]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics.qc
Merge branch 'master' into Mario/qc_physics_prehax
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
index 2b4fa4ecf0f87a896719c1533ba5f344946cdd32..60ca3b101a7c7c7c09b6f303786875d8137f340f 100644 (file)
+#include "physics.qh"
+#include "triggers/trigger/swamp.qh"
+#include "triggers/trigger/jumppads.qh"
+
 #ifdef SVQC
-.float race_penalty;
-.float restart_jump;
-
-.float ladder_time;
-.entity ladder_entity;
-.float gravity;
-.float swamp_slowdown;
-.float lastflags;
-.float lastground;
-.float wasFlying;
-.float spectatorspeed;
-
-.vector movement_old;
-.float buttons_old;
-.vector v_angle_old;
-.string lastclassname;
-
-.float() PlayerPhysplug;
-#endif
 
-// TODO: water prediction
+#include "../server/miscfunctions.qh"
 
-// TODO: move to a common header
-#define VLEN2(v) dotproduct(v, v)
+// client side physics
+bool Physics_Valid(string thecvar)
+{
+       if(!autocvar_g_physics_clientselect) { return false; }
 
-// Client/server mappings
-#ifdef CSQC
+       string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
+
+       if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
+               return true;
+
+       return false;
+}
 
-       #define PHYS_INPUT_ANGLES(s)                            input_angles
-       #define PHYS_INPUT_BUTTONS(s)                           input_buttons
-
-       #define PHYS_INPUT_TIMELENGTH                           input_timelength
-
-       #define PHYS_INPUT_MOVEVALUES(s)                        input_movevalues
-
-       #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE
-       #define GAMEPLAYFIX_NOGRAVITYONGROUND                   moveflags & MOVEFLAG_NOGRAVITYONGROUND
-       #define GAMEPLAYFIX_Q2AIRACCELERATE                             moveflags & MOVEFLAG_Q2AIRACCELERATE
-
-       #define IS_DUCKED(s)                                            (s.pmove_flags & PMF_DUCKED)
-       #define SET_DUCKED(s)                                           s.pmove_flags |= PMF_DUCKED
-       #define UNSET_DUCKED(s)                                         s.pmove_flags &= ~PMF_DUCKED
-
-       #define IS_JUMP_HELD(s)                                         (s.pmove_flags & PMF_JUMP_HELD)
-       #define SET_JUMP_HELD(s)                                        s.pmove_flags |= PMF_JUMP_HELD
-       #define UNSET_JUMP_HELD(s)                                      s.pmove_flags &= ~PMF_JUMP_HELD
-
-       #define IS_ONGROUND(s)                                          (s.pmove_flags & PMF_ONGROUND)
-       #define SET_ONGROUND(s)                                         s.pmove_flags |= PMF_ONGROUND
-       #define UNSET_ONGROUND(s)                                       s.pmove_flags &= ~PMF_ONGROUND
-
-       #define PHYS_ACCELERATE                                         getstatf(STAT_MOVEVARS_ACCELERATE)
-       #define PHYS_AIRACCEL_QW                                        getstatf(STAT_MOVEVARS_AIRACCEL_QW)
-       #define PHYS_AIRACCEL_QW_STRETCHFACTOR          getstatf(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR)
-       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
-       #define PHYS_AIRACCELERATE                                      getstatf(STAT_MOVEVARS_AIRACCELERATE)
-       #define PHYS_AIRCONTROL                                         getstatf(STAT_MOVEVARS_AIRCONTROL)
-       #define PHYS_AIRCONTROL_PENALTY                         getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
-       #define PHYS_AIRCONTROL_POWER                           getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
-       #define PHYS_AIRSPEEDLIMIT_NONQW                        getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
-       #define PHYS_AIRSTOPACCELERATE                          getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
-       #define PHYS_AIRSTRAFEACCEL_QW                          getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
-       #define PHYS_AIRSTRAFEACCELERATE                        getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
-       #define PHYS_EDGEFRICTION                                       getstatf(STAT_MOVEVARS_EDGEFRICTION)
-       #define PHYS_ENTGRAVITY(s)                                      getstatf(STAT_MOVEVARS_ENTGRAVITY)
-       #define PHYS_FRICTION                                           getstatf(STAT_MOVEVARS_FRICTION)
-       #define PHYS_GRAVITY                                            getstatf(STAT_MOVEVARS_GRAVITY)
-       #define PHYS_JUMPVELOCITY                                       getstatf(STAT_MOVEVARS_JUMPVELOCITY)
-       #define PHYS_MAXAIRSPEED                                        getstatf(STAT_MOVEVARS_MAXAIRSPEED)
-       #define PHYS_MAXAIRSTRAFESPEED                          getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
-       #define PHYS_MAXSPEED(s)                                        getstatf(STAT_MOVEVARS_MAXSPEED)
-       #define PHYS_STEPHEIGHT                                         getstatf(STAT_MOVEVARS_STEPHEIGHT)
-       #define PHYS_STOPSPEED                                          getstatf(STAT_MOVEVARS_STOPSPEED)
-       #define PHYS_WARSOWBUNNY_ACCEL                          getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
-       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
-       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
-       #define PHYS_WARSOWBUNNY_TOPSPEED                       getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
-       #define PHYS_WARSOWBUNNY_TURNACCEL                      getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
-
-#elif defined(SVQC)
-
-       #define PHYS_INPUT_ANGLES(s)                            s.v_angle
-       // FIXME
-       #define PHYS_INPUT_BUTTONS(s)                           0
-
-       #define PHYS_INPUT_TIMELENGTH                           frametime
-
-       #define PHYS_INPUT_MOVEVALUES(s)                        s.movement
-
-       #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
-       #define GAMEPLAYFIX_NOGRAVITYONGROUND                   cvar("sv_gameplayfix_nogravityonground")
-       #define GAMEPLAYFIX_Q2AIRACCELERATE                             autocvar_sv_gameplayfix_q2airaccelerate
-
-       #define IS_DUCKED(s)                                            s.crouch
-       #define SET_DUCKED(s)                                           s.crouch = TRUE
-       #define UNSET_DUCKED(s)                                         s.crouch = FALSE
-
-       #define IS_JUMP_HELD(s)                                         (s.flags & FL_JUMPRELEASED == 0)
-       #define SET_JUMP_HELD(s)                                        s.flags &= ~FL_JUMPRELEASED
-       #define UNSET_JUMP_HELD(s)                                      s.flags |= FL_JUMPRELEASED
-
-       #define IS_ONGROUND(s)                                          (s.flags & FL_ONGROUND)
-       #define SET_ONGROUND(s)                                         s.flags |= FL_ONGROUND
-       #define UNSET_ONGROUND(s)                                       s.flags &= ~FL_ONGROUND
-
-       #define PHYS_ACCELERATE                                         autocvar_sv_accelerate
-       #define PHYS_AIRACCEL_QW                                        autocvar_sv_airaccel_qw
-       #define PHYS_AIRACCEL_QW_STRETCHFACTOR          autocvar_sv_airaccel_qw_stretchfactor
-       #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         autocvar_sv_airaccel_sideways_friction
-       #define PHYS_AIRACCELERATE                                      autocvar_sv_airaccelerate
-       #define PHYS_AIRCONTROL                                         autocvar_sv_aircontrol
-       #define PHYS_AIRCONTROL_PENALTY                         autocvar_sv_aircontrol_penalty
-       #define PHYS_AIRCONTROL_POWER                           autocvar_sv_aircontrol_power
-       #define PHYS_AIRSPEEDLIMIT_NONQW                        autocvar_sv_airspeedlimit_nonqw
-       #define PHYS_AIRSTOPACCELERATE                          autocvar_sv_airstopaccelerate
-       #define PHYS_AIRSTRAFEACCEL_QW                          autocvar_sv_airstrafeaccel_qw
-       #define PHYS_AIRSTRAFEACCELERATE                        autocvar_sv_airstrafeaccelerate
-       #define PHYS_EDGEFRICTION                                       1
-       #define PHYS_ENTGRAVITY(s)                                      s.gravity
-       #define PHYS_FRICTION                                           autocvar_sv_friction
-       #define PHYS_GRAVITY                                            autocvar_sv_gravity
-       #define PHYS_JUMPVELOCITY                                       autocvar_sv_jumpvelocity
-       #define PHYS_MAXAIRSPEED                                        autocvar_sv_maxairspeed
-       #define PHYS_MAXAIRSTRAFESPEED                          autocvar_sv_maxairstrafespeed
-       #define PHYS_MAXSPEED(s)                                        s.stat_sv_maxspeed
-       #define PHYS_STEPHEIGHT                                         autocvar_sv_stepheight
-       #define PHYS_STOPSPEED                                          autocvar_sv_stopspeed
-       #define PHYS_WARSOWBUNNY_ACCEL                          autocvar_sv_warsowbunny_accel
-       #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        autocvar_sv_warsowbunny_backtosideratio
-       #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        autocvar_sv_warsowbunny_airforwardaccel
-       #define PHYS_WARSOWBUNNY_TOPSPEED                       autocvar_sv_warsowbunny_topspeed
-       #define PHYS_WARSOWBUNNY_TURNACCEL                      autocvar_sv_warsowbunny_turnaccel
+float Physics_ClientOption(entity pl, string option)
+{
+       if(Physics_Valid(pl.cvar_cl_physics))
+       {
+               string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+               if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
+                       return cvar(var);
+       }
+       if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
+       {
+               string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
+               if(cvar_type(var) & CVAR_TYPEFLAG_EXISTS)
+                       return cvar(var);
+       }
+       return cvar(strcat("sv_", option));
+}
 
