.movement.y, 5);
723                 this.movement_z = bound(-5, this.movement.z, 5);
724         }
725         else
726                 this.movement = '0 0 0';
727
728         vector midpoint = ((this.absmin + this.absmax) * 0.5);
729         if (pointcontents(midpoint) == CONTENT_WATER)
730         {
731                 this.velocity = this.velocity * 0.5;
732
733                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
734                         this.velocity_z = 200;
735         }
736 }
737
738 void PM_check_hitground(entity this)
739 {
740 #ifdef SVQC
741         if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
742         if (!IS_ONGROUND(this)) return;
743         if (!this.wasFlying) return;
744     this.wasFlying = false;
745     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
746     if (time < this.ladder_time) return;
747     if (this.hook) return;
748     this.nextstep = time + 0.3 + random() * 0.1;
749     trace_dphitq3surfaceflags = 0;
750     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
751     if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
752     entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
753     WITH(entity, self, this, GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND));
754 #endif
755 }
756
757 void PM_check_blocked(entity this)
758 {
759 #ifdef SVQC
760         if (!this.player_blocked)
761                 return;
762         this.movement = '0 0 0';
763         this.disableclientprediction = 1;
764 #endif
765 }
766
767 void PM_fly(entity this, float maxspd_mod)
768 {
769         // noclipping or flying
770         UNSET_ONGROUND(this);
771
772         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
773         makevectors(this.v_angle);
774         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
775         vector wishvel = v_forward * this.movement.x
776                                         + v_right * this.movement.y
777                                         + '0 0 1' * this.movement.z;
778         // acceleration
779         vector wishdir = normalize(wishvel);
780         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
781         if(time >= PHYS_TELEPORT_TIME(this))
782                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
783         PM_ClientMovement_Move(this);
784 }
785
786 void PM_swim(entity this, float maxspd_mod)
787 {
788         // swimming
789         UNSET_ONGROUND(this);
790
791         float jump = PHYS_INPUT_BUTTON_JUMP(this);
792         // water jump only in certain situations
793         // this mimics quakeworld code
794         if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
795         {
796                 vector yawangles = '0 1 0' * this.v_angle.y;
797                 makevectors(yawangles);
798                 vector forward = v_forward;
799                 vector spot = this.origin + 24 * forward;
800                 spot_z += 8;
801                 traceline(spot, spot, MOVE_NOMONSTERS, this);
802                 if (trace_startsolid)
803                 {
804                         spot_z += 24;
805                         traceline(spot, spot, MOVE_NOMONSTERS, this);
806                         if (!trace_startsolid)
807                         {
808                                 this.velocity = forward * 50;
809                                 this.velocity_z = 310;
810                                 PHYS_TELEPORT_TIME(this) = 2;
811                                 UNSET_ONGROUND(this);
812                                 SET_JUMP_HELD(this);
813                         }
814                 }
815         }
816         makevectors(this.v_angle);
817         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
818         vector wishvel = v_forward * this.movement.x
819                                         + v_right * this.movement.y
820                                         + '0 0 1' * this.movement.z;
821         if (wishvel == '0 0 0')
822                 wishvel = '0 0 -60'; // drift towards bottom
823
824         vector wishdir = normalize(wishvel);
825         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
826
827         if (IS_DUCKED(this))
828         wishspeed *= 0.5;
829
830 //      if (pmove_waterjumptime <= 0) // TODO: use
831     {
832                 // water friction
833                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
834                 f = min(max(0, f), 1);
835                 this.velocity *= f;
836
837                 f = wishspeed - this.velocity * wishdir;
838                 if (f > 0)
839                 {
840                         float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
841                         this.velocity += accelspeed * wishdir;
842                 }
843
844                 // holding jump button swims upward slowly
845                 if (jump)
846                 {
847 #if 0
848                         if (this.watertype & CONTENT_LAVA)
849                                 this.velocity_z =  50;
850                         else if (this.watertype & CONTENT_SLIME)
851                                 this.velocity_z =  80;
852                         else
853                         {
854                                 if (IS_NEXUIZ_DERIVED(gamemode))
855 #endif
856                                         this.velocity_z = 200;
857 #if 0
858                                 else
859                                         this.velocity_z = 100;
860                         }
861 #endif
862                 }
863         }
864         // water acceleration
865         PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
866         PM_ClientMovement_Move(this);
867 }
868
869 void PM_ladder(entity this, float maxspd_mod)
870 {
871         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
872         UNSET_ONGROUND(this);
873
874         float g;
875         g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
