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dd a var "speedclamp" (macro -DSPEEDCLAMP=...) to influence the strafe accel reductio...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 .float ladder_time;
5 .entity ladder_entity;
6 .float gravity;
7 .float swamp_slowdown;
8 .float lastflags;
9 .float lastground;
10 .float wasFlying;
11 .float spectatorspeed;
12
13 .float multijump_count;
14 .float multijump_ready;
15 .float prevjumpbutton;
16
17 /*
18 =============
19 PlayerJump
20
21 When you press the jump key
22 =============
23 */
24 void PlayerJump (void)
25 {
26         if(self.freezetag_frozen)
27                 return; // no jumping in freezetag when frozen
28
29         float mjumpheight;
30         float doublejump;
31
32         doublejump = FALSE;
33         if (autocvar_sv_doublejump)
34         {
35                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
36                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
37                         doublejump = TRUE;
38         }
39
40         mjumpheight = autocvar_sv_jumpvelocity;
41         if (self.waterlevel >= WATERLEVEL_SWIMMING)
42         {
43                 if (self.watertype == CONTENT_WATER)
44                         self.velocity_z = 200;
45                 else if (self.watertype == CONTENT_SLIME)
46                         self.velocity_z = 80;
47                 else
48                         self.velocity_z = 50;
49
50                 return;
51         }
52
53         if (autocvar_g_multijump)
54         {
55                 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
56                         self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
57                 else
58                         self.multijump_ready = FALSE;
59         }
60
61         if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
62         {
63                 // doublejump = FALSE; // checked above in the if
64                 if (autocvar_g_multijump)
65                 {
66                         if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
67                         {
68                                 if (self.velocity_z < mjumpheight)
69                                 {
70                                         doublejump = TRUE;
71                                         self.velocity_z = 0;
72                                 }
73                         }
74                         else
75                                 doublejump = TRUE;
76
77                         if(doublejump)
78                         {
79                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
80                                 {
81                                         float curspeed;
82                                         vector wishvel, wishdir;
83
84                                         curspeed = max(
85                                                 vlen(vec2(self.velocity)), // current xy speed
86                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
87                                         );
88                                         makevectors(self.v_angle_y * '0 1 0');
89                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
90                                         wishdir = normalize(wishvel);
91
92                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
93                                         self.velocity_y = wishdir_y * curspeed;
94                                         // keep velocity_z unchanged!
95                                 }
96                                 if (autocvar_g_multijump > 0)
97                                         self.multijump_count += 1;
98                         }
99                 }
100                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
101         }
102
103         if (!doublejump)
104                 if (!(self.flags & FL_ONGROUND))
105                         return;
106
107         if(!sv_pogostick)
108                 if (!(self.flags & FL_JUMPRELEASED))
109                         return;
110
111         if(self.health <= g_bloodloss)
112                 return;
113
114         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
115         // velocity bounds.  Final velocity is bound between (jumpheight *
116         // min + jumpheight) and (jumpheight * max + jumpheight);
117
118         if(autocvar_sv_jumpspeedcap_min != "")
119         {
120                 float minjumpspeed;
121
122                 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
123
124                 if (self.velocity_z < minjumpspeed)
125                         mjumpheight += minjumpspeed - self.velocity_z;
126         }
127
128         if(autocvar_sv_jumpspeedcap_max != "")
129         {
130                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
131                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
132
133                 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
134                 {
135                         float maxjumpspeed;
136
137                         maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
138
139                         if (self.velocity_z > maxjumpspeed)
140                                 mjumpheight -= self.velocity_z - maxjumpspeed;
141                 }
142         }
143
144         if(!(self.lastflags & FL_ONGROUND))
145         {
146                 if(autocvar_speedmeter)
147                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
148                 if(self.lastground < time - 0.3)
149                 {
150                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
151                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
152                 }
153                 if(self.jumppadcount > 1)
154                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
155                 self.jumppadcount = 0;
156         }
157
158         self.velocity_z = self.velocity_z + mjumpheight;
159         self.oldvelocity_z = self.velocity_z;
160
161         self.flags &~= FL_ONGROUND;
162         self.flags &~= FL_JUMPRELEASED;
163
164         if (self.crouch)
165                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
166         else
167                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
168
169         if(g_jump_grunt)
170                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
171
172         self.restart_jump = -1; // restart jump anim next time
173         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
174 }
175
176 void CheckWaterJump()
177 {
178         local vector start, end;
179
180 // check for a jump-out-of-water
181         makevectors (self.angles);
182         start = self.origin;
183         start_z = start_z + 8;
184         v_forward_z = 0;
185         normalize(v_forward);
186         end = start + v_forward*24;
187         traceline (start, end, TRUE, self);
188         if (trace_fraction < 1)
189         {       // solid at waist
190                 start_z = start_z + self.maxs_z - 8;
191                 end = start + v_forward*24;
192                 self.movedir = trace_plane_normal * -50;
193                 traceline (start, end, TRUE, self);
194                 if (trace_fraction == 1)
195                 {       // open at eye level
196                         self.flags |= FL_WATERJUMP;
197                         self.velocity_z = 225;
198                         self.flags &~= FL_JUMPRELEASED;
199                         self.teleport_time = time + 2;  // safety net
200                         return;
201                 }
202         }
203 };
204
205 float racecar_angle(float forward, float down)
206 {
207         float ret, angle_mult;
208
209         if(forward < 0)
210         {
211                 forward = -forward;
212                 down = -down;
213         }
214
215         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
216
217         angle_mult = forward / (800 + forward);
218
219         if(ret > 180)
220                 return ret * angle_mult + 360 * (1 - angle_mult);
221         else
222                 return ret * angle_mult;
223 }
224
225 void RaceCarPhysics()
226 {
227         // using this move type for "big rigs"
228         // the engine does not push the entity!