+void Physics_AddStats()
+{
+       // static view offset and hitbox vectors
+       // networked for all you bandwidth pigs out there
+       addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
+       addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
+       addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
+       addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
+       addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
+       addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
+
+       addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
+       addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
+       addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
+       addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
+       addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
+       addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
+       addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
+       addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
+       addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
+       addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
+       addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
+       addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
+
+       // g_movementspeed hack
+       addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
+       addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
+       addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
+       addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+       addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
+
+       // jet pack
+       addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
+       addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
+       addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
+       addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
+       addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
+       addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
+
+       // hack to fix track_canjump
+       addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
+
+       // double jump
+       addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
+
+       // jump speed caps
+       addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+       addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+       addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
+
+       // hacks
+       addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
+       addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
+       addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
+
+       // new properties
+       addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
+       addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
+       addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
+       addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
+       addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
+       addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
+       addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
+       addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
+       addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
+       addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
+       addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
+       addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
+       addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
+       addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
+       addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
+       addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
+       addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
+       addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
+       addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
+
+       addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
+}
+
+void Physics_UpdateStats(float maxspd_mod)
+{
+       // blah
+       self.stat_pl_view_ofs = PL_VIEW_OFS;
+       self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
+
+       self.stat_pl_min = PL_MIN;
+       self.stat_pl_max = PL_MAX;
+       self.stat_pl_crouch_min = PL_CROUCH_MIN;
+       self.stat_pl_crouch_max = PL_CROUCH_MAX;
+
+
+       self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
+       if(Physics_ClientOption(self, "airstrafeaccel_qw"))
+               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
+       else
+               self.stat_sv_airstrafeaccel_qw = 0;
+       self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
+       self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
+       self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
+
+       self.stat_doublejump = PHYS_DOUBLEJUMP;
+
+       self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
+       self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
+       self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
+       self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
+       self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
+       self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
+
+       self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
+       self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
+       self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+
+       self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
+       self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
+
+       self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
+
+
+       // old stats
+       // fix some new settings
+       self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
+       self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
+       self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
+       self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
+       self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
+       self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
+       self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
+       self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
+       self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
+       self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
+       self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
+       self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
+       self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
+       self.stat_sv_friction = Physics_ClientOption(self, "friction");
+       self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
+       self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
+       self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
+       self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
+       self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
+
+       self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
+}
 #endif
 