876         if (PHYS_ENTGRAVITY(this))
877                 g *= PHYS_ENTGRAVITY(this);
878         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
879         {
880                 g *= 0.5;
881                 this.velocity_z += g;
882         }
883
884         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
885         makevectors(this.v_angle);
886         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
887         vector wishvel = v_forward * this.movement_x
888                                         + v_right * this.movement_y
889                                         + '0 0 1' * this.movement_z;
890         this.velocity_z += g;
891         if (this.ladder_entity.classname == "func_water")
892         {
893                 float f = vlen(wishvel);
894                 if (f > this.ladder_entity.speed)
895                         wishvel *= (this.ladder_entity.speed / f);
896
897                 this.watertype = this.ladder_entity.skin;
898                 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
899                 if ((this.origin_z + this.view_ofs_z) < f)
900                         this.waterlevel = WATERLEVEL_SUBMERGED;
901                 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
902                         this.waterlevel = WATERLEVEL_SWIMMING;
903                 else if ((this.origin_z + this.mins_z + 1) < f)
904                         this.waterlevel = WATERLEVEL_WETFEET;
905                 else
906                 {
907                         this.waterlevel = WATERLEVEL_NONE;
908                         this.watertype = CONTENT_EMPTY;
909                 }
910         }
911         // acceleration
912         vector wishdir = normalize(wishvel);
913         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
914         if(time >= PHYS_TELEPORT_TIME(this))
915                 // water acceleration
916                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
917         PM_ClientMovement_Move(this);
918 }
919
920 void PM_jetpack(entity this, float maxspd_mod)
921 {
922         //makevectors(this.v_angle.y * '0 1 0');
923         makevectors(this.v_angle);
924         vector wishvel = v_forward * this.movement_x
925                                         + v_right * this.movement_y;
926         // add remaining speed as Z component
927         float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
928         // fix speedhacks :P
929         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
930         // add the unused velocity as up component
931         wishvel_z = 0;
932
933         // if (this.BUTTON_JUMP)
934                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
935
936         // it is now normalized, so...
937         float a_side = PHYS_JETPACK_ACCEL_SIDE;
938         float a_up = PHYS_JETPACK_ACCEL_UP;
939         float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY(this);
940
941         wishvel_x *= a_side;
942         wishvel_y *= a_side;
943         wishvel_z *= a_up;
944         wishvel_z += a_add;
945
946         float best = 0;
947         //////////////////////////////////////////////////////////////////////////////////////
948         // finding the maximum over all vectors of above form
949         // with wishvel having an absolute value of 1
950         //////////////////////////////////////////////////////////////////////////////////////
951         // we're finding the maximum over
952         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
953         // for z in the range from -1 to 1
954         //////////////////////////////////////////////////////////////////////////////////////
955         // maximum is EITHER attained at the single extreme point:
956         float a_diff = a_side * a_side - a_up * a_up;
957         float f;
958         if (a_diff != 0)
959         {
960                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
961                 if (f > -1 && f < 1) // can it be attained?
962                 {
963                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
964                         //print("middle\n");
965                 }
966         }
967         // OR attained at z = 1:
968         f = (a_up + a_add) * (a_up + a_add);
969         if (f > best)
970         {
971                 best = f;
972                 //print("top\n");
973         }
974         // OR attained at z = -1:
975         f = (a_up - a_add) * (a_up - a_add);
976         if (f > best)
977         {
978                 best = f;
979                 //print("bottom\n");
980         }
981         best = sqrt(best);
982         //////////////////////////////////////////////////////////////////////////////////////
983
984         //print("best possible acceleration: ", ftos(best), "\n");
985
986         float fxy, fz;
987         fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
988         if (wishvel_z - PHYS_GRAVITY(this) > 0)
989                 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
990         else
991                 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
992
993         float fvel;
994         fvel = vlen(wishvel);
995         wishvel_x *= fxy;
996         wishvel_y *= fxy;
997         wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
998
999         fvel = min(1, vlen(wishvel) / best);
1000         if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1001                 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1002         else
1003                 f = 1;
1004
1005         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1006
1007         if (f > 0 && wishvel != '0 0 0')
1008         {
1009                 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1010                 UNSET_ONGROUND(this);
1011
1012 #ifdef SVQC
1013                 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1014                         this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1015
