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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
1 #include "player.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, float defaultval)
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 defaultval;
31 }
32
33 void Physics_UpdateStats(entity this, float maxspd_mod)
34 {
35         STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
36         STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
37                 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
38                 : 0;
39         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
40         STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_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", autocvar_sv_airaccel_qw_stretchfactor);
45         STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
46         STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
47         STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
48         STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
49         STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
50         STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
51         STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
52         STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
53         STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
54         STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
55         STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
56         STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
57         STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
58         STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
59         STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
60         STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
61         STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
62         STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
63         STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
64         STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
65 }
66 #endif
67
68 float IsMoveInDirection(vector mv, float ang) // key mix factor
69 {
70         if (mv_x == 0 && mv_y == 0)
71                 return 0; // avoid division by zero
72         ang -= RAD2DEG * atan2(mv_y, mv_x);
73         ang = remainder(ang, 360) / 45;
74         return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
75 }
76
77 float GeomLerp(float a, float _lerp, float b)
78 {
79         return a == 0 ? (_lerp < 1 ? 0 : b)
80                 : b == 0 ? (_lerp > 0 ? 0 : a)
81                 : a * pow(fabs(b / a), _lerp);
82 }
83
84 void PM_ClientMovement_UpdateStatus(entity this)
85 {
86 #ifdef CSQC
87         if(!IS_PLAYER(this))
88                 return;
89
90         // set crouched
91         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
92         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
93         {
94                 entity wep = viewmodels[slot];
95                 if(wep.hook && !wasfreed(wep.hook))
96                 {
97                         do_crouch = false;
98                         break; // don't bother checking the others
99                 }
100         }
101         if(this.waterlevel >= WATERLEVEL_SWIMMING)
102                 do_crouch = false;
103         if(hud != HUD_NORMAL)
104                 do_crouch = false;
105         if(STAT(FROZEN, this))
106                 do_crouch = false;
107
108         if (do_crouch)
109         {
110                 // wants to crouch, this always works
111                 if (!IS_DUCKED(this)) SET_DUCKED(this);
112         }
113         else
114         {
115                 // wants to stand, if currently crouching we need to check for a low ceiling first
116                 if (IS_DUCKED(this))
117                 {
118                         tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
119                         if (!trace_startsolid) UNSET_DUCKED(this);
120                 }
121         }
122
123         if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
124                 PHYS_WATERJUMP_TIME(this) = 0;
125 #endif
126 }
127
128 void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
129 {
130         float movity = IsMoveInDirection(this.movement, 0);
131         if(PHYS_AIRCONTROL_BACKWARDS(this))
132                 movity += IsMoveInDirection(this.movement, 180);
133
134         float k = 32 * (2 * movity - 1);
135         if (k <= 0)
136                 return;
137
138         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
139
140         float zspeed = this.velocity_z;
141         this.velocity_z = 0;
142         float xyspeed = vlen(this.velocity);
143         this.velocity = normalize(this.velocity);
144
145         float dot = this.velocity * wishdir;
146
147         if (dot > 0) // we can't change direction while slowing down
148         {
149                 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * dt;
150                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
151                 k *= PHYS_AIRCONTROL(this);
152                 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
153         }
154
155         this.velocity = this.velocity * xyspeed;
156         this.velocity_z = zspeed;
157 }
158
159 float AdjustAirAccelQW(float accelqw, float factor)
160 {
161         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
162 }
163
164 // example config for alternate speed clamping:
165 //   sv_airaccel_qw 0.8
166 //   sv_airaccel_sideways_friction 0
167 //   prvm_globalset server speedclamp_mode 1
168 //     (or 2)
169 void PM_Accelerate(entity this, float dt, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
170 {
171         float speedclamp = stretchfactor > 0 ? stretchfactor
172         : accelqw < 0 ? 1 // full clamping, no stretch
173         : -1; // no clamping
174
175         accelqw = fabs(accelqw);