-float IsMoveInDirection(vector mv, float angle) // key mix factor
+float IsMoveInDirection(vector mv, float ang) // key mix factor
 {
-       if(mv_x == 0 && mv_y == 0)
+       if (mv_x == 0 && mv_y == 0)
                return 0; // avoid division by zero
-       angle -= RAD2DEG * atan2(mv_y, mv_x);
-       angle = remainder(angle, 360) / 45;
-       if(angle >  1)
-               return 0;
-       if(angle < -1)
-               return 0;
-       return 1 - fabs(angle);
+       ang -= RAD2DEG * atan2(mv_y, mv_x);
+       ang = remainder(ang, 360) / 45;
+       return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
 }
 
 float GeomLerp(float a, float lerp, float b)
 {
-       if(a == 0)
-       {
-               if(lerp < 1)
-                       return 0;
-               else
-                       return b;
-       }
-       if(b == 0)
-       {
-               if(lerp > 0)
-                       return 0;
-               else
-                       return a;
-       }
-       return a * pow(fabs(b / a), lerp);
+       return a == 0 ? (lerp < 1 ? 0 : b)
+               : b == 0 ? (lerp > 0 ? 0 : a)
+               : a * pow(fabs(b / a), lerp);
 }
 
-float pmove_waterjumptime; // weird engine flag we shouldn't really use but have to for now
+noref float pmove_waterjumptime;
 
 const float unstick_count = 27;
 vector unstick_offsets[unstick_count] =
@@ -192,217 +223,206 @@ vector unstick_offsets[unstick_count] =
        '-0.125  0.125 -0.125', '0.125  0.125 -0.125',
 };
 
-void CSQC_ClientMovement_Unstick(entity s)
+void PM_ClientMovement_Unstick()
 {
        float i;
-       vector neworigin;
        for (i = 0; i < unstick_count; i++)
        {
-               neworigin = unstick_offsets[i] + s.origin;
-               tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, s);
+               vector neworigin = unstick_offsets[i] + self.origin;
+               tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
                if (!trace_startsolid)
                {
-                       s.origin = neworigin;
+                       setorigin(self, neworigin);
                        return;// true;
                }
        }
 }
 
-void CSQC_ClientMovement_UpdateStatus(entity s)
+void PM_ClientMovement_UpdateStatus(bool ground)
 {
-       float f;
-       vector origin1, origin2;
-
        // make sure player is not stuck
-       CSQC_ClientMovement_Unstick(s);
+       PM_ClientMovement_Unstick();
 
        // set crouched
-       if (PHYS_INPUT_BUTTONS(s) & 16)
+       if (PHYS_INPUT_BUTTON_CROUCH(self))
        {
                // wants to crouch, this always works..
-               if (!IS_DUCKED(s))
-                       SET_DUCKED(s);
+               if (!IS_DUCKED(self))
+                       SET_DUCKED(self);
        }
        else
        {
                // wants to stand, if currently crouching we need to check for a
                // low ceiling first
-               if (IS_DUCKED(s))
+               if (IS_DUCKED(self))
                {
-                       tracebox(s.origin, PL_MIN, PL_MAX, s.origin, MOVE_NORMAL, s);
+                       tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
                        if (!trace_startsolid)
-                               UNSET_DUCKED(s);
+                               UNSET_DUCKED(self);
                }
        }
-       if (IS_DUCKED(s))
-       {
-               s.mins = PL_CROUCH_MIN;
-               s.maxs = PL_CROUCH_MAX;
-       }
-       else
-       {
-               s.mins = PL_MIN;
-               s.maxs = PL_MAX;
-       }
 
        // set onground
-       origin1 = s.origin;
-       origin1_z += 1;
-       origin2 = s.origin;
-    origin2_z -= 1; // -2 causes clientside doublejump bug at above 150fps, raising that to 300fps :)
+       vector origin1 = self.origin + '0 0 1';
+       vector origin2 = self.origin - '0 0 1';
 
-       tracebox(origin1, s.mins, s.maxs, origin2, MOVE_NORMAL, s);
-       if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+       if(ground)
        {
-               SET_ONGROUND(s);
+               tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
+               if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
+               {
+                       SET_ONGROUND(self);
 
-               // this code actually "predicts" an impact; so let's clip velocity first
-               f = dotproduct(s.velocity, trace_plane_normal);
-               if(f < 0) // only if moving downwards actually
-                       s.velocity -= f * trace_plane_normal;
+                       // this code actually "predicts" an impact; so let's clip velocity first
+                       float f = self.velocity * trace_plane_normal;
+                       self.velocity -= f * trace_plane_normal;
+               }
+               else
+                       UNSET_ONGROUND(self);
        }
-       else
-               UNSET_ONGROUND(s);
 
        // set watertype/waterlevel
-       origin1 = s.origin;
-       origin1_z += s.mins_z + 1;
-       s.waterlevel = WATERLEVEL_NONE;
-       // TODO: convert
-//     s.watertype = CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK;
-//     if (s.watertype)
-//     {
-//             s.waterlevel = WATERLEVEL_WETFEET;
-//             origin1[2] = s.origin[2] + (s.mins[2] + s.maxs[2]) * 0.5f;
-//             if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
-//             {
-//                     s.waterlevel = WATERLEVEL_SWIMMING;
-//                     origin1[2] = s.origin[2] + 22;
-//                     if (CL_TracePoint(origin1, MOVE_NOMONSTERS, s, 0, true, false, NULL, false).startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
-//                             s.waterlevel = WATERLEVEL_SUBMERGED;
-//             }
-//     }
-//
-//     // water jump prediction
-//     if (IS_ONGROUND(s) || s.velocity_z <= 0 || pmove_waterjumptime <= 0)
-//             pmove_waterjumptime = 0;
+       origin1 = self.origin;
+       origin1_z += self.mins_z + 1;
+       self.waterlevel = WATERLEVEL_NONE;
+
+       int thepoint = pointcontents(origin1);
+
+       self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
+
+       if(self.watertype)
+       {
+               self.waterlevel = WATERLEVEL_WETFEET;
+               origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
+               thepoint = pointcontents(origin1);
+               if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+               {
+                       self.waterlevel = WATERLEVEL_SWIMMING;
+                       origin1_z = self.origin_z + 22;
+                       thepoint = pointcontents(origin1);
+                       if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
+                               self.waterlevel = WATERLEVEL_SUBMERGED;
+               }
+       }
+
+       if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
+               pmove_waterjumptime = 0;
 }
 