1016                 ITEMS_STAT(this) |= IT_USING_JETPACK;
1017
1018                 // jetpack also inhibits health regeneration, but only for 1 second
1019                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1020 #endif
1021         }
1022
1023 #ifdef CSQC
1024         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1025         if(autocvar_cl_movement != 3)
1026         {
1027                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1028                         this.velocity_z -= g * 0.5;
1029                 else
1030                         this.velocity_z -= g;
1031         }
1032         PM_ClientMovement_Move(this);
1033         if(autocvar_cl_movement != 3)
1034         {
1035                 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1036                         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1037                                 this.velocity_z -= g * 0.5;
1038         }
1039 #endif
1040 }
1041
1042 void PM_walk(entity this, float maxspd_mod)
1043 {
1044         if (!WAS_ONGROUND(this))
1045         {
1046 #ifdef SVQC
1047                 if (autocvar_speedmeter)
1048                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1049 #endif
1050                 if (this.lastground < time - 0.3)
1051                         this.velocity *= (1 - PHYS_FRICTION_ONLAND);
1052 #ifdef SVQC
1053                 if (this.jumppadcount > 1)
1054                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1055                 this.jumppadcount = 0;
1056 #endif
1057         }
1058
1059         // walking
1060         makevectors(this.v_angle.y * '0 1 0');
1061         const vector wishvel = v_forward * this.movement.x
1062                                                 + v_right * this.movement.y;
1063         // acceleration
1064         const vector wishdir = normalize(wishvel);
1065         float wishspeed = vlen(wishvel);
1066         wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1067         if (IS_DUCKED(this)) wishspeed *= 0.5;
1068
1069         // apply edge friction
1070         const float f2 = vlen2(vec2(this.velocity));
1071         if (f2 > 0)
1072         {
1073                 trace_dphitq3surfaceflags = 0;
1074                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1075                 // TODO: apply edge friction
1076                 // apply ground friction
1077                 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1078                         ? PHYS_FRICTION_SLICK
1079                         : PHYS_FRICTION(this);
1080
1081                 float f = sqrt(f2);
1082                 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1083                 f = max(0, f);
1084                 this.velocity *= f;
1085                 /*
1086                    Mathematical analysis time!
1087
1088                    Our goal is to invert this mess.
1089
1090                    For the two cases we get:
1091                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1092                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1093                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1094                    and
1095                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1096                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1097
1098                    These cases would be chosen ONLY if:
1099                         v0 < PHYS_STOPSPEED(this)
1100                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1101                         v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1102                    and, respectively:
1103                         v0 >= PHYS_STOPSPEED(this)
1104                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1105                         v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1106                  */
1107         }
1108         const float addspeed = wishspeed - this.velocity * wishdir;
1109         if (addspeed > 0)
1110         {
1111                 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1112                 this.velocity += accelspeed * wishdir;
1113         }
1114 #ifdef CSQC
1115         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1116         if(autocvar_cl_movement != 3)
1117         {
1118                 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1119                         this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1120         }
1121         if (vdist(this.velocity, >, 0))
1122                 PM_ClientMovement_Move(this);
1123         if(autocvar_cl_movement != 3)
1124         {
1125                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1126                         if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1127                                 this.velocity_z -= g * 0.5;
1128         }
1129 #endif
1130 }
1131
1132 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1133 {
1134         makevectors(this.v_angle.y * '0 1 0');
1135         vector wishvel = v_forward * this.movement.x
1136                                         + v_right * this.movement.y;
1137         // acceleration
1138         vector wishdir = normalize(wishvel);
1139         float wishspeed = vlen(wishvel);
1140
1141         if(PHYS_TELEPORT_TIME(this) < time)
1142         {
1143                 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1144
1145                 // apply air speed limit
1146                 float airaccelqw = PHYS_AIRACCEL_QW(this);
1147                 float wishspeed0 = wishspeed;
1148                 wishspeed = min(wishspeed, maxairspd);
1149                 if (IS_DUCKED(this))
1150                         wishspeed *= 0.5;
1151                 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1152
1153                 float accelerating = (this.velocity * wishdir > 0);