176
177         if (GAMEPLAYFIX_Q2AIRACCELERATE)
178                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
179
180         float vel_straight = this.velocity * wishdir;
181         float vel_z = this.velocity_z;
182         vector vel_xy = vec2(this.velocity);
183         vector vel_perpend = vel_xy - vel_straight * wishdir;
184
185         float step = accel * dt * wishspeed0;
186
187         float vel_xy_current  = vlen(vel_xy);
188         if (speedlimit)
189                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
190         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
191         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
192         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
193         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
194
195         if (sidefric < 0 && (vel_perpend*vel_perpend))
196                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
197         {
198                 float f = max(0, 1 + dt * wishspeed * sidefric);
199                 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
200                 // assume: themin > 1
201                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
202                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
203                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
204                 // obviously, this cannot be
205                 if (themin <= 0)
206                         vel_perpend *= f;
207                 else
208                 {
209                         themin = sqrt(themin);
210                         vel_perpend *= max(themin, f);
211                 }
212         }
213         else
214                 vel_perpend *= max(0, 1 - dt * wishspeed * sidefric);
215
216         vel_xy = vel_straight * wishdir + vel_perpend;
217
218         if (speedclamp >= 0)
219         {
220                 float vel_xy_preclamp;
221                 vel_xy_preclamp = vlen(vel_xy);
222                 if (vel_xy_preclamp > 0) // prevent division by zero
223                 {
224                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
225                         if (vel_xy_current < vel_xy_preclamp)
226                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
227                 }
228         }
229
230         this.velocity = vel_xy + vel_z * '0 0 1';
231 }
232
233 void PM_AirAccelerate(entity this, float dt, vector wishdir, float wishspeed)
234 {
235         if (wishspeed == 0)
236                 return;
237
238         vector curvel = this.velocity;
239         curvel_z = 0;
240         float curspeed = vlen(curvel);
241
242         if (wishspeed > curspeed * 1.01)
243                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * dt);
244         else
245         {
246                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
247                 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * dt;
248         }
249         vector wishvel = wishdir * wishspeed;
250         vector acceldir = wishvel - curvel;
251         float addspeed = vlen(acceldir);
252         acceldir = normalize(acceldir);
253
254         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * dt);
255
256         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
257         {
258                 vector curdir = normalize(curvel);
259                 float dot = acceldir * curdir;
260                 if (dot < 0)
261                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
262         }
263
264         this.velocity += accelspeed * acceldir;
265 }
266
267
268 /*
269 =============
270 PlayerJump
271
272 When you press the jump key
273 returns true if handled
274 =============
275 */
276 bool PlayerJump(entity this)
277 {
278         if (PHYS_FROZEN(this))
279                 return true; // no jumping in freezetag when frozen
280
281 #ifdef SVQC
282         if (this.player_blocked)
283                 return true; // no jumping while blocked
284 #endif
285
286         bool doublejump = false;
287         float mjumpheight = PHYS_JUMPVELOCITY(this);
288
289         if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
290                 return true;
291
292         mjumpheight = M_ARGV(1, float);
293         doublejump = M_ARGV(2, bool);
294
295         if (this.waterlevel >= WATERLEVEL_SWIMMING)
296         {
297                 if(this.viewloc)
298                 {
299                         doublejump = true;
300                         mjumpheight *= 0.7;
301                 }
302                 else
303                 {
304                         this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
305                         return true;
306                 }
307         }
308
309         if (!doublejump)
310                 if (!IS_ONGROUND(this))
311                         return IS_JUMP_HELD(this);
312
313         bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
314         if(PHYS_TRACK_CANJUMP(this))
315                 track_jump = true;
316
317         if (track_jump)
318                 if (IS_JUMP_HELD(this))
319                         return true;
320
321         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
322         // velocity bounds.  Final velocity is bound between (jumpheight *
323         // min + jumpheight) and (jumpheight * max + jumpheight);
324
325         if(PHYS_JUMPSPEEDCAP_MIN != "")
326         {
327                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
328
329                 if (this.velocity_z < minjumpspeed)
330                         mjumpheight += minjumpspeed - this.velocity_z;
331         }
332
333         if(PHYS_JUMPSPEEDCAP_MAX != "")
334         {
335                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
336                 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
337
338                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