-void CSQC_ClientMovement_Move(entity s)
+void PM_ClientMovement_Move()
 {
-       float bump;
+#ifdef CSQC
+       int bump;
        float t;
        float f;
        vector neworigin;
        vector currentorigin2;
        vector neworigin2;
        vector primalvelocity;
-       float old_trace1_fraction;
-       vector old_trace1_endpos;
-       vector old_trace1_plane_normal;
-       float old_trace2_fraction;
-       vector old_trace2_plane_normal;
-       CSQC_ClientMovement_UpdateStatus(s);
-       primalvelocity = s.velocity;
-       for (bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && VLEN2(s.velocity) > 0; bump++)
-       {
-               neworigin = s.origin + t * s.velocity;
-               tracebox(s.origin, s.mins, s.maxs, neworigin, MOVE_NORMAL, s);
-               old_trace1_fraction = trace_fraction;
-               old_trace1_endpos = trace_endpos;
-               old_trace1_plane_normal = trace_plane_normal;
-               if (trace_fraction < 1 && trace_plane_normal_z == 0)
+
+       vector trace1_endpos = '0 0 0';
+       vector trace2_endpos = '0 0 0';
+       vector trace3_endpos = '0 0 0';
+       float trace1_fraction = 0;
+       float trace2_fraction = 0;
+       float trace3_fraction = 0;
+       vector trace1_plane_normal = '0 0 0';
+       vector trace2_plane_normal = '0 0 0';
+       vector trace3_plane_normal = '0 0 0';
+       
+
+       PM_ClientMovement_UpdateStatus(false);
+       primalvelocity = self.velocity;
+       for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+       {
+               neworigin = self.origin + t * self.velocity;
+               tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+               trace1_endpos = trace_endpos;
+               trace1_fraction = trace_fraction;
+               trace1_plane_normal = trace_plane_normal;
+               if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
                {
                        // may be a step or wall, try stepping up
                        // first move forward at a higher level
-                       currentorigin2 = s.origin;
+                       currentorigin2 = self.origin;
                        currentorigin2_z += PHYS_STEPHEIGHT;
                        neworigin2 = neworigin;
-                       neworigin2_z = s.origin_z + PHYS_STEPHEIGHT;
-                       tracebox(currentorigin2, s.mins, s.maxs, neworigin2, MOVE_NORMAL, s);
-                       if (!trace_startsolid)
+                       neworigin2_z += PHYS_STEPHEIGHT;
+                       tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+                       trace2_endpos = trace_endpos;
+                       trace2_fraction = trace_fraction;
+                       trace2_plane_normal = trace_plane_normal;
+                       if(!trace_startsolid)
                        {
                                // then move down from there
-                               currentorigin2 = trace_endpos;
-                               neworigin2 = trace_endpos;
-                               neworigin2_z = s.origin_z;
-                               old_trace2_fraction = trace_fraction;
-                               old_trace2_plane_normal = trace_plane_normal;
-                               tracebox(currentorigin2, s.mins, s.maxs, neworigin2, MOVE_NORMAL, s);
-                               //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
+                               currentorigin2 = trace2_endpos;
+                               neworigin2 = trace2_endpos;
+                               neworigin2_z = self.origin_z;
+                               tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+                               trace3_endpos = trace_endpos;
+                               trace3_fraction = trace_fraction;
+                               trace3_plane_normal = trace_plane_normal;
                                // accept the new trace if it made some progress
-                               if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
-                               {
-                                       trace_fraction = old_trace2_fraction;
-                                       trace_endpos = trace_endpos;
-                                       trace_plane_normal = old_trace2_plane_normal;
-                               }
-                               else
+                               if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
                                {
-                                       trace_fraction = old_trace1_fraction;
-                                       trace_endpos = old_trace1_endpos;
-                                       trace_plane_normal = old_trace1_plane_normal;
+                                       trace1_endpos = trace2_endpos;
+                                       trace1_fraction = trace2_fraction;
+                                       trace1_plane_normal = trace2_plane_normal;
+                                       trace1_endpos = trace3_endpos;
                                }
                        }
                }
 
                // check if it moved at all
-               if (trace_fraction >= 0.001)
-                       s.origin = trace_endpos;
+               if(trace1_fraction >= 0.001)
+                       setorigin(self, trace1_endpos);
 
                // check if it moved all the way
-               if (trace_fraction == 1)
+               if(trace1_fraction == 1)
                        break;
 
                // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
                // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
                // this got commented out in a change that supposedly makes the code match QW better
                // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
-               if (trace_plane_normal_z > 0.7)
-                       SET_ONGROUND(s);
+               if(trace1_plane_normal_z > 0.7)
+                       SET_ONGROUND(self);
 
-               t -= t * trace_fraction;
+               t -= t * trace1_fraction;
 
-               f = dotproduct(s.velocity, trace_plane_normal);
-               s.velocity -= f * trace_plane_normal;
+               f = (self.velocity * trace1_plane_normal);
+               self.velocity = self.velocity + -f * trace1_plane_normal;
        }
-       if (pmove_waterjumptime > 0)
-               s.velocity = primalvelocity;
+       if(pmove_waterjumptime > 0)
+               self.velocity = primalvelocity;
+#endif
 }
 
-void CPM_PM_Aircontrol(entity s, vector wishdir, float wishspeed)
+void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
 {
-       float zspeed, xyspeed, dot, k;
-
-#if 0
-       // this doesn't play well with analog input
-       if(s.movement_x == 0 || s.movement_y != 0)
-               return; // can't control movement if not moving forward or backward
-       k = 32;
-#else
-       k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), 0) - 1);
-       if(k <= 0)
+       float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+       if (k <= 0)
                return;
-#endif
 
-       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
+       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
 
-       zspeed = s.velocity_z;
-       s.velocity_z = 0;
-       xyspeed = vlen(s.velocity); s.velocity = normalize(s.velocity);
+       float zspeed = self.velocity_z;
+       self.velocity_z = 0;
+       float xyspeed = vlen(self.velocity);
+       self.velocity = normalize(self.velocity);
 
-       dot = s.velocity * wishdir;
+       float dot = self.velocity * wishdir;
 
