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1 .float race_penalty;
2 .float restart_jump;
3
4 float sv_accelerate;
5 float sv_friction;
6 float sv_maxspeed;
7 float sv_airaccelerate;
8 float sv_maxairspeed;
9 float sv_stopspeed;
10 float sv_gravity;
11 float sv_airaccel_sideways_friction;
12 float sv_airaccel_qw;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
17 float sv_aircontrol;
18 float sv_aircontrol_power;
19 float sv_warsowbunny_airforwardaccel;
20 float sv_warsowbunny_accel;
21 float sv_warsowbunny_topspeed;
22 float sv_warsowbunny_turnaccel;
23 float sv_warsowbunny_backtosideratio;
24 float sv_speedlimit;
25
26 .float ladder_time;
27 .entity ladder_entity;
28 .float gravity;
29 .float swamp_slowdown;
30 .float lastflags;
31 .float lastground;
32 .float wasFlying;
33 .float spectatorspeed;
34
35 /*
36 =============
37 PlayerJump
38
39 When you press the jump key
40 =============
41 */
42 void PlayerJump (void)
43 {
44         float mjumpheight;
45
46         mjumpheight = cvar("sv_jumpvelocity");
47         if (self.waterlevel >= WATERLEVEL_SWIMMING)
48         {
49                 if (self.watertype == CONTENT_WATER)
50                         self.velocity_z = 200;
51                 else if (self.watertype == CONTENT_SLIME)
52                         self.velocity_z = 80;
53                 else
54                         self.velocity_z = 50;
55
56                 return;
57         }
58
59         if (!(self.flags & FL_ONGROUND))
60                 return;
61
62         if(!sv_pogostick)
63                 if (!(self.flags & FL_JUMPRELEASED))
64                         return;
65
66         if(self.health <= g_bloodloss)
67                 return;
68
69         if(g_runematch)
70         {
71                 if(self.runes & RUNE_SPEED)
72                 {
73                         if(self.runes & CURSE_SLOW)
74                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
75                         else
76                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
77                 }
78                 else if(self.runes & CURSE_SLOW)
79                 {
80                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
81                 }
82         }
83
84         if(g_minstagib && (self.items & IT_INVINCIBLE))
85         {
86                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
87         }
88
89         if(cvar_string("sv_jumpspeedcap_min") != "")
90                 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
91         if(cvar_string("sv_jumpspeedcap_max") != "") {
92                 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
93                         // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
94                         //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
95                 }
96                 else
97                         self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
98         }
99
100         if(!(self.lastflags & FL_ONGROUND))
101         {
102                 if(cvar("speedmeter"))
103                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
104                 if(self.lastground < time - 0.3)
105                 {
106                         self.velocity_x *= (1 - cvar("sv_friction_on_land"));
107                         self.velocity_y *= (1 - cvar("sv_friction_on_land"));
108                 }
109                 if(self.jumppadcount > 1)
110                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
111                 self.jumppadcount = 0;
112         }
113
114         self.velocity_z = self.velocity_z + mjumpheight;
115         self.oldvelocity_z = self.velocity_z;
116
117         self.flags &~= FL_ONGROUND;
118         self.flags &~= FL_JUMPRELEASED;
119
120         if (self.crouch)
121                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
122         else
123                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
124
125         if(g_jump_grunt)
126                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
127
128         self.restart_jump = -1; // restart jump anim next time
129         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
130 }
131
132 void CheckWaterJump()
133 {
134         local vector start, end;
135
136 // check for a jump-out-of-water
137         makevectors (self.angles);
138         start = self.origin;
139         start_z = start_z + 8;
140         v_forward_z = 0;
141         normalize(v_forward);
142         end = start + v_forward*24;
143         traceline (start, end, TRUE, self);
144         if (trace_fraction < 1)
145         {       // solid at waist
146                 start_z = start_z + self.maxs_z - 8;
147                 end = start + v_forward*24;
148                 self.movedir = trace_plane_normal * -50;
149                 traceline (start, end, TRUE, self);
150                 if (trace_fraction == 1)
151                 {       // open at eye level
152                         self.flags |= FL_WATERJUMP;
153                         self.velocity_z = 225;
154                         self.flags &~= FL_JUMPRELEASED;
155                         self.teleport_time = time + 2;  // safety net
156                         return;
157                 }
158         }
159 };
160
161 float racecar_angle(float forward, float down)
162 {
163         float ret, angle_mult;
164
165         if(forward < 0)
166         {
167                 forward = -forward;
168                 down = -down;
169         }
170
171         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
172
173         angle_mult = forward / (800 + forward);
174
175         if(ret > 180)
176                 return ret * angle_mult + 360 * (1 - angle_mult);
177         else
178                 return ret * angle_mult;
179 }
180
181 void RaceCarPhysics()
182 {
183         // using this move type for "big rigs"
184         // the engine does not push the entity!