339                 {
340                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
341
342                         if (this.velocity_z > maxjumpspeed)
343                                 mjumpheight -= this.velocity_z - maxjumpspeed;
344                 }
345         }
346
347         if (!WAS_ONGROUND(this))
348         {
349 #ifdef SVQC
350                 if(autocvar_speedmeter)
351                         LOG_TRACE("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")");
352 #endif
353                 if(this.lastground < time - 0.3)
354                 {
355                         float f = (1 - PHYS_FRICTION_ONLAND(this));
356                         this.velocity_x *= f;
357                         this.velocity_y *= f;
358                 }
359 #ifdef SVQC
360                 if(this.jumppadcount > 1)
361                         LOG_TRACE(ftos(this.jumppadcount), "x jumppad combo");
362                 this.jumppadcount = 0;
363 #endif
364         }
365
366         this.velocity_z += mjumpheight;
367
368         UNSET_ONGROUND(this);
369         SET_JUMP_HELD(this);
370
371 #ifdef SVQC
372
373         this.oldvelocity_z = this.velocity_z;
374
375         animdecide_setaction(this, ANIMACTION_JUMP, true);
376
377         if (autocvar_g_jump_grunt)
378                 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
379 #endif
380         return true;
381 }
382
383 void CheckWaterJump(entity this)
384 {
385 // check for a jump-out-of-water
386         makevectors(this.v_angle);
387         vector start = this.origin;
388         start_z += 8;
389         v_forward_z = 0;
390         normalize(v_forward);
391         vector end = start + v_forward*24;
392         traceline (start, end, true, this);
393         if (trace_fraction < 1)
394         {       // solid at waist
395                 start_z = start_z + this.maxs_z - 8;
396                 end = start + v_forward*24;
397                 this.movedir = trace_plane_normal * -50;
398                 traceline(start, end, true, this);
399                 if (trace_fraction == 1)
400                 {       // open at eye level
401                         this.velocity_z = 225;
402                         this.flags |= FL_WATERJUMP;
403                         SET_JUMP_HELD(this);
404                 #ifdef SVQC
405                         PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
406                 #elif defined(CSQC)
407                         PHYS_WATERJUMP_TIME(this) = 2;
408                 #endif
409                 }
410         }
411 }
412
413
414 #ifdef SVQC
415         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
416 #elif defined(CSQC)
417         float autocvar_cl_jetpack_jump;
418         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
419 #endif
420 .float jetpack_stopped;
421 void CheckPlayerJump(entity this)
422 {
423 #ifdef SVQC
424         bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
425 #endif
426         if (JETPACK_JUMP(this) < 2)
427                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
428
429         if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
430         {
431                 bool playerjump = PlayerJump(this); // required
432
433                 bool air_jump = !playerjump || M_ARGV(2, bool);
434                 bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
435                 bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
436
437                 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
438                 else if (this.jetpack_stopped) { }
439                 else if (!has_fuel)
440                 {
441 #ifdef SVQC
442                         if (was_flying) // TODO: ran out of fuel message
443                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
444                         else if (activate)
445                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
446 #endif
447                         this.jetpack_stopped = true;
448                         ITEMS_STAT(this) &= ~IT_USING_JETPACK;
449                 }
450                 else if (activate && !PHYS_FROZEN(this))
451                         ITEMS_STAT(this) |= IT_USING_JETPACK;
452         }
453         else
454         {
455                 this.jetpack_stopped = false;
456                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
457         }
458         if (!PHYS_INPUT_BUTTON_JUMP(this))
459                 UNSET_JUMP_HELD(this);
460
461         if (this.waterlevel == WATERLEVEL_SWIMMING)
462                 CheckWaterJump(this);
463 }
464
465 float racecar_angle(float forward, float down)
466 {
467         if (forward < 0)
468         {
469                 forward = -forward;
470                 down = -down;
471         }
472
473         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
474
475         float angle_mult = forward / (800 + forward);
476
477         if (ret > 180)
478                 return ret * angle_mult + 360 * (1 - angle_mult);
479         else
480                 return ret * angle_mult;
481 }
482
483 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
484 .float specialcommand_pos;
485 void SpecialCommand(entity this)
486 {
487 #ifdef SVQC
488         if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
489                 LOG_INFO("A hollow voice says \"Plugh\".\n");
490 #endif
491 }
492
493 bool PM_check_specialcommand(entity this, int buttons)
494 {
495 #ifdef SVQC
496         string c;
497         if (!buttons)
498                 c = "x";
499         else if (buttons == 1)
500                 c = "1";
501         else if (buttons == 2)
502                 c = " ";
503         else if (buttons == 128)
504                 c = "s";
505         else if (buttons == 256)
506                 c = "w";
507         else if (buttons == 512)
508                 c = "a";
509         else if (buttons == 1024)
510                 c = "d";
511         else