-       if(dot > 0) // we can't change direction while slowing down
+       if (dot > 0) // we can't change direction while slowing down
        {
-               k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
+               k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
                xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
                k *= PHYS_AIRCONTROL;
-               s.velocity = normalize(s.velocity * xyspeed + wishdir * k);
+               self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
        }
 
-       s.velocity = s.velocity * xyspeed;
-       s.velocity_z = zspeed;
+       self.velocity = self.velocity * xyspeed;
+       self.velocity_z = zspeed;
 }
 
 float AdjustAirAccelQW(float accelqw, float factor)
@@ -415,60 +435,43 @@ float AdjustAirAccelQW(float accelqw, float factor)
 //   sv_airaccel_sideways_friction 0
 //   prvm_globalset server speedclamp_mode 1
 //     (or 2)
-void PM_Accelerate(entity s, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
 {
-       float vel_straight;
-       float vel_z;
-       vector vel_perpend;
-       float step;
-
-       vector vel_xy;
-       float vel_xy_current;
-       float vel_xy_backward, vel_xy_forward;
-       float speedclamp;
-
-       if(stretchfactor > 0)
-               speedclamp = stretchfactor;
-       else if(accelqw < 0)
-               speedclamp = 1; // full clamping, no stretch
-       else
-               speedclamp = -1; // no clamping
+       float speedclamp = stretchfactor > 0 ? stretchfactor
+       : accelqw < 0 ? 1 // full clamping, no stretch
+       : -1; // no clamping
 
-       if(accelqw < 0)
-               accelqw = -accelqw;
+       accelqw = fabs(accelqw);
 
-       if(GAMEPLAYFIX_Q2AIRACCELERATE)
+       if (GAMEPLAYFIX_Q2AIRACCELERATE)
                wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
 
-       vel_straight = s.velocity * wishdir;
-       vel_z = s.velocity_z;
-       vel_xy = vec2(s.velocity);
-       vel_perpend = vel_xy - vel_straight * wishdir;
+       float vel_straight = self.velocity * wishdir;
+       float vel_z = self.velocity_z;
+       vector vel_xy = vec2(self.velocity);
+       vector vel_perpend = vel_xy - vel_straight * wishdir;
 
-       step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+       float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
 
-       vel_xy_current  = vlen(vel_xy);
-       if(speedlimit)
+       float vel_xy_current  = vlen(vel_xy);
+       if (speedlimit)
                accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
-       vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
-       vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
-       if(vel_xy_backward < 0)
-               vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
+       float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+       float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
+       vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
+       vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
 
-       vel_straight    = vel_straight   + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
-
-       if(sidefric < 0 && (vel_perpend*vel_perpend))
+       if (sidefric < 0 && (vel_perpend*vel_perpend))
                // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
        {
-               float f, fmin;
-               f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
-               fmin = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
+               float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+               float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
                // assume: fmin > 1
                // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
                // obviously, this cannot be
-               if(fmin <= 0)
+               if (fmin <= 0)
                        vel_perpend *= f;
                else
                {
@@ -481,59 +484,53 @@ void PM_Accelerate(entity s, vector wishdir, float wishspeed, float wishspeed0,
 
        vel_xy = vel_straight * wishdir + vel_perpend;
 
-       if(speedclamp >= 0)
+       if (speedclamp >= 0)
        {
                float vel_xy_preclamp;
                vel_xy_preclamp = vlen(vel_xy);
-               if(vel_xy_preclamp > 0) // prevent division by zero
+               if (vel_xy_preclamp > 0) // prevent division by zero
                {
                        vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
-                       if(vel_xy_current < vel_xy_preclamp)
+                       if (vel_xy_current < vel_xy_preclamp)
                                vel_xy *= (vel_xy_current / vel_xy_preclamp);
                }
        }
 
-       s.velocity = vel_xy + vel_z * '0 0 1';
+       self.velocity = vel_xy + vel_z * '0 0 1';
 }
 
-void PM_AirAccelerate(entity s, vector wishdir, float wishspeed)
+void PM_AirAccelerate(vector wishdir, float wishspeed)
 {
-       vector curvel, wishvel, acceldir, curdir;
-       float addspeed, accelspeed, curspeed, f;
-       float dot;
-
-       if(wishspeed == 0)
+       if (wishspeed == 0)
                return;
 
-       curvel = s.velocity;
+       vector curvel = self.velocity;
        curvel_z = 0;
-       curspeed = vlen(curvel);
+       float curspeed = vlen(curvel);
 
-       if(wishspeed > curspeed * 1.01)
-       {
-               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH);
-       }
+       if (wishspeed > curspeed * 1.01)
+               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
        else
        {
-               f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(s)));
-               wishspeed = max(curspeed, PHYS_MAXSPEED(s)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH;
+               float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
+               wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
        }
-       wishvel = wishdir * wishspeed;
-       acceldir = wishvel - curvel;
-       addspeed = vlen(acceldir);
+       vector wishvel = wishdir * wishspeed;
+       vector acceldir = wishvel - curvel;
+       float addspeed = vlen(acceldir);
        acceldir = normalize(acceldir);
 
-       accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(s) * PHYS_INPUT_TIMELENGTH);
+       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
 
-       if(PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+       if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
        {
-               curdir = normalize(curvel);
-               dot = acceldir * curdir;
-               if(dot < 0)
-                       acceldir = acceldir - (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+               vector curdir = normalize(curvel);
+               float dot = acceldir * curdir;
+               if (dot < 0)
+                       acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
        }
 
-       s.velocity += accelspeed * acceldir;
+       self.velocity += accelspeed * acceldir;
 }
 
 
@@ -542,176 +539,219 @@ void PM_AirAccelerate(entity s, vector wishdir, float wishspeed)
 PlayerJump
 
 When you press the jump key
+returns true if handled
 =============
 */
-void PlayerJump (void)
+bool PlayerJump (void)
 {
-#ifdef SVQC
-       if(self.frozen)
-               return; // no jumping in freezetag when frozen
+       if (PHYS_FROZEN(self))
+               return true; // no jumping in freezetag when frozen
 
-       if(self.player_blocked)
-               return; // no jumping while blocked
+#ifdef SVQC
+       if (self.player_blocked)
+               return true; // no jumping while blocked
+#endif
 