185
186         float accel, steer, f;
187         vector angles_save, rigvel;
188
189         angles_save = self.angles;
190         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
191         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
192
193         if(g_bugrigs_reverse_speeding)
194         {
195                 if(accel < 0)
196                 {
197                         // back accel is DIGITAL
198                         // to prevent speedhack
199                         if(accel < -0.5)
200                                 accel = -1;
201                         else
202                                 accel = 0;
203                 }
204         }
205
206         self.angles_x = 0;
207         self.angles_z = 0;
208         makevectors(self.angles); // new forward direction!
209
210         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
211         {
212                 float myspeed, upspeed, steerfactor, accelfactor;
213
214                 myspeed = self.velocity * v_forward;
215                 upspeed = self.velocity * v_up;
216
217                 // responsiveness factor for steering and acceleration
218                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
219                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
220
221                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
222                         steerfactor = -myspeed * g_bugrigs_steer;
223                 else
224                         steerfactor = -myspeed * f * g_bugrigs_steer;
225
226                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
227                         accelfactor = g_bugrigs_accel;
228                 else
229                         accelfactor = f * g_bugrigs_accel;
230                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
231
232                 if(accel < 0)
233                 {
234                         if(myspeed > 0)
235                         {
236                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
237                         }
238                         else
239                         {
240                                 if(!g_bugrigs_reverse_speeding)
241                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
242                         }
243                 }
244                 else
245                 {
246                         if(myspeed >= 0)
247                         {
248                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
249                         }
250                         else
251                         {
252                                 if(g_bugrigs_reverse_stopping)
253                                         myspeed = 0;
254                                 else
255                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
256                         }
257                 }
258                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
259                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
260
261                 self.angles_y += steer * frametime * steerfactor; // apply steering
262                 makevectors(self.angles); // new forward direction!
263
264                 myspeed += accel * accelfactor * frametime;
265
266                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
267         }
268         else
269         {
270                 myspeed = vlen(self.velocity);
271
272                 // responsiveness factor for steering and acceleration
273                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
274                 steerfactor = -myspeed * f;
275                 self.angles_y += steer * frametime * steerfactor; // apply steering
276
277                 rigvel = self.velocity;
278                 makevectors(self.angles); // new forward direction!
279         }
280
281         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
282         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
283         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
284         //MAXIMA: solve(total_acceleration(v) = 0, v);
285
286         if(g_bugrigs_planar_movement)
287         {
288                 vector rigvel_xy, neworigin, up;
289                 float mt;
290
291                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
292                 rigvel_xy = rigvel;
293                 rigvel_xy_z = 0;
294
295                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
296                         mt = MOVE_NORMAL;
297                 else
298                         mt = MOVE_NOMONSTERS;
299
300                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301                 up = trace_endpos - self.origin;
302
303                 // BUG RIGS: align the move to the surface instead of doing collision testing
304                 // can we move?