229
230         float accel, steer, f, myspeed, steerfactor;
231         vector angles_save, rigvel;
232
233         angles_save = self.angles;
234         accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
235         steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
236
237         if(g_bugrigs_reverse_speeding)
238         {
239                 if(accel < 0)
240                 {
241                         // back accel is DIGITAL
242                         // to prevent speedhack
243                         if(accel < -0.5)
244                                 accel = -1;
245                         else
246                                 accel = 0;
247                 }
248         }
249
250         self.angles_x = 0;
251         self.angles_z = 0;
252         makevectors(self.angles); // new forward direction!
253
254         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
255         {
256                 float upspeed, accelfactor;
257
258                 myspeed = self.velocity * v_forward;
259                 upspeed = self.velocity * v_up;
260
261                 // responsiveness factor for steering and acceleration
262                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
263                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
264
265                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
266                         steerfactor = -myspeed * g_bugrigs_steer;
267                 else
268                         steerfactor = -myspeed * f * g_bugrigs_steer;
269
270                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
271                         accelfactor = g_bugrigs_accel;
272                 else
273                         accelfactor = f * g_bugrigs_accel;
274                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
275
276                 if(accel < 0)
277                 {
278                         if(myspeed > 0)
279                         {
280                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
281                         }
282                         else
283                         {
284                                 if(!g_bugrigs_reverse_speeding)
285                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
286                         }
287                 }
288                 else
289                 {
290                         if(myspeed >= 0)
291                         {
292                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
293                         }
294                         else
295                         {
296                                 if(g_bugrigs_reverse_stopping)
297                                         myspeed = 0;
298                                 else
299                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
300                         }
301                 }
302                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
303                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
304
305                 self.angles_y += steer * frametime * steerfactor; // apply steering
306                 makevectors(self.angles); // new forward direction!
307
308                 myspeed += accel * accelfactor * frametime;
309
310                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
311         }
312         else
313         {
314                 myspeed = vlen(self.velocity);
315
316                 // responsiveness factor for steering and acceleration
317                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
318                 steerfactor = -myspeed * f;
319                 self.angles_y += steer * frametime * steerfactor; // apply steering
320
321                 rigvel = self.velocity;
322                 makevectors(self.angles); // new forward direction!
323         }
324
325         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
326         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
327         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
328         //MAXIMA: solve(total_acceleration(v) = 0, v);
329
330         if(g_bugrigs_planar_movement)
331         {
332                 vector rigvel_xy, neworigin, up;
333                 float mt;
334
335                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
336                 rigvel_xy = vec2(rigvel);
337
338                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
339                         mt = MOVE_NORMAL;
340                 else
341                         mt = MOVE_NOMONSTERS;
342
343                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
344                 up = trace_endpos - self.origin;
345
346                 // BUG RIGS: align the move to the surface instead of doing collision testing
347                 // can we move?