-       float doublejump = FALSE;
-       float mjumpheight = autocvar_sv_jumpvelocity;
+       bool doublejump = false;
+       float mjumpheight = PHYS_JUMPVELOCITY;
 
        player_multijump = doublejump;
        player_jumpheight = mjumpheight;
-       if(MUTATOR_CALLHOOK(PlayerJump))
-               return;
+#ifdef SVQC
+       if (MUTATOR_CALLHOOK(PlayerJump))
+#elif defined(CSQC)
+       if(PM_multijump_checkjump())
+#endif
+               return true;
 
        doublejump = player_multijump;
        mjumpheight = player_jumpheight;
 
-       if (autocvar_sv_doublejump)
+       if (PHYS_DOUBLEJUMP)
        {
                tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
                if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
                {
-                       doublejump = TRUE;
+                       doublejump = true;
 
                        // we MUST clip velocity here!
                        float f;
                        f = self.velocity * trace_plane_normal;
-                       if(f < 0)
+                       if (f < 0)
                                self.velocity -= f * trace_plane_normal;
                }
        }
 
        if (self.waterlevel >= WATERLEVEL_SWIMMING)
        {
-               self.velocity_z = self.stat_sv_maxspeed * 0.7;
-               return;
+               self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+               return true;
        }
 
        if (!doublejump)
-               if (!(self.flags & FL_ONGROUND))
-                       return;
+               if (!IS_ONGROUND(self))
+                       return IS_JUMP_HELD(self);
 
-       if(self.cvar_cl_movement_track_canjump)
-               if (!(self.flags & FL_JUMPRELEASED))
-                       return;
+       if (PHYS_TRACK_CANJUMP(self))
+               if (IS_JUMP_HELD(self))
+                       return true;
 
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
        // velocity bounds.  Final velocity is bound between (jumpheight *
        // min + jumpheight) and (jumpheight * max + jumpheight);
 
-       if(autocvar_sv_jumpspeedcap_min != "")
+       if(PHYS_JUMPSPEEDCAP_MIN)
        {
-               float minjumpspeed;
-
-               minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+               float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
 
                if (self.velocity_z < minjumpspeed)
                        mjumpheight += minjumpspeed - self.velocity_z;
        }
 
-       if(autocvar_sv_jumpspeedcap_max != "")
+       if(PHYS_JUMPSPEEDCAP_MAX)
        {
                // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
                tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
 
-               if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
+               if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
                {
-                       float maxjumpspeed;
-
-                       maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+                       float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
 
                        if (self.velocity_z > maxjumpspeed)
                                mjumpheight -= self.velocity_z - maxjumpspeed;
                }
        }
 
-       if(!(self.lastflags & FL_ONGROUND))
+       if (!WAS_ONGROUND(self))
        {
+#ifdef SVQC
                if(autocvar_speedmeter)
                        dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+#endif
                if(self.lastground < time - 0.3)
                {
-                       self.velocity_x *= (1 - autocvar_sv_friction_on_land);
-                       self.velocity_y *= (1 - autocvar_sv_friction_on_land);
+                       self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+                       self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
                }
+#ifdef SVQC
                if(self.jumppadcount > 1)
                        dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
                self.jumppadcount = 0;
+#endif
        }
 
-       self.velocity_z = self.velocity_z + mjumpheight;
-       self.oldvelocity_z = self.velocity_z;
+       self.velocity_z += mjumpheight;
 
-       self.flags &= ~FL_ONGROUND;
-       self.flags &= ~FL_JUMPRELEASED;
+       UNSET_ONGROUND(self);
+       SET_JUMP_HELD(self);
 
-       animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+#ifdef SVQC
 
-       if(autocvar_g_jump_grunt)
-               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+       self.oldvelocity_z = self.velocity_z;
 
-       self.restart_jump = -1; // restart jump anim next time
-       // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
+       animdecide_setaction(self, ANIMACTION_JUMP, true);
+
+       if (autocvar_g_jump_grunt)
+               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 #endif
+       return true;
 }
 
 void CheckWaterJump()
 {
-#ifdef SVQC
-       vector start, end;
-
 // check for a jump-out-of-water
-       makevectors (self.angles);
-       start = self.origin;
-       start_z = start_z + 8;
+       makevectors(self.v_angle);
+       vector start = self.origin;
+       start_z += 8;
        v_forward_z = 0;
        normalize(v_forward);
-       end = start + v_forward*24;
-       traceline (start, end, TRUE, self);
+       vector end = start + v_forward*24;
+       traceline (start, end, true, self);
        if (trace_fraction < 1)
        {       // solid at waist
                start_z = start_z + self.maxs_z - 8;
                end = start + v_forward*24;
                self.movedir = trace_plane_normal * -50;
-               traceline (start, end, TRUE, self);
+               traceline(start, end, true, self);
                if (trace_fraction == 1)
                {       // open at eye level
-                       self.flags |= FL_WATERJUMP;
                        self.velocity_z = 225;
-                       self.flags &= ~FL_JUMPRELEASED;
+                       self.flags |= FL_WATERJUMP;
+                       SET_JUMP_HELD(self);
+#ifdef SVQC
                        self.teleport_time = time + 2;  // safety net
-                       return;
+#elif defined(CSQC)
+                       pmove_waterjumptime = time + 2;
+#endif
                }
        }
-#endif
 }
 
+
+#ifdef SVQC
+       #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+#elif defined(CSQC)
+       float autocvar_cl_jetpack_jump;
+       #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
+#endif
+.float jetpack_stopped;
+// Hack: shouldn't need to know about this
+.float multijump_count;
 void CheckPlayerJump()
 {
 #ifdef SVQC
-       if (self.BUTTON_JUMP)
-               PlayerJump ();
+       float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+#endif
+       if (JETPACK_JUMP(self) < 2)
+               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+
+       if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+       {
+               float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
+               float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
+               float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+
+               if (!(ITEMS_STAT(self) & IT_JETPACK)) { }
+               else if (self.jetpack_stopped) { }
+               else if (!has_fuel)
+               {
+#ifdef SVQC
+                       if (was_flying) // TODO: ran out of fuel message
+                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                       else if (activate)
+                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+#endif
+                       self.jetpack_stopped = true;
+                       ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+               }
+               else if (activate && !PHYS_FROZEN(self))
+                       ITEMS_STAT(self) |= IT_USING_JETPACK;
+       }
        else
-               self.flags |= FL_JUMPRELEASED;
+       {
+               self.jetpack_stopped = false;
+               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+       }
+       if (!PHYS_INPUT_BUTTON_JUMP(self))
+               UNSET_JUMP_HELD(self);
 
        if (self.waterlevel == WATERLEVEL_SWIMMING)
-               CheckWaterJump ();
-#endif
+               CheckWaterJump();
 }
 
 float racecar_angle(float forward, float down)
 {
-       float ret, angle_mult;
-
-       if(forward < 0)
+       if (forward < 0)
        {
                forward = -forward;
                down = -down;
        }
 