512                 c = "?";
513
514         if (c == substring(specialcommand, this.specialcommand_pos, 1))
515         {
516                 this.specialcommand_pos += 1;
517                 if (this.specialcommand_pos >= strlen(specialcommand))
518                 {
519                         this.specialcommand_pos = 0;
520                         SpecialCommand(this);
521                         return true;
522                 }
523         }
524         else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
525                 this.specialcommand_pos = 0;
526 #endif
527         return false;
528 }
529
530 void PM_check_nickspam(entity this)
531 {
532 #ifdef SVQC
533         if (time >= this.nickspamtime)
534                 return;
535         if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
536         {
537                 // slight annoyance for nick change scripts
538                 this.movement = -1 * this.movement;
539                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
540
541                 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!
542                 {
543                         this.v_angle_x = random() * 360;
544                         this.v_angle_y = random() * 360;
545                         // at least I'm not forcing retardedview by also assigning to angles_z
546                         this.fixangle = true;
547                 }
548         }
549 #endif
550 }
551
552 void PM_check_punch(entity this, float dt)
553 {
554 #ifdef SVQC
555         if (this.punchangle != '0 0 0')
556         {
557                 float f = vlen(this.punchangle) - 10 * dt;
558                 if (f > 0)
559                         this.punchangle = normalize(this.punchangle) * f;
560                 else
561                         this.punchangle = '0 0 0';
562         }
563
564         if (this.punchvector != '0 0 0')
565         {
566                 float f = vlen(this.punchvector) - 30 * dt;
567                 if (f > 0)
568                         this.punchvector = normalize(this.punchvector) * f;
569                 else
570                         this.punchvector = '0 0 0';
571         }
572 #endif
573 }
574
575 // predict frozen movement, as frozen players CAN move in some cases
576 void PM_check_frozen(entity this)
577 {
578         if (!PHYS_FROZEN(this))
579                 return;
580         if (PHYS_DODGING_FROZEN(this)
581 #ifdef SVQC
582         && IS_REAL_CLIENT(this)
583 #endif
584         )
585         {
586                 this.movement_x = bound(-5, this.movement.x, 5);
587                 this.movement_y = bound(-5, this.movement.y, 5);
588                 this.movement_z = bound(-5, this.movement.z, 5);
589         }
590         else
591                 this.movement = '0 0 0';
592
593         vector midpoint = ((this.absmin + this.absmax) * 0.5);
594         if (pointcontents(midpoint) == CONTENT_WATER)
595         {
596                 this.velocity = this.velocity * 0.5;
597
598                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
599                         this.velocity_z = 200;
600         }
601 }
602
603 void PM_check_hitground(entity this)
604 {
605 #ifdef SVQC
606         if (!this.wasFlying) return;
607     this.wasFlying = false;
608     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
609     if (time < this.ladder_time) return;
610     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
611     {
612         .entity weaponentity = weaponentities[slot];
613         if(this.(weaponentity).hook)
614                 return;
615     }
616     this.nextstep = time + 0.3 + random() * 0.1;
617     trace_dphitq3surfaceflags = 0;
618     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
619     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
620     entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
621         ? GS_FALL_METAL
622         : GS_FALL;
623     float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
624     GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
625 #endif
626 }
627
628 void PM_Footsteps(entity this)
629 {
630 #ifdef SVQC
631         if (!g_footsteps) return;
632         if (IS_DUCKED(this)) return;
633         if (time >= this.lastground + 0.2) return;
634         if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
635         if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
636         {
637                 this.nextstep = time + 0.3 + random() * 0.1;
638                 trace_dphitq3surfaceflags = 0;
639                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
640                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
641                 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
642                         ? GS_STEP_METAL
643                         : GS_STEP;
644                 GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
645         }
646 #endif
647 }
648
649 void PM_check_blocked(entity this)
650 {
651 #ifdef SVQC
652         if (!this.player_blocked)
653                 return;
654         this.movement = '0 0 0';
655         this.disableclientprediction = 1;
656 #endif
657 }
658
659 .vector oldmovement;
660
661 void PM_jetpack(entity this, float maxspd_mod, float dt)
662 {
663         //makevectors(this.v_angle.y * '0 1 0');
664         makevectors(this.v_angle);
665         vector wishvel = v_forward * this.movement_x
666                                         + v_right * this.movement_y;
667         // add remaining speed as Z component
668         float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
669         // fix speedhacks :P
670         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
671         // add the unused velocity as up component
672         wishvel_z = 0;
673
674         // if (PHYS_INPUT_BUTTON_JUMP(this))
675                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
676
677         // it is now normalized, so...