348                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
349
350                 // align to surface
351                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
352
353                 if(trace_fraction < 0.5)
354                 {
355                         trace_fraction = 1;
356                         neworigin = self.origin;
357                 }
358                 else
359                         neworigin = trace_endpos;
360
361                 if(trace_fraction < 1)
362                 {
363                         // now set angles_x so that the car points parallel to the surface
364                         self.angles = vectoangles(
365                                         '1 0 0' * v_forward_x * trace_plane_normal_z
366                                         +
367                                         '0 1 0' * v_forward_y * trace_plane_normal_z
368                                         +
369                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
370                                         );
371                         self.flags |= FL_ONGROUND;
372                 }
373                 else
374                 {
375                         // now set angles_x so that the car points forward, but is tilted in velocity direction
376                         self.flags &~= FL_ONGROUND;
377                 }
378
379                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
380                 self.movetype = MOVETYPE_NOCLIP;
381         }
382         else
383         {
384                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
385                 self.velocity = rigvel;
386                 self.movetype = MOVETYPE_FLY;
387         }
388
389         trace_fraction = 1;
390         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
391         if(trace_fraction != 1)
392         {
393                 self.angles = vectoangles2(
394                                 '1 0 0' * v_forward_x * trace_plane_normal_z
395                                 +
396                                 '0 1 0' * v_forward_y * trace_plane_normal_z
397                                 +
398                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
399                                 trace_plane_normal
400                                 );
401         }
402         else
403         {
404                 vector vel_local;
405
406                 vel_local_x = v_forward * self.velocity;
407                 vel_local_y = v_right * self.velocity;
408                 vel_local_z = v_up * self.velocity;
409
410                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
411                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
412         }
413
414         // smooth the angles
415         vector vf1, vu1, smoothangles;
416         makevectors(self.angles);
417         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
418         if(f == 0)
419                 f = 1;
420         vf1 = v_forward * f;
421         vu1 = v_up * f;
422         makevectors(angles_save);
423         vf1 = vf1 + v_forward * (1 - f);
424         vu1 = vu1 + v_up * (1 - f);
425         smoothangles = vectoangles2(vf1, vu1);
426         self.angles_x = -smoothangles_x;
427         self.angles_z =  smoothangles_z;
428 }
429
430 float IsMoveInDirection(vector mv, float angle) // key mix factor
431 {
432         if(mv_x == 0 && mv_y == 0)
433                 return 0; // avoid division by zero
434         angle -= RAD2DEG * atan2(mv_y, mv_x);
435         angle = remainder(angle, 360) / 45;
436         if(angle >  1)
437                 return 0;
438         if(angle < -1)
439                 return 0;
440         return 1 - fabs(angle);
441 }
442
443 float GeomLerp(float a, float lerp, float b)
444 {
445         if(a == 0)
446         {
447                 if(lerp < 1)
448                         return 0;
449                 else
450                         return b;
451         }
452         if(b == 0)
453         {
454                 if(lerp > 0)
455                         return 0;
456                 else
457                         return a;
458         }
459         return a * pow(fabs(b / a), lerp);
460 }
461
462 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
463 {
464         float zspeed, xyspeed, dot, k;
465
466 #if 0
467         // this doesn't play well with analog input
468         if(self.movement_x == 0 || self.movement_y != 0)
469                 return; // can't control movement if not moving forward or backward
470         k = 32;
471 #else
472         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
473         if(k <= 0)
474                 return;
475 #endif
476
477         k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
478
479         zspeed = self.velocity_z;
480         self.velocity_z = 0;
481         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
482
483         dot = self.velocity * wishdir;
484
485         if(dot > 0) // we can't change direction while slowing down
486         {
487                 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
488                 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
489                 k *= autocvar_sv_aircontrol;
490                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
491         }
492
493         self.velocity = self.velocity * xyspeed;
494         self.velocity_z = zspeed;
495 }
496
497 float AdjustAirAccelQW(float accelqw, float factor)
498 {
499         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
500 }
501
502 // example config for alternate speed clamping:
503 //   sv_airaccel_qw 0.8
504 //   sv_airaccel_sideways_friction 0
505 //   prvm_globalset server speedclamp_mode 1
506 //     (or 2)
507 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
508 {
509         float vel_straight;
510         float vel_z;
511         vector vel_perpend;
512         float step;
513
514         vector vel_xy;
515         float vel_xy_current;
516         float vel_xy_backward, vel_xy_forward;
517         float speedclamp;
518
519         if(accelqw < 0)
520         {
521 #ifdef SPEEDCLAMP
522                 speedclamp = SPEEDCLAMP;
523 #else
524                 speedclamp = 0.000001; // no strafe accel
525 #endif
526                 accelqw = -accelqw;
527         }
528         else
529                 speedclamp = 0;
530         // speedclamp usage:
531         // > 0: max acceleration in qu/s^2 in excess of regular (try 50, 100)
532         // < 0: max acceleration factor in excess of regular (try -0.1)
533
534         if(autocvar_sv_gameplayfix_q2airaccelerate)
535                 wishspeed0 = wishspeed;
536
537         vel_straight = self.velocity * wishdir;
538         vel_z = self.velocity_z;
539         vel_xy = vec2(self.velocity);