305                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
306
307                 // align to surface
308                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
309
310                 if(trace_fraction < 0.5)
311                 {
312                         trace_fraction = 1;
313                         neworigin = self.origin;
314                 }
315                 else
316                         neworigin = trace_endpos;
317
318                 if(trace_fraction < 1)
319                 {
320                         // now set angles_x so that the car points parallel to the surface
321                         self.angles = vectoangles(
322                                         '1 0 0' * v_forward_x * trace_plane_normal_z
323                                         +
324                                         '0 1 0' * v_forward_y * trace_plane_normal_z
325                                         +
326                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
327                                         );
328                         self.flags |= FL_ONGROUND;
329                 }
330                 else
331                 {
332                         // now set angles_x so that the car points forward, but is tilted in velocity direction
333                         self.flags &~= FL_ONGROUND;
334                 }
335
336                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337                 self.movetype = MOVETYPE_NOCLIP;
338         }
339         else
340         {
341                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
342                 self.velocity = rigvel;
343                 self.movetype = MOVETYPE_FLY;
344         }
345
346         trace_fraction = 1;
347         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348         if(trace_fraction != 1)
349         {
350                 self.angles = vectoangles2(
351                                 '1 0 0' * v_forward_x * trace_plane_normal_z
352                                 +
353                                 '0 1 0' * v_forward_y * trace_plane_normal_z
354                                 +
355                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
356                                 trace_plane_normal
357                                 );
358         }
359         else
360         {
361                 vector vel_local;
362
363                 vel_local_x = v_forward * self.velocity;
364                 vel_local_y = v_right * self.velocity;
365                 vel_local_z = v_up * self.velocity;
366
367                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
369         }
370
371         // smooth the angles
372         vector vf1, vu1, smoothangles;
373         makevectors(self.angles);
374         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
375         if(f == 0)
376                 f = 1;
377         vf1 = v_forward * f;
378         vu1 = v_up * f;
379         makevectors(angles_save);
380         vf1 = vf1 + v_forward * (1 - f);
381         vu1 = vu1 + v_up * (1 - f);
382         smoothangles = vectoangles2(vf1, vu1);
383         self.angles_x = -smoothangles_x;
384         self.angles_z =  smoothangles_z;
385 }
386
387 float IsMoveInDirection(vector mv, float angle) // key mix factor
388 {
389         if(mv_x == 0 && mv_y == 0)
390                 return 0; // avoid division by zero
391         angle -= RAD2DEG * atan2(mv_y, mv_x);
392         angle = remainder(angle, 360) / 45;
393         if(angle >  1)
394                 return 0;
395         if(angle < -1)
396                 return 0;
397         return 1 - fabs(angle);
398 }
399
400 float GeomLerp(float a, float lerp, float b)
401 {
402         if(a == 0)
403         {
404                 if(lerp < 1)
405                         return 0;
406                 else
407                         return b;
408         }
409         if(b == 0)
410         {
411                 if(lerp > 0)
412                         return 0;
413                 else
414                         return a;
415         }
416         return a * pow(fabs(b / a), lerp);
417 }
418
419 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
420 {
421         float zspeed, xyspeed, dot, k;
422
423 #if 0
424         // this doesn't play well with analog input
425         if(self.movement_x == 0 || self.movement_y != 0)
426                 return; // can't control movement if not moving forward or backward
427         k = 32;
428 #else
429         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
430         if(k <= 0)
431                 return;
432 #endif
433
434         k *= bound(0, wishspeed / sv_maxairspeed, 1);
435
436         zspeed = self.velocity_z;
437         self.velocity_z = 0;
438         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
439
440         dot = self.velocity * wishdir;
441
442         if(dot > 0) // we can't change direction while slowing down
443         {
444                 k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
445                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
446         }
447
448         self.velocity = self.velocity * xyspeed;
449         self.velocity_z = zspeed;
450 }
451
452 float AdjustAirAccelQW(float accelqw, float factor)
453 {
454         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
455 }
456
457 // example config for alternate speed clamping:
458 //   sv_airaccel_qw 0.8
459 //   sv_airaccel_sideways_friction 0
460 //   prvm_globalset server speedclamp_mode 1
461 //     (or 2)
462 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
463 {
464         float vel_straight;
465         float vel_z;
466         vector vel_perpend;
467         float step;
468
469         vector vel_xy;
470         float vel_xy_current;
471         float vel_xy_backward, vel_xy_forward;
472         float speedclamp;
473
474         speedclamp = (accelqw < 0);
475         if(speedclamp)
476                 accelqw = -accelqw;
477
478         if(cvar("sv_gameplayfix_q2airaccelerate"))
479                 wishspeed0 = wishspeed;
480
481         vel_straight = self.velocity * wishdir;
482         vel_z = self.velocity_z;
483         vel_xy = self.velocity - vel_z * '0 0 1';
484         vel_perpend = vel_xy - vel_straight * wishdir;
485
486         step = accel * frametime * wishspeed0;