678         float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
679         float a_up = PHYS_JETPACK_ACCEL_UP(this);
680         float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
681
682         if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
683
684         wishvel_x *= a_side;
685         wishvel_y *= a_side;
686         wishvel_z *= a_up;
687         wishvel_z += a_add;
688
689         if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
690
691         float best = 0;
692         //////////////////////////////////////////////////////////////////////////////////////
693         // finding the maximum over all vectors of above form
694         // with wishvel having an absolute value of 1
695         //////////////////////////////////////////////////////////////////////////////////////
696         // we're finding the maximum over
697         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
698         // for z in the range from -1 to 1
699         //////////////////////////////////////////////////////////////////////////////////////
700         // maximum is EITHER attained at the single extreme point:
701         float a_diff = a_side * a_side - a_up * a_up;
702         float f;
703         if (a_diff != 0)
704         {
705                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
706                 if (f > -1 && f < 1) // can it be attained?
707                 {
708                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
709                         //print("middle\n");
710                 }
711         }
712         // OR attained at z = 1:
713         f = (a_up + a_add) * (a_up + a_add);
714         if (f > best)
715         {
716                 best = f;
717                 //print("top\n");
718         }
719         // OR attained at z = -1:
720         f = (a_up - a_add) * (a_up - a_add);
721         if (f > best)
722         {
723                 best = f;
724                 //print("bottom\n");
725         }
726         best = sqrt(best);
727         //////////////////////////////////////////////////////////////////////////////////////
728
729         //print("best possible acceleration: ", ftos(best), "\n");
730
731         float fxy, fz;
732         fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
733         if (wishvel_z - PHYS_GRAVITY(this) > 0)
734                 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
735         else
736                 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
737
738         float fvel;
739         fvel = vlen(wishvel);
740         wishvel_x *= fxy;
741         wishvel_y *= fxy;
742         wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
743
744         fvel = min(1, vlen(wishvel) / best);
745         if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
746                 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * dt * fvel));
747         else
748                 f = 1;
749
750         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
751
752         if (f > 0 && wishvel != '0 0 0')
753         {
754                 this.velocity = this.velocity + wishvel * f * dt;
755                 UNSET_ONGROUND(this);
756
757 #ifdef SVQC
758                 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
759                         this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * dt * fvel * f;
760
761                 ITEMS_STAT(this) |= IT_USING_JETPACK;
762
763                 // jetpack also inhibits health regeneration, but only for 1 second
764                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
765 #endif
766         }
767 }
768
769 // used for calculating airshots
770 bool IsFlying(entity this)
771 {
772         if(IS_ONGROUND(this))
773                 return false;
774         if(this.waterlevel >= WATERLEVEL_SWIMMING)
775                 return false;
776         traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
777         if(trace_fraction < 1)
778                 return false;
779         return true;
780 }
781
782
783 void sys_phys_update(entity this, float dt);
784 #if defined(SVQC)
785 void SV_PlayerPhysics(entity this)
786 #elif defined(CSQC)
787 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
788 #endif
789 {
790         sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
791
792 #ifdef SVQC
793         this.pm_frametime = frametime;
794 #endif
795 }