540         vel_perpend = vel_xy - vel_straight * wishdir;
541
542         step = accel * frametime * wishspeed0;
543
544         vel_xy_current  = vlen(vel_xy);
545         if(speedlimit)
546                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
547         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
548         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
549         if(vel_xy_backward < 0)
550                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
551
552         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
553
554         if(sidefric < 0 && (vel_perpend*vel_perpend))
555                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
556         {
557                 float f, fminimum;
558                 f = max(0, 1 + frametime * wishspeed * sidefric);
559                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
560                 // this cannot be > 1
561                 if(fminimum <= 0)
562                         vel_perpend = vel_perpend * max(0, f);
563                 else
564                 {
565                         fminimum = sqrt(fminimum);
566                         vel_perpend = vel_perpend * max(fminimum, f);
567                 }
568         }
569         else
570                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
571         
572         vel_xy = vel_straight * wishdir + vel_perpend;
573         
574         if(speedclamp != 0)
575         {
576                 // ensure we don't get too fast or decelerate faster than we should
577                 if(speedclamp > 0)
578                         vel_xy_current = min(vlen(vel_xy), vel_xy_forward + frametime * speedclamp);
579                 else
580                         vel_xy_current = min(vlen(vel_xy), vel_xy_current + (vel_xy_forward - vel_xy_current) * (1 - frametime * speedclamp));
581                 if(vel_xy_current > 0) // prevent division by zero
582                         vel_xy = normalize(vel_xy) * vel_xy_current;
583         }
584
585         self.velocity = vel_xy + vel_z * '0 0 1';
586 }
587
588 void PM_AirAccelerate(vector wishdir, float wishspeed)
589 {
590         vector curvel, wishvel, acceldir, curdir;
591         float addspeed, accelspeed, curspeed, f;
592         float dot;
593
594         if(wishspeed == 0)
595                 return;
596
597         curvel = self.velocity;
598         curvel_z = 0;
599         curspeed = vlen(curvel);
600
601         if(wishspeed > curspeed * 1.01)
602         {
603                 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
604         }
605         else
606         {
607                 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
608                 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
609         }
610         wishvel = wishdir * wishspeed;
611         acceldir = wishvel - curvel;
612         addspeed = vlen(acceldir);
613         acceldir = normalize(acceldir);
614
615         accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
616
617         if(autocvar_sv_warsowbunny_backtosideratio < 1)
618         {
619                 curdir = normalize(curvel);
620                 dot = acceldir * curdir;
621                 if(dot < 0)
622                         acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
623         }
624
625         self.velocity += accelspeed * acceldir;
626 }
627
628 .vector movement_old;
629 .float buttons_old;
630 .vector v_angle_old;
631 .string lastclassname;
632
633 .float() PlayerPhysplug;
634
635 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
636 .float specialcommand_pos;
637 void SpecialCommand()
638 {
639 #ifdef TETRIS
640         TetrisImpulse();
641 #else
642         if(!CheatImpulse(99))
643                 print("A hollow voice says \"Plugh\".\n");
644 #endif
645 }
646
647 float speedaward_speed;
648 string speedaward_holder;
649 string speedaward_uid;
650 void race_send_speedaward(float msg)
651 {
652         // send the best speed of the round
653         WriteByte(msg, SVC_TEMPENTITY);
654         WriteByte(msg, TE_CSQC_RACE);
655         WriteByte(msg, RACE_NET_SPEED_AWARD);
656         WriteInt24_t(msg, floor(speedaward_speed+0.5));
657         WriteString(msg, speedaward_holder);
658 }
659
660 float speedaward_alltimebest;
661 string speedaward_alltimebest_holder;
662 string speedaward_alltimebest_uid;
663 void race_send_speedaward_alltimebest(float msg)
664 {
665         // send the best speed
666         WriteByte(msg, SVC_TEMPENTITY);
667         WriteByte(msg, TE_CSQC_RACE);
668         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
669         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
670         WriteString(msg, speedaward_alltimebest_holder);
671 }
672
673 string GetMapname(void);
674 float speedaward_lastupdate;
675 float speedaward_lastsent;
676 void SV_PlayerPhysics()
677 {
678         local vector wishvel, wishdir, v;
679         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
680         string temps;
681         float buttons_prev;
682         float not_allowed_to_move;
683         string c;
684
685         WarpZone_PlayerPhysics_FixVAngle();
686         
687         maxspd_mod = 1;
688         if(g_minstagib && (self.items & IT_INVINCIBLE))
689                 maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
690         if(self.ballcarried)
691                 if(g_nexball)
692                         maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
693                 else if(g_keepaway)
694                         maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
695
696         if(g_runematch)
697         {
698                 if(self.runes & RUNE_SPEED)
699                 {
700                         if(self.runes & CURSE_SLOW)
701                                 maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
702                         else
703                                 maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
704                 }
705                 else if(self.runes & CURSE_SLOW)
706                 {
707                         maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
708                 }
709         }
710         maxspd_mod *= autocvar_g_movement_highspeed;
711
712         // fix physics stats for g_movement_highspeed
713         self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
714         if(autocvar_sv_airstrafeaccel_qw)
715                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
716         else
717                 self.stat_sv_airstrafeaccel_qw = 0;
718         self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
719         self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
720
721     if(self.PlayerPhysplug)
722         if(self.PlayerPhysplug())