487
488         vel_xy_current  = vlen(vel_xy);
489         if(sv_speedlimit)
490                 accelqw = AdjustAirAccelQW(accelqw, (sv_speedlimit - bound(wishspeed, vel_xy_current, sv_speedlimit)) / max(1, sv_speedlimit - wishspeed));
491         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
492         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
493         if(vel_xy_backward < 0)
494                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
495
496         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
497
498         if(sidefric < 0 && (vel_perpend*vel_perpend))
499                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
500         {
501                 float f, fminimum;
502                 f = max(0, 1 + frametime * wishspeed * sidefric);
503                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
504                 // this cannot be > 1
505                 if(fminimum <= 0)
506                         vel_perpend = vel_perpend * max(0, f);
507                 else
508                 {
509                         fminimum = sqrt(fminimum);
510                         vel_perpend = vel_perpend * max(fminimum, f);
511                 }
512         }
513         else
514                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
515         
516         vel_xy = vel_straight * wishdir + vel_perpend;
517         
518         if(speedclamp)
519         {
520                 // ensure we don't get too fast or decelerate faster than we should
521                 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
522                 if(vel_xy_current > 0) // prevent division by zero
523                         vel_xy = normalize(vel_xy) * vel_xy_current;
524         }
525
526         self.velocity = vel_xy + vel_z * '0 0 1';
527 }
528
529 void PM_AirAccelerate(vector wishdir, float wishspeed)
530 {
531         vector curvel, wishvel, acceldir, curdir;
532         float addspeed, accelspeed, curspeed, f;
533         float dot;
534
535         if(wishspeed == 0)
536                 return;
537
538         curvel = self.velocity;
539         curvel_z = 0;
540         curspeed = vlen(curvel);
541
542         if(wishspeed > curspeed * 1.01)
543         {
544                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
545         }
546         else
547         {
548                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
549                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
550         }
551         wishvel = wishdir * wishspeed;
552         acceldir = wishvel - curvel;
553         addspeed = vlen(acceldir);
554         acceldir = normalize(acceldir);
555
556         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
557
558         if(sv_warsowbunny_backtosideratio < 1)
559         {
560                 curdir = normalize(curvel);
561                 dot = acceldir * curdir;
562                 if(dot < 0)
563                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
564         }
565
566         self.velocity += accelspeed * acceldir;
567 }
568
569 .vector movement_old;
570 .float buttons_old;
571 .vector v_angle_old;
572 .string lastclassname;
573
574 .float() PlayerPhysplug;
575
576 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
577 .float specialcommand_pos;
578 void SpecialCommand()
579 {
580 #ifdef TETRIS
581         TetrisImpulse();
582 #else
583         if(!CheatImpulse(99))
584                 print("A hollow voice says \"Plugh\".\n");
585 #endif
586 }
587
588 float speedaward_speed;
589 string speedaward_holder;
590 void race_send_speedaward(float msg)
591 {
592         // send the best speed of the round
593         WriteByte(msg, SVC_TEMPENTITY);
594         WriteByte(msg, TE_CSQC_RACE);
595         WriteByte(msg, RACE_NET_SPEED_AWARD);
596         WriteInt24_t(msg, floor(speedaward_speed+0.5));
597         WriteString(msg, speedaward_holder);
598 }
599
600 float speedaward_alltimebest;
601 string speedaward_alltimebest_holder;
602 void race_send_speedaward_alltimebest(float msg)
603 {
604         // send the best speed
605         WriteByte(msg, SVC_TEMPENTITY);
606         WriteByte(msg, TE_CSQC_RACE);
607         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
608         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
609         WriteString(msg, speedaward_alltimebest_holder);
610 }
611
612 string GetMapname(void);
613 float speedaward_lastupdate;
614 float speedaward_lastsent;
615 .float jumppadusetime;
616 var float autocvar_g_movement_highspeed = 1;
617 void SV_PlayerPhysics()
618 {
619         local vector wishvel, wishdir, v;
620         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
621         string temps;
622         float buttons_prev;
623         float not_allowed_to_move;
624         string c;
625
626         // fix physics stats for g_movement_highspeed
627         self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
628         if(sv_airstrafeaccel_qw)
629                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
630         else
631                 self.stat_sv_airstrafeaccel_qw = 0;
632
633     if(self.PlayerPhysplug)
634         if(self.PlayerPhysplug())
635             return;
636
637         self.race_movetime_frac += frametime;
638         f = floor(self.race_movetime_frac);
639         self.race_movetime_frac -= f;
640         self.race_movetime_count += f;
641         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
642
643         anticheat_physics();
644
645         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
646
647         if(!buttons)
648                 c = "x";
649         else if(buttons == 1)
650                 c = "1";
651         else if(buttons == 2)
652                 c = " ";
653         else if(buttons == 128)
654                 c = "s";
655         else if(buttons == 256)
656                 c = "w";
657         else if(buttons == 512)
658                 c = "a";
659         else if(buttons == 1024)
660                 c = "d";
661         else
662                 c = "?";
663
664         if(c == substring(specialcommand, self.specialcommand_pos, 1))
665         {
666                 self.specialcommand_pos += 1;
667                 if(self.specialcommand_pos >= strlen(specialcommand))
668                 {