1154                 float wishspeed2 = wishspeed;
1155
1156                 // CPM: air control
1157                 if (PHYS_AIRSTOPACCELERATE(this))
1158                 {
1159                         vector curdir = normalize(vec2(this.velocity));
1160                         airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1161                 }
1162                 // note that for straight forward jumping:
1163                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1164                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1165                 // -->
1166                 // dv/dt = accel * maxspeed (when slow)
1167                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1168                 // log dv/dt = logaccel + logmaxspeed (when slow)
1169                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1170                 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1171                 if (PHYS_MAXAIRSTRAFESPEED(this))
1172                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1173                 if (PHYS_AIRSTRAFEACCELERATE(this))
1174                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1175                 if (PHYS_AIRSTRAFEACCEL_QW(this))
1176                         airaccelqw =
1177                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1178                 *
1179                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1180                 // !CPM
1181
1182                 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1183                         PM_AirAccelerate(this, wishdir, wishspeed2);
1184                 else
1185                         PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
1186
1187                 if (PHYS_AIRCONTROL(this))
1188                         CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1189         }
1190 #ifdef CSQC
1191         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1192         if(autocvar_cl_movement != 3)
1193         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1194                 this.velocity_z -= g * 0.5;
1195         else
1196                 this.velocity_z -= g;
1197 #endif
1198         PM_ClientMovement_Move(this);
1199 #ifdef CSQC
1200         if(autocvar_cl_movement != 3)
1201         if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1202                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1203                         this.velocity_z -= g * 0.5;
1204 #endif
1205 }
1206
1207 // used for calculating airshots
1208 bool IsFlying(entity this)
1209 {
1210         if(IS_ONGROUND(this))
1211                 return false;
1212         if(this.waterlevel >= WATERLEVEL_SWIMMING)
1213                 return false;
1214         traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1215         if(trace_fraction < 1)
1216                 return false;
1217         return true;
1218 }
1219
1220 void PM_Main(entity this)
1221 {
1222         int buttons = PHYS_INPUT_BUTTON_MASK(this);
1223 #ifdef CSQC
1224         this.items = getstati(STAT_ITEMS, 0, 24);
1225
1226         this.movement = PHYS_INPUT_MOVEVALUES(this);
1227
1228         vector oldv_angle = this.v_angle;
1229         vector oldangles = this.angles; // we need to save these, as they're abused by other code
1230         this.v_angle = PHYS_INPUT_ANGLES(this);
1231         this.angles = PHYS_WORLD_ANGLES(this);
1232
1233         this.team = myteam + 1; // is this correct?
1234         if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1235                 UNSET_JUMP_HELD(this); // canjump = true
1236         PHYS_TELEPORT_TIME(this) -= PHYS_INPUT_TIMELENGTH;
1237
1238         PM_ClientMovement_UpdateStatus(this, true);
1239 #endif
1240
1241
1242 #ifdef SVQC
1243         WarpZone_PlayerPhysics_FixVAngle();
1244 #endif
1245         float maxspeed_mod = 1;
1246         maxspeed_mod *= PHYS_HIGHSPEED;
1247
1248 #ifdef SVQC
1249         Physics_UpdateStats(this, maxspeed_mod);
1250
1251         if (this.PlayerPhysplug)
1252                 if (this.PlayerPhysplug())
1253                         return;
1254 #endif
1255
1256 #ifdef SVQC
1257         anticheat_physics(this);
1258 #endif
1259
1260         if (PM_check_specialcommand(this, buttons))
1261                 return;
1262 #ifdef SVQC
1263         if (sv_maxidle > 0)
1264         {
1265                 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1266                         this.parm_idlesince = time;
1267         }
1268 #endif
1269         int buttons_prev = this.buttons_old;
1270         this.buttons_old = buttons;
1271         this.movement_old = this.movement;
1272         this.v_angle_old = this.v_angle;
1273
1274         PM_check_nickspam(this);
1275
1276         PM_check_punch(this);
1277 #ifdef SVQC
1278         if (IS_BOT_CLIENT(this))
1279         {
1280                 if (playerdemo_read(this))
1281                         return;
1282                 WITH(entity, self, this, bot_think());
1283         }
1284 #endif
1285
1286 #ifdef SVQC
1287         if (IS_PLAYER(this))
1288         {
1289                 const bool allowed_to_move = (time >= game_starttime);
1290                 if (!allowed_to_move)
1291                 {
1292                         this.velocity = '0 0 0';
1293                         this.movetype = MOVETYPE_NONE;
1294                         this.disableclientprediction = 2;
1295                 }
1296                 else if (this.disableclientprediction == 2)
1297                 {
1298                         if (this.movetype == MOVETYPE_NONE)
1299                                 this.movetype = MOVETYPE_WALK;
1300                         this.disableclientprediction = 0;
1301                 }
1302         }
1303 #endif
1304
1305 #ifdef SVQC
1306         if (this.movetype == MOVETYPE_NONE)
1307                 return;
1308
1309         // when we get here, disableclientprediction cannot be 2