723             return;
724
725         self.race_movetime_frac += frametime;
726         f = floor(self.race_movetime_frac);
727         self.race_movetime_frac -= f;
728         self.race_movetime_count += f;
729         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
730
731         anticheat_physics();
732
733         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);
734
735         if(!buttons)
736                 c = "x";
737         else if(buttons == 1)
738                 c = "1";
739         else if(buttons == 2)
740                 c = " ";
741         else if(buttons == 128)
742                 c = "s";
743         else if(buttons == 256)
744                 c = "w";
745         else if(buttons == 512)
746                 c = "a";
747         else if(buttons == 1024)
748                 c = "d";
749         else
750                 c = "?";
751
752         if(c == substring(specialcommand, self.specialcommand_pos, 1))
753         {
754                 self.specialcommand_pos += 1;
755                 if(self.specialcommand_pos >= strlen(specialcommand))
756                 {
757                         self.specialcommand_pos = 0;
758                         SpecialCommand();
759                         return;
760                 }
761         }
762         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
763                 self.specialcommand_pos = 0;
764
765         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
766         {
767                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
768                         self.parm_idlesince = time;
769         }
770         buttons_prev = self.buttons_old;
771         self.buttons_old = buttons;
772         self.movement_old = self.movement;
773         self.v_angle_old = self.v_angle;
774
775         if(time < self.nickspamtime)
776         if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
777         {
778                 // slight annoyance for nick change scripts
779                 self.movement = -1 * self.movement;
780                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
781
782                 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
783                 {
784                         self.angles_x = random() * 360;
785                         self.angles_y = random() * 360;
786                         // at least I'm not forcing retardedview by also assigning to angles_z
787                         self.fixangle = 1;
788                 }
789         }
790
791         if (self.punchangle != '0 0 0')
792         {
793                 f = vlen(self.punchangle) - 10 * frametime;
794                 if (f > 0)
795                         self.punchangle = normalize(self.punchangle) * f;
796                 else
797                         self.punchangle = '0 0 0';
798         }
799
800         if (self.punchvector != '0 0 0')
801         {
802                 f = vlen(self.punchvector) - 30 * frametime;
803                 if (f > 0)
804                         self.punchvector = normalize(self.punchvector) * f;
805                 else
806                         self.punchvector = '0 0 0';
807         }
808
809         if (clienttype(self) == CLIENTTYPE_BOT)
810         {
811                 if(playerdemo_read())
812                         return;
813                 bot_think();
814         }
815         
816         self.items &~= IT_USING_JETPACK;
817
818         if(self.classname == "player")
819         {
820                 if(self.race_penalty)
821                         if(time > self.race_penalty)
822                                 self.race_penalty = 0;
823
824                 not_allowed_to_move = 0;
825                 if(self.race_penalty)
826                         not_allowed_to_move = 1;
827                 if(!autocvar_sv_ready_restart_after_countdown)
828                 if(time < game_starttime)
829                         not_allowed_to_move = 1;
830
831                 if(not_allowed_to_move)
832                 {
833                         self.velocity = '0 0 0';
834                         self.movetype = MOVETYPE_NONE;
835                         self.disableclientprediction = 2;
836                 }
837                 else if(self.disableclientprediction == 2)
838                 {
839                         if(self.movetype == MOVETYPE_NONE)
840                                 self.movetype = MOVETYPE_WALK;
841                         self.disableclientprediction = 0;
842                 }
843         }
844
845         if (self.movetype == MOVETYPE_NONE)
846                 return;
847
848         // when we get here, disableclientprediction cannot be 2
849         self.disableclientprediction = 0;
850         if(time < self.ladder_time)
851                 self.disableclientprediction = 1;
852
853         MUTATOR_CALLHOOK(PlayerPhysics);
854
855         maxspd_mod = 1;
856
857         swampspd_mod = 1;
858         if(self.in_swamp) {
859                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
860         }
861
862         if(self.classname != "player")
863         {
864                 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
865                 if(!self.spectatorspeed)
866                         self.spectatorspeed = maxspd_mod;
867                 if(self.impulse && self.impulse <= 19)
868                 {
869                         if(self.lastclassname != "player")
870                         {
871                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
872                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
873                                 else if(self.impulse == 11)
874                                         self.spectatorspeed = maxspd_mod;
875                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
876                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
877                                 else if(self.impulse >= 1 && self.impulse <= 9)
878                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
879                         } // otherwise just clear
880                         self.impulse = 0;
881                 }
882                 maxspd_mod = self.spectatorspeed;
883         }
884
885         spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
886         if(self.speed != spd)
887         {
888                 self.speed = spd;
889                 temps = ftos(spd);
890                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
891                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
892                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
893                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
894         }
895
896         maxspd_mod *= swampspd_mod; // only one common speed modder please!