669                         self.specialcommand_pos = 0;
670                         SpecialCommand();
671                         return;
672                 }
673         }
674         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
675                 self.specialcommand_pos = 0;
676
677         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
678         {
679                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
680                         self.parm_idlesince = time;
681         }
682         buttons_prev = self.buttons_old;
683         self.buttons_old = buttons;
684         self.movement_old = self.movement;
685         self.v_angle_old = self.v_angle;
686
687         if(time < self.nickspamtime)
688         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
689         {
690                 // slight annoyance for nick change scripts
691                 self.movement = -1 * self.movement;
692                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
693
694                 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
695                 {
696                         self.angles_x = random() * 360;
697                         self.angles_y = random() * 360;
698                         // at least I'm not forcing retardedview by also assigning to angles_z
699                         self.fixangle = 1;
700                 }
701         }
702
703         if (self.punchangle != '0 0 0')
704         {
705                 f = vlen(self.punchangle) - 10 * frametime;
706                 if (f > 0)
707                         self.punchangle = normalize(self.punchangle) * f;
708                 else
709                         self.punchangle = '0 0 0';
710         }
711
712         if (self.punchvector != '0 0 0')
713         {
714                 f = vlen(self.punchvector) - 30 * frametime;
715                 if (f > 0)
716                         self.punchvector = normalize(self.punchvector) * f;
717                 else
718                         self.punchvector = '0 0 0';
719         }
720
721         if (clienttype(self) == CLIENTTYPE_BOT)
722         {
723                 if(playerdemo_read())
724                         return;
725                 bot_think();
726         }
727         
728         MUTATOR_CALLHOOK(PlayerPhysics);
729
730         self.items &~= IT_USING_JETPACK;
731
732         if(self.classname == "player")
733         {
734                 if(self.race_penalty)
735                         if(time > self.race_penalty)
736                                 self.race_penalty = 0;
737
738                 not_allowed_to_move = 0;
739                 if(self.race_penalty)
740                         not_allowed_to_move = 1;
741                 if(!cvar("sv_ready_restart_after_countdown"))
742                 if(time < game_starttime)
743                         not_allowed_to_move = 1;
744
745                 if(not_allowed_to_move)
746                 {
747                         self.velocity = '0 0 0';
748                         self.movetype = MOVETYPE_NONE;
749                         self.disableclientprediction = 2;
750                 }
751                 else if(self.disableclientprediction == 2)
752                 {
753                         if(self.movetype == MOVETYPE_NONE)
754                                 self.movetype = MOVETYPE_WALK;
755                         self.disableclientprediction = 0;
756                 }
757         }
758
759         if (self.movetype == MOVETYPE_NONE)
760                 return;
761
762         maxspd_mod = 1;
763
764         if(g_runematch)
765         {
766                 if(self.runes & RUNE_SPEED)
767                 {
768                         if(self.runes & CURSE_SLOW)
769                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
770                         else
771                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
772                 }
773                 else if(self.runes & CURSE_SLOW)
774                 {
775                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
776                 }
777         }
778
779         if(g_minstagib && (self.items & IT_INVINCIBLE))
780         {
781                 maxspd_mod = cvar("g_minstagib_speed_moverate");
782         }
783
784         if(g_nexball && self.ballcarried)
785         {
786                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
787         }
788
789         swampspd_mod = 1;
790         if(self.in_swamp) {
791                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
792         }
793
794         if(self.classname != "player")
795         {
796                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
797                 if(!self.spectatorspeed)
798                         self.spectatorspeed = maxspd_mod;
799                 if(self.impulse && self.impulse <= 19)
800                 {
801                         if(self.lastclassname != "player")
802                         {
803                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
804                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
805                                 else if(self.impulse == 11)
806                                         self.spectatorspeed = maxspd_mod;
807                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
808                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
809                                 else if(self.impulse >= 1 && self.impulse <= 9)
810                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
811                         } // otherwise just clear
812                         self.impulse = 0;
813                 }
814                 maxspd_mod = self.spectatorspeed;
815         }
816
817         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
818         if(self.speed != spd)
819         {
820                 self.speed = spd;
821                 temps = ftos(spd);
822                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
823                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
824                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
825                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
826         }
827
828         maxspd_mod *= swampspd_mod; // only one common speed modder please!