-       ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+       float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
 
-       angle_mult = forward / (800 + forward);
+       float angle_mult = forward / (800 + forward);
 
-       if(ret > 180)
+       if (ret > 180)
                return ret * angle_mult + 360 * (1 - angle_mult);
        else
                return ret * angle_mult;
@@ -723,20 +763,19 @@ void RaceCarPhysics()
        // using this move type for "big rigs"
        // the engine does not push the entity!
 
-       float accel, steer, f, myspeed, steerfactor;
-       vector angles_save, rigvel;
+       vector rigvel;
 
-       angles_save = self.angles;
-       accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
-       steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
+       vector angles_save = self.angles;
+       float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
+       float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
 
-       if(g_bugrigs_reverse_speeding)
+       if (g_bugrigs_reverse_speeding)
        {
-               if(accel < 0)
+               if (accel < 0)
                {
                        // back accel is DIGITAL
                        // to prevent speedhack
-                       if(accel < -0.5)
+                       if (accel < -0.5)
                                accel = -1;
                        else
                                accel = 0;
@@ -747,91 +786,91 @@ void RaceCarPhysics()
        self.angles_z = 0;
        makevectors(self.angles); // new forward direction!
 
-       if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
+       if (IS_ONGROUND(self) || g_bugrigs_air_steering)
        {
-               float upspeed, accelfactor;
-
-               myspeed = self.velocity * v_forward;
-               upspeed = self.velocity * v_up;
+               float myspeed = self.velocity * v_forward;
+               float upspeed = self.velocity * v_up;
 
                // responsiveness factor for steering and acceleration
-               f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
+               float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
                //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
 
-               if(myspeed < 0 && g_bugrigs_reverse_spinning)
+               float steerfactor;
+               if (myspeed < 0 && g_bugrigs_reverse_spinning)
                        steerfactor = -myspeed * g_bugrigs_steer;
                else
                        steerfactor = -myspeed * f * g_bugrigs_steer;
 
-               if(myspeed < 0 && g_bugrigs_reverse_speeding)
+               float accelfactor;
+               if (myspeed < 0 && g_bugrigs_reverse_speeding)
                        accelfactor = g_bugrigs_accel;
                else
                        accelfactor = f * g_bugrigs_accel;
                //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
 
-               if(accel < 0)
+               if (accel < 0)
                {
-                       if(myspeed > 0)
+                       if (myspeed > 0)
                        {
-                               myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+                               myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
                        }
                        else
                        {
-                               if(!g_bugrigs_reverse_speeding)
-                                       myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
+                               if (!g_bugrigs_reverse_speeding)
+                                       myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
                        }
                }
                else
                {
-                       if(myspeed >= 0)
+                       if (myspeed >= 0)
                        {
-                               myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
+                               myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
                        }
                        else
                        {
-                               if(g_bugrigs_reverse_stopping)
+                               if (g_bugrigs_reverse_stopping)
                                        myspeed = 0;
                                else
-                                       myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
+                                       myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
                        }
                }
                // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
                //MAXIMA: friction(v) := g_bugrigs_friction_floor;
 
-               self.angles_y += steer * frametime * steerfactor; // apply steering
+               self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
                makevectors(self.angles); // new forward direction!
 
-               myspeed += accel * accelfactor * frametime;
+               myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
 
                rigvel = myspeed * v_forward + '0 0 1' * upspeed;
        }
        else
        {
-               myspeed = vlen(self.velocity);
+               float myspeed = vlen(self.velocity);
 
                // responsiveness factor for steering and acceleration
-               f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
-               steerfactor = -myspeed * f;
-               self.angles_y += steer * frametime * steerfactor; // apply steering
+               float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+               float steerfactor = -myspeed * f;
+               self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
 
                rigvel = self.velocity;
                makevectors(self.angles); // new forward direction!
        }
 
-       rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
+       rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
        //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
        //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
        //MAXIMA: solve(total_acceleration(v) = 0, v);
 
-       if(g_bugrigs_planar_movement)
+       if (g_bugrigs_planar_movement)
        {
                vector rigvel_xy, neworigin, up;
                float mt;
 
-               rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+               rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
                rigvel_xy = vec2(rigvel);
 
-               if(g_bugrigs_planar_movement_car_jumping)
+               if (g_bugrigs_planar_movement_car_jumping)
                        mt = MOVE_NORMAL;
                else
                        mt = MOVE_NOMONSTERS;
@@ -841,12 +880,12 @@ void RaceCarPhysics()
 
                // BUG RIGS: align the move to the surface instead of doing collision testing
                // can we move?
-               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
+               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
 
                // align to surface
-               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
+               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
 
-               if(trace_fraction < 0.5)
+               if (trace_fraction < 0.5)
                {
                        trace_fraction = 1;
                        neworigin = self.origin;
@@ -854,7 +893,7 @@ void RaceCarPhysics()
                else
                        neworigin = trace_endpos;
 
-               if(trace_fraction < 1)
+               if (trace_fraction < 1)
                {
                        // now set angles_x so that the car points parallel to the surface
                        self.angles = vectoangles(
@@ -864,27 +903,27 @@ void RaceCarPhysics()
                                        +
                                        '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
                                        );
-                       self.flags |= FL_ONGROUND;
+                       SET_ONGROUND(self);
                }
                else
                {
                        // now set angles_x so that the car points forward, but is tilted in velocity direction
-                       self.flags &= ~FL_ONGROUND;
+                       UNSET_ONGROUND(self);
                }
 