897         swampspd_mod = 1;
898
899         // if dead, behave differently
900         if (self.deadflag)
901                 goto end;
902
903         if (!self.fixangle && !g_bugrigs)
904         {
905                 self.angles_x = 0;
906                 self.angles_y = self.v_angle_y;
907                 self.angles_z = 0;
908         }
909
910         if(self.flags & FL_ONGROUND)
911         if(self.wasFlying)
912         {
913                 self.wasFlying = 0;
914
915                 if(self.waterlevel < WATERLEVEL_SWIMMING)
916                 if(time >= self.ladder_time)
917                 if not(self.hook)
918                 {
919                         self.nextstep = time + 0.3 + random() * 0.1;
920                         trace_dphitq3surfaceflags = 0;
921                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
922                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
923                         {
924                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
925                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
926                                 else
927                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
928                         }
929                 }
930         }
931
932         if(IsFlying(self))
933                 self.wasFlying = 1;
934
935         if(self.classname == "player")
936         {
937                 if(self.flags & FL_ONGROUND)
938                 {
939                         if (autocvar_g_multijump > 0)
940                                 self.multijump_count = 0;
941                         else
942                                 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
943                 }
944
945                 if (self.BUTTON_JUMP)
946                         PlayerJump ();
947                 else
948                         self.flags |= FL_JUMPRELEASED;
949
950                 if (self.waterlevel == WATERLEVEL_SWIMMING)
951                         CheckWaterJump ();
952                 self.prevjumpbutton = self.BUTTON_JUMP;
953         }
954
955         if (self.flags & FL_WATERJUMP )
956         {
957                 self.velocity_x = self.movedir_x;
958                 self.velocity_y = self.movedir_y;
959                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
960                 {
961                         self.flags &~= FL_WATERJUMP;
962                         self.teleport_time = 0;
963                 }
964         }
965         else if (g_bugrigs && self.classname == "player")
966         {
967                 RaceCarPhysics();
968         }
969         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
970         {
971                 // noclipping or flying
972                 self.flags &~= FL_ONGROUND;
973
974                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
975                 makevectors(self.v_angle);
976                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
977                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
978                 // acceleration
979                 wishdir = normalize(wishvel);
980                 wishspeed = vlen(wishvel);
981                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
982                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
983                 if (time >= self.teleport_time)
984                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
985         }
986         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
987         {
988                 // swimming
989                 self.flags &~= FL_ONGROUND;
990
991                 makevectors(self.v_angle);
992                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
993                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
994                 if (wishvel == '0 0 0')
995                         wishvel = '0 0 -60'; // drift towards bottom
996
997                 wishdir = normalize(wishvel);
998                 wishspeed = vlen(wishvel);
999                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1000                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1001                 wishspeed = wishspeed * 0.7;
1002
1003                 // water friction
1004                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1005
1006                 // water acceleration
1007                 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
1008         }
1009         else if (time < self.ladder_time)
1010         {
1011                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1012                 self.flags &~= FL_ONGROUND;
1013
1014                 float g;
1015                 g = autocvar_sv_gravity * frametime;
1016                 if(self.gravity)
1017                         g *= self.gravity;
1018                 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1019                 {
1020                         g *= 0.5;
1021                         self.velocity_z += g;
1022                 }
1023
1024                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1025                 makevectors(self.v_angle);
1026                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1027                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1028                 self.velocity_z += g;
1029                 if (self.ladder_entity.classname == "func_water")
1030                 {
1031                         f = vlen(wishvel);
1032                         if (f > self.ladder_entity.speed)
1033                                 wishvel = wishvel * (self.ladder_entity.speed / f);
1034
1035                         self.watertype = self.ladder_entity.skin;
1036                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1037                         if ((self.origin_z + self.view_ofs_z) < f)
1038                                 self.waterlevel = WATERLEVEL_SUBMERGED;
1039                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1040                                 self.waterlevel = WATERLEVEL_SWIMMING;
1041                         else if ((self.origin_z + self.mins_z + 1) < f)
1042                                 self.waterlevel = WATERLEVEL_WETFEET;
1043                         else
1044                         {
1045                                 self.waterlevel = WATERLEVEL_NONE;
1046                                 self.watertype = CONTENT_EMPTY;
1047                         }
1048                 }
1049                 // acceleration
1050                 wishdir = normalize(wishvel);
1051                 wishspeed = vlen(wishvel);
1052                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1053                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1054                 if (time >= self.teleport_time)
1055                 {
1056                         // water acceleration
1057                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
1058                 }
1059         }
1060         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1061         {
1062                 //makevectors(self.v_angle_y * '0 1 0');
1063                 makevectors(self.v_angle);
1064                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1065                 // add remaining speed as Z component
1066                 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1067                 // fix speedhacks :P
1068                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1069                 // add the unused velocity as up component
1070                 wishvel_z = 0;
1071
1072                 // if(self.BUTTON_JUMP)
1073                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1074
1075                 // it is now normalized, so...