829         swampspd_mod = 1;
830
831         // if dead, behave differently
832         if (self.deadflag)
833                 goto end;
834
835         if (!self.fixangle && !g_bugrigs)
836         {
837                 self.angles_x = 0;
838                 self.angles_y = self.v_angle_y;
839                 self.angles_z = 0;
840         }
841
842         if(self.flags & FL_ONGROUND)
843         if(self.wasFlying)
844         {
845                 self.wasFlying = 0;
846
847                 if(self.waterlevel < WATERLEVEL_SWIMMING)
848                 if(time >= self.ladder_time)
849                 if not(self.hook)
850                 {
851                         self.nextstep = time + 0.3 + random() * 0.1;
852                         trace_dphitq3surfaceflags = 0;
853                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
854                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
855                         {
856                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
857                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
858                                 else
859                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
860                         }
861                 }
862         }
863
864         if(IsFlying(self))
865                 self.wasFlying = 1;
866
867         if(self.classname == "player")
868         {
869                 if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime)
870                 {
871                         tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
872                         self.flags &~= FL_ONGROUND;
873                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
874                                 self.flags |= FL_ONGROUND;
875                 }
876
877                 if (self.BUTTON_JUMP)
878                         PlayerJump ();
879                 else
880                         self.flags |= FL_JUMPRELEASED;
881
882                 if (self.waterlevel == WATERLEVEL_SWIMMING)
883                         CheckWaterJump ();
884         }
885
886         if (self.flags & FL_WATERJUMP )
887         {
888                 self.velocity_x = self.movedir_x;
889                 self.velocity_y = self.movedir_y;
890                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
891                 {
892                         self.flags &~= FL_WATERJUMP;
893                         self.teleport_time = 0;
894                 }
895         }
896         else if (g_bugrigs && self.classname == "player")
897         {
898                 RaceCarPhysics();
899         }
900         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
901         {
902                 // noclipping or flying
903                 self.flags &~= FL_ONGROUND;
904
905                 self.velocity = self.velocity * (1 - frametime * sv_friction);
906                 makevectors(self.v_angle);
907                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
908                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
909                 // acceleration
910                 wishdir = normalize(wishvel);
911                 wishspeed = vlen(wishvel);
912                 if (wishspeed > sv_maxspeed*maxspd_mod)
913                         wishspeed = sv_maxspeed*maxspd_mod;
914                 if (time >= self.teleport_time)
915                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
916         }
917         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
918         {
919                 // swimming
920                 self.flags &~= FL_ONGROUND;
921
922                 makevectors(self.v_angle);
923                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
924                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
925                 if (wishvel == '0 0 0')
926                         wishvel = '0 0 -60'; // drift towards bottom
927
928                 wishdir = normalize(wishvel);
929                 wishspeed = vlen(wishvel);
930                 if (wishspeed > sv_maxspeed*maxspd_mod)
931                         wishspeed = sv_maxspeed*maxspd_mod;
932                 wishspeed = wishspeed * 0.7;
933
934                 // water friction
935                 self.velocity = self.velocity * (1 - frametime * sv_friction);
936
937                 // water acceleration
938                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
939         }
940         else if (time < self.ladder_time)
941         {
942                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
943                 self.flags &~= FL_ONGROUND;
944
945                 self.velocity = self.velocity * (1 - frametime * sv_friction);
946                 makevectors(self.v_angle);
947                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
948                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
949                 if (self.gravity)
950                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
951                 else
952                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
953                 if (self.ladder_entity.classname == "func_water")
954                 {
955                         f = vlen(wishvel);
956                         if (f > self.ladder_entity.speed)
957                                 wishvel = wishvel * (self.ladder_entity.speed / f);
958
959                         self.watertype = self.ladder_entity.skin;
960                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
961                         if ((self.origin_z + self.view_ofs_z) < f)
962                                 self.waterlevel = WATERLEVEL_SUBMERGED;
963                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
964                                 self.waterlevel = WATERLEVEL_SWIMMING;
965                         else if ((self.origin_z + self.mins_z + 1) < f)
966                                 self.waterlevel = WATERLEVEL_WETFEET;
967                         else
968                         {
969                                 self.waterlevel = WATERLEVEL_NONE;
970                                 self.watertype = CONTENT_EMPTY;
971                         }
972                 }
973                 // acceleration
974                 wishdir = normalize(wishvel);
975                 wishspeed = vlen(wishvel);
976                 if (wishspeed > sv_maxspeed*maxspd_mod)
977                         wishspeed = sv_maxspeed*maxspd_mod;
978                 if (time >= self.teleport_time)
979                 {
980                         // water acceleration
981                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
982                 }
983         }
984         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
985         {
986                 //makevectors(self.v_angle_y * '0 1 0');
987                 makevectors(self.v_angle);
988                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
989                 // add remaining speed as Z component
990                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
991                 // fix speedhacks :P
992                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
993                 // add the unused velocity as up component
994                 wishvel_z = 0;
995
996                 // if(self.BUTTON_JUMP)
997                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
998
999                 // it is now normalized, so...