1310         this.disableclientprediction = 0;
1311 #endif
1312
1313         viewloc_PlayerPhysics(this);
1314
1315         PM_check_frozen(this);
1316
1317         PM_check_blocked(this);
1318
1319         maxspeed_mod = 1;
1320
1321         if (this.in_swamp)
1322                 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1323
1324         // conveyors: first fix velocity
1325         if (this.conveyor.state)
1326                 this.velocity -= this.conveyor.movedir;
1327
1328         MUTATOR_CALLHOOK(PlayerPhysics, this);
1329
1330 #ifdef SVQC
1331         if (!IS_PLAYER(this))
1332         {
1333                 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1334                 if (!this.spectatorspeed)
1335                         this.spectatorspeed = maxspeed_mod;
1336                 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1337                 {
1338                         if (this.lastclassname != "player")
1339                         {
1340                                 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1341                                         this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1342                                 else if (this.impulse == 11)
1343                                         this.spectatorspeed = maxspeed_mod;
1344                                 else if (this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1345                                         this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1346                                 else if (this.impulse >= 1 && this.impulse <= 9)
1347                                         this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1348                         } // otherwise just clear
1349                         this.impulse = 0;
1350                 }
1351                 maxspeed_mod = this.spectatorspeed;
1352         }
1353
1354         float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1355         if(this.speed != spd)
1356         {
1357                 this.speed = spd;
1358                 string temps = ftos(spd);
1359                 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1360                 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1361                 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1362                 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1363         }
1364
1365         if(this.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1366         {
1367                 this.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1368                 stuffcmd(this, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1369         }
1370         if(this.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1371         {
1372                 this.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1373                 stuffcmd(this, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1374         }
1375 #endif
1376
1377         if(PHYS_DEAD(this))
1378         {
1379                 // handle water here
1380                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1381                 if(pointcontents(midpoint) == CONTENT_WATER)
1382                 {
1383                         this.velocity = this.velocity * 0.5;
1384
1385                         // do we want this?
1386                         //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1387                                 //{ this.velocity_z = 70; }
1388                 }
1389                 goto end;
1390         }
1391
1392 #ifdef SVQC
1393         if (!this.fixangle)
1394                 this.angles = '0 1 0' * this.v_angle.y;
1395 #endif
1396
1397         PM_check_hitground(this);
1398
1399         if(IsFlying(this))
1400                 this.wasFlying = 1;
1401
1402         if (IS_PLAYER(this))
1403                 CheckPlayerJump(this);
1404
1405         if (this.flags & FL_WATERJUMP)
1406         {
1407                 this.velocity_x = this.movedir.x;
1408                 this.velocity_y = this.movedir.y;
1409                 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
1410                 {
1411                         this.flags &= ~FL_WATERJUMP;
1412                         PHYS_TELEPORT_TIME(this) = 0;
1413                 }
1414         }
1415
1416         else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1417                 { }
1418
1419 #ifdef SVQC
1420         else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1421 #elif defined(CSQC)
1422         else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1423 #endif
1424                 PM_fly(this, maxspeed_mod);
1425
1426         else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1427                 PM_swim(this, maxspeed_mod);
1428
1429         else if (time < this.ladder_time)
1430                 PM_ladder(this, maxspeed_mod);
1431
1432         else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1433                 PM_jetpack(this, maxspeed_mod);
1434
1435         else if (IS_ONGROUND(this))
1436                 PM_walk(this, maxspeed_mod);
1437
1438         else
1439                 PM_air(this, buttons_prev, maxspeed_mod);
1440
1441 :end
1442         if (IS_ONGROUND(this))
1443                 this.lastground = time;
1444
1445         // conveyors: then break velocity again
1446         if(this.conveyor.state)
1447                 this.velocity += this.conveyor.movedir;
1448
1449         this.lastflags = this.flags;
1450
1451         this.lastclassname = this.classname;
1452
1453 #ifdef CSQC
1454         this.v_angle = oldv_angle;
1455         this.angles = oldangles;
1456 #endif
1457 }
1458
1459 #if defined(SVQC)
1460 void SV_PlayerPhysics()
1461 #elif defined(CSQC)
1462 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
1463 #endif
1464 {
1465 #ifdef SVQC
1466         SELFPARAM();
1467 #endif
1468         PM_Main(this);
1469 }