1076                 float a_side, a_up, a_add, a_diff;
1077                 a_side = autocvar_g_jetpack_acceleration_side;
1078                 a_up = autocvar_g_jetpack_acceleration_up;
1079                 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1080
1081                 wishvel_x *= a_side;
1082                 wishvel_y *= a_side;
1083                 wishvel_z *= a_up;
1084                 wishvel_z += a_add;
1085
1086                 float best;
1087                 best = 0;
1088                 //////////////////////////////////////////////////////////////////////////////////////
1089                 // finding the maximum over all vectors of above form
1090                 // with wishvel having an absolute value of 1
1091                 //////////////////////////////////////////////////////////////////////////////////////
1092                 // we're finding the maximum over
1093                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1094                 // for z in the range from -1 to 1
1095                 //////////////////////////////////////////////////////////////////////////////////////
1096                 // maximum is EITHER attained at the single extreme point:
1097                 a_diff = a_side * a_side - a_up * a_up;
1098                 if(a_diff != 0)
1099                 {
1100                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1101                         if(f > -1 && f < 1) // can it be attained?
1102                         {
1103                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1104                                 //print("middle\n");
1105                         }
1106                 }
1107                 // OR attained at z = 1:
1108                 f = (a_up + a_add) * (a_up + a_add);
1109                 if(f > best)
1110                 {
1111                         best = f;
1112                         //print("top\n");
1113                 }
1114                 // OR attained at z = -1:
1115                 f = (a_up - a_add) * (a_up - a_add);
1116                 if(f > best)
1117                 {
1118                         best = f;
1119                         //print("bottom\n");
1120                 }
1121                 best = sqrt(best);
1122                 //////////////////////////////////////////////////////////////////////////////////////
1123
1124                 //print("best possible acceleration: ", ftos(best), "\n");
1125
1126                 float fxy, fz;
1127                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1128                 if(wishvel_z - autocvar_sv_gravity > 0)
1129                         fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1130                 else
1131                         fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1132
1133                 float fvel;
1134                 fvel = vlen(wishvel);
1135                 wishvel_x *= fxy;
1136                 wishvel_y *= fxy;
1137                 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1138
1139                 fvel = min(1, vlen(wishvel) / best);
1140                 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1141                         f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1142                 else
1143                         f = 1;
1144
1145                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1146
1147                 if (f > 0 && wishvel != '0 0 0')
1148                 {
1149                         self.velocity = self.velocity + wishvel * f * frametime;
1150                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1151                                 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1152                         self.flags &~= FL_ONGROUND;
1153                         self.items |= IT_USING_JETPACK;
1154
1155                         // jetpack also inhibits health regeneration, but only for 1 second
1156                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1157                 }
1158         }
1159         else if (self.flags & FL_ONGROUND)
1160         {
1161                 // we get here if we ran out of ammo
1162                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1163                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1164
1165                 // walking
1166                 makevectors(self.v_angle_y * '0 1 0');
1167                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1168
1169                 if(!(self.lastflags & FL_ONGROUND))
1170                 {
1171                         if(autocvar_speedmeter)
1172                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1173                         if(self.lastground < time - 0.3)
1174                                 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1175                         if(self.jumppadcount > 1)
1176                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1177                         self.jumppadcount = 0;
1178                 }
1179
1180 #ifdef LETS_TEST_FTEQCC
1181                 if(self.velocity_x || self.velocity_y)
1182                 {
1183                         // good
1184                 }
1185                 else
1186                 {
1187                         if(self.velocity_x)
1188                                 checkclient();
1189                         if(self.velocity_y)
1190                                 checkclient();
1191                 }
1192 #endif
1193
1194                 v = self.velocity;
1195                 v_z = 0;
1196                 f = vlen(v);
1197                 if(f > 0)
1198                 {
1199                         if (f < autocvar_sv_stopspeed)
1200                                 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1201                         else
1202                                 f = 1 - frametime * autocvar_sv_friction;
1203                         if (f > 0)
1204                                 self.velocity = self.velocity * f;
1205                         else
1206                                 self.velocity = '0 0 0';
1207                 }
1208
1209                 // acceleration
1210                 wishdir = normalize(wishvel);
1211                 wishspeed = vlen(wishvel);