1000                 float a_side, a_up, a_add, a_diff;
1001                 a_side = cvar("g_jetpack_acceleration_side");
1002                 a_up = cvar("g_jetpack_acceleration_up");
1003                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1004
1005                 wishvel_x *= a_side;
1006                 wishvel_y *= a_side;
1007                 wishvel_z *= a_up;
1008                 wishvel_z += a_add;
1009
1010                 float best;
1011                 best = 0;
1012                 //////////////////////////////////////////////////////////////////////////////////////
1013                 // finding the maximum over all vectors of above form
1014                 // with wishvel having an absolute value of 1
1015                 //////////////////////////////////////////////////////////////////////////////////////
1016                 // we're finding the maximum over
1017                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1018                 // for z in the range from -1 to 1
1019                 //////////////////////////////////////////////////////////////////////////////////////
1020                 // maximum is EITHER attained at the single extreme point:
1021                 a_diff = a_side * a_side - a_up * a_up;
1022                 if(a_diff != 0)
1023                 {
1024                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1025                         if(f > -1 && f < 1) // can it be attained?
1026                         {
1027                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1028                                 //print("middle\n");
1029                         }
1030                 }
1031                 // OR attained at z = 1:
1032                 f = (a_up + a_add) * (a_up + a_add);
1033                 if(f > best)
1034                 {
1035                         best = f;
1036                         //print("top\n");
1037                 }
1038                 // OR attained at z = -1:
1039                 f = (a_up - a_add) * (a_up - a_add);
1040                 if(f > best)
1041                 {
1042                         best = f;
1043                         //print("bottom\n");
1044                 }
1045                 best = sqrt(best);
1046                 //////////////////////////////////////////////////////////////////////////////////////
1047
1048                 //print("best possible acceleration: ", ftos(best), "\n");
1049
1050                 float fxy, fz;
1051                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1052                 if(wishvel_z - sv_gravity > 0)
1053                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1054                 else
1055                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1056
1057                 float fvel;
1058                 fvel = vlen(wishvel);
1059                 wishvel_x *= fxy;
1060                 wishvel_y *= fxy;
1061                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1062
1063                 fvel = min(1, vlen(wishvel) / best);
1064                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1065                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1066                 else
1067                         f = 1;
1068
1069                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1070
1071                 if (f > 0 && wishvel != '0 0 0')
1072                 {
1073                         self.velocity = self.velocity + wishvel * f * frametime;
1074                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1075                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1076                         self.flags &~= FL_ONGROUND;
1077                         self.items |= IT_USING_JETPACK;
1078
1079                         // jetpack also inhibits health regeneration, but only for 1 second
1080                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1081                 }
1082         }
1083         else if (self.flags & FL_ONGROUND)
1084         {
1085                 // we get here if we ran out of ammo
1086                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1087                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1088
1089                 // walking
1090                 makevectors(self.v_angle_y * '0 1 0');
1091                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1092
1093                 if(!(self.lastflags & FL_ONGROUND))
1094                 {
1095                         if(cvar("speedmeter"))
1096                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1097                         if(self.lastground < time - 0.3)
1098                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1099                         if(self.jumppadcount > 1)
1100                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1101                         self.jumppadcount = 0;
1102                 }
1103
1104 #ifdef LETS_TEST_FTEQCC
1105                 if(self.velocity_x || self.velocity_y)
1106                 {
1107                         // good
1108                 }
1109                 else
1110                 {
1111                         if(self.velocity_x)
1112                                 checkclient();
1113                         if(self.velocity_y)
1114                                 checkclient();
1115                 }
1116 #endif
1117
1118                 v = self.velocity;
1119                 v_z = 0;
1120                 f = vlen(v);
1121                 if(f > 0)
1122                 {
1123                         if (f < sv_stopspeed)
1124                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1125                         else
1126                                 f = 1 - frametime * sv_friction;
1127                         if (f > 0)
1128                                 self.velocity = self.velocity * f;
1129                         else
1130                                 self.velocity = '0 0 0';
1131                 }
1132
1133                 // acceleration
1134                 wishdir = normalize(wishvel);
1135                 wishspeed = vlen(wishvel);
1136                 if (wishspeed > sv_maxspeed*maxspd_mod)
1137                         wishspeed = sv_maxspeed*maxspd_mod;
1138                 if (self.crouch)
1139                         wishspeed = wishspeed * 0.5;
1140                 if (time >= self.teleport_time)
1141                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1142         }
1143         else
1144         {
1145                 float wishspeed0;
1146                 // we get here if we ran out of ammo
1147                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1148                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1149
1150                 if(maxspd_mod < 1)
1151                 {
1152                         maxairspd = sv_maxairspeed*maxspd_mod;
1153                         airaccel = sv_airaccelerate*maxspd_mod;
1154                 }
1155                 else
1156                 {
1157                         maxairspd = sv_maxairspeed;
1158                         airaccel = sv_airaccelerate;
1159                 }
1160                 // airborn
1161                 makevectors(self.v_angle_y * '0 1 0');
1162                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1163                 // acceleration
1164                 wishdir = normalize(wishvel);
1165                 wishspeed = wishspeed0 = vlen(wishvel);
1166                 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1167                         wishspeed0 = sv_maxspeed*maxspd_mod;
1168                 if (wishspeed > maxairspd)
1169                         wishspeed = maxairspd;
1170                 if (self.crouch)
1171                         wishspeed = wishspeed * 0.5;
1172                 if (time >= self.teleport_time)
1173                 {
1174                         float accelerating;
1175                         float wishspeed2;
1176                         float airaccelqw;
1177                         float strafity;
1178
1179                         airaccelqw = self.stat_sv_airaccel_qw;
1180                         accelerating = (self.velocity * wishdir > 0);
1181                         wishspeed2 = wishspeed;
1182
1183                         // CPM
1184                         if(sv_airstopaccelerate)
1185                                 if(self.velocity * wishdir < 0)
1186                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1187                         // note that for straight forward jumping:
1188                         // step = accel * frametime * wishspeed0;
1189                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1190                         // -->
1191                         // dv/dt = accel * maxspeed (when slow)
1192                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1193                         // log dv/dt = logaccel + logmaxspeed (when slow)
1194                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1195                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1196                         if(sv_maxairstrafespeed)
1197                                 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1198                         if(sv_airstrafeaccelerate)
1199                                 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1200                         if(self.stat_sv_airstrafeaccel_qw)
1201                                 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1202                         // !CPM
1203
1204                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1205                                 PM_AirAccelerate(wishdir, wishspeed);
1206                         else
1207                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1208
1209                         if(sv_aircontrol)
1210                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1211                 }
1212         }
1213
1214         if((g_cts || g_race) && self.classname != "observer") {
1215                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1216                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1217                         speedaward_holder = self.netname;
1218                         speedaward_lastupdate = time;
1219                 }
1220                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1221                         string rr;
1222                         if(g_cts)
1223                                 rr = CTS_RECORD;
1224                         else
1225                                 rr = RACE_RECORD;
1226                         race_send_speedaward(MSG_ALL);
1227                         speedaward_lastsent = speedaward_speed;
1228                         if (speedaward_speed > speedaward_alltimebest) {
1229                                 speedaward_alltimebest = speedaward_speed;
1230                                 speedaward_alltimebest_holder = speedaward_holder;
1231                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1232                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1233                                 race_send_speedaward_alltimebest(MSG_ALL);
1234                         }
1235                 }
1236         }
1237 :end
1238         if(self.flags & FL_ONGROUND)
1239                 self.lastground = time;
1240
1241         self.lastflags = self.flags;
1242         self.lastclassname = self.classname;
1243 };