1212                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1213                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1214                 if (self.crouch)
1215                         wishspeed = wishspeed * 0.5;
1216                 if (time >= self.teleport_time)
1217                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
1218         }
1219         else
1220         {
1221                 float wishspeed0;
1222                 // we get here if we ran out of ammo
1223                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1224                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1225
1226                 if(maxspd_mod < 1)
1227                 {
1228                         maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1229                         airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1230                 }
1231                 else
1232                 {
1233                         maxairspd = autocvar_sv_maxairspeed;
1234                         airaccel = autocvar_sv_airaccelerate;
1235                 }
1236                 // airborn
1237                 makevectors(self.v_angle_y * '0 1 0');
1238                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1239                 // acceleration
1240                 wishdir = normalize(wishvel);
1241                 wishspeed = wishspeed0 = vlen(wishvel);
1242                 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1243                         wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1244                 if (wishspeed > maxairspd)
1245                         wishspeed = maxairspd;
1246                 if (self.crouch)
1247                         wishspeed = wishspeed * 0.5;
1248                 if (time >= self.teleport_time)
1249                 {
1250                         float accelerating;
1251                         float wishspeed2;
1252                         float airaccelqw;
1253                         float strafity;
1254
1255                         airaccelqw = self.stat_sv_airaccel_qw;
1256                         accelerating = (self.velocity * wishdir > 0);
1257                         wishspeed2 = wishspeed;
1258
1259                         // CPM
1260                         if(autocvar_sv_airstopaccelerate)
1261                         {
1262                                 vector curdir;
1263                                 curdir = self.velocity;
1264                                 curdir_z = 0;
1265                                 curdir = normalize(curdir);
1266                                 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1267                         }
1268                         // note that for straight forward jumping:
1269                         // step = accel * frametime * wishspeed0;
1270                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1271                         // -->
1272                         // dv/dt = accel * maxspeed (when slow)
1273                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1274                         // log dv/dt = logaccel + logmaxspeed (when slow)
1275                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1276                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1277                         if(autocvar_sv_maxairstrafespeed)
1278                                 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1279                         if(autocvar_sv_airstrafeaccelerate)
1280                                 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1281                         if(self.stat_sv_airstrafeaccel_qw)
1282                                 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));
1283                         // !CPM
1284
1285                         if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1286                                 PM_AirAccelerate(wishdir, wishspeed);
1287                         else
1288                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1289
1290                         if(autocvar_sv_aircontrol)
1291                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1292                 }
1293         }
1294
1295         if((g_cts || g_race) && self.classname != "observer") {
1296                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1297                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1298                         speedaward_holder = self.netname;
1299                         speedaward_uid = self.crypto_idfp;
1300                         speedaward_lastupdate = time;
1301                 }
1302                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1303                         string rr;
1304                         if(g_cts)
1305                                 rr = CTS_RECORD;
1306                         else
1307                                 rr = RACE_RECORD;
1308                         race_send_speedaward(MSG_ALL);
1309                         speedaward_lastsent = speedaward_speed;
1310                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1311                                 speedaward_alltimebest = speedaward_speed;
1312                                 speedaward_alltimebest_holder = speedaward_holder;
1313                                 speedaward_alltimebest_uid = speedaward_uid;
1314                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1315                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1316                                 race_send_speedaward_alltimebest(MSG_ALL);
1317                         }
1318                 }
1319         }
1320
1321         float xyspeed;
1322         xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1323         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1324         {
1325                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1326                 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1327                 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1328                 // add the extra charge
1329                 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1330         }
1331 :end
1332         if(self.flags & FL_ONGROUND)
1333                 self.lastground = time;
1334
1335         self.lastflags = self.flags;
1336         self.lastclassname = self.classname;
1337 };