-               self.velocity = (neworigin - self.origin) * (1.0 / frametime);
+               self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
                self.movetype = MOVETYPE_NOCLIP;
        }
        else
        {
-               rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+               rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
                self.velocity = rigvel;
                self.movetype = MOVETYPE_FLY;
        }
 
        trace_fraction = 1;
        tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
-       if(trace_fraction != 1)
+       if (trace_fraction != 1)
        {
                self.angles = vectoangles2(
                                '1 0 0' * v_forward_x * trace_plane_normal_z
@@ -910,8 +949,8 @@ void RaceCarPhysics()
        // smooth the angles
        vector vf1, vu1, smoothangles;
        makevectors(self.angles);
-       f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
-       if(f == 0)
+       float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
+       if (f == 0)
                f = 1;
        vf1 = v_forward * f;
        vu1 = v_up * f;
@@ -932,59 +971,25 @@ void SpecialCommand()
 #ifdef TETRIS
        TetrisImpulse();
 #else
-       if(!CheatImpulse(99))
+       if (!CheatImpulse(99))
                print("A hollow voice says \"Plugh\".\n");
 #endif
 #endif
 }
 
-#ifdef SVQC
-float speedaward_speed;
-string speedaward_holder;
-string speedaward_uid;
-#endif
-void race_send_speedaward(float msg)
-{
-#ifdef SVQC
-       // send the best speed of the round
-       WriteByte(msg, SVC_TEMPENTITY);
-       WriteByte(msg, TE_CSQC_RACE);
-       WriteByte(msg, RACE_NET_SPEED_AWARD);
-       WriteInt24_t(msg, floor(speedaward_speed+0.5));
-       WriteString(msg, speedaward_holder);
-#endif
-}
-
-#ifdef SVQC
-float speedaward_alltimebest;
-string speedaward_alltimebest_holder;
-string speedaward_alltimebest_uid;
-#endif
-void race_send_speedaward_alltimebest(float msg)
-{
-#ifdef SVQC
-       // send the best speed
-       WriteByte(msg, SVC_TEMPENTITY);
-       WriteByte(msg, TE_CSQC_RACE);
-       WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
-       WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
-       WriteString(msg, speedaward_alltimebest_holder);
-#endif
-}
-
 float PM_check_keepaway(void)
 {
 #ifdef SVQC
        return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
 #else
-       return 0;
+       return 1;
 #endif
 }
 
 void PM_check_race_movetime(void)
 {
 #ifdef SVQC
-       self.race_movetime_frac += frametime;
+       self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
        float f = floor(self.race_movetime_frac);
        self.race_movetime_frac -= f;
        self.race_movetime_count += f;
@@ -996,37 +1001,37 @@ float PM_check_specialcommand(float buttons)
 {
 #ifdef SVQC
        string c;
-       if(!buttons)
+       if (!buttons)
                c = "x";
-       else if(buttons == 1)
+       else if (buttons == 1)
                c = "1";
-       else if(buttons == 2)
+       else if (buttons == 2)
                c = " ";
-       else if(buttons == 128)
+       else if (buttons == 128)
                c = "s";
-       else if(buttons == 256)
+       else if (buttons == 256)
                c = "w";
-       else if(buttons == 512)
+       else if (buttons == 512)
                c = "a";
-       else if(buttons == 1024)
+       else if (buttons == 1024)
                c = "d";
        else
                c = "?";
 
-       if(c == substring(specialcommand, self.specialcommand_pos, 1))
+       if (c == substring(specialcommand, self.specialcommand_pos, 1))
        {
                self.specialcommand_pos += 1;
-               if(self.specialcommand_pos >= strlen(specialcommand))
+               if (self.specialcommand_pos >= strlen(specialcommand))
                {
                        self.specialcommand_pos = 0;
                        SpecialCommand();
-                       return TRUE;
+                       return true;
                }
        }
-       else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
+       else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
                self.specialcommand_pos = 0;
 #endif
-       return FALSE;
+       return false;
 }
 
 void PM_check_nickspam(void)
@@ -1042,10 +1047,10 @@ void PM_check_nickspam(void)
 
                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!
                {
-                       self.angles_x = random() * 360;
-                       self.angles_y = random() * 360;
+                       self.v_angle_x = random() * 360;
+                       self.v_angle_y = random() * 360;
                        // at least I'm not forcing retardedview by also assigning to angles_z
-                       self.fixangle = TRUE;
+                       self.fixangle = true;
                }
        }
 #endif
@@ -1054,10 +1059,9 @@ void PM_check_nickspam(void)
 void PM_check_punch()
 {
 #ifdef SVQC
-       float f;
        if (self.punchangle != '0 0 0')
        {
-               f = vlen(self.punchangle) - 10 * frametime;
+               float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
                        self.punchangle = normalize(self.punchangle) * f;
                else
@@ -1066,7 +1070,7 @@ void PM_check_punch()
 
        if (self.punchvector != '0 0 0')
        {
-               f = vlen(self.punchvector) - 30 * frametime;
+               float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
                        self.punchvector = normalize(self.punchvector) * f;
                else
@@ -1078,69 +1082,97 @@ void PM_check_punch()
 void PM_check_spider(void)
 {
 #ifdef SVQC
-       if(time < self.spider_slowness)
-       {
-               self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
-               self.stat_sv_airspeedlimit_nonqw *= 0.5;
-       }
+       if (time >= self.spider_slowness)
+               return;
+       PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
+       PHYS_MAXAIRSPEED(self) *= 0.5;
+       PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
+       PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
 #endif
 }
 
+// predict frozen movement, as frozen players CAN move in some cases
 void PM_check_frozen(void)
 {
-#ifdef SVQC
-       if(!self.frozen)
+       if (!PHYS_FROZEN(self))
                return;
-       if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+       if (PHYS_DODGING_FROZEN
+#ifdef SVQC
+       && IS_REAL_CLIENT(self)
+#endif
+       )
        {
-               self.movement_x = bound(-5, self.movement_x, 5);
-               self.movement_y = bound(-5, self.movement_y, 5);
-               self.movement_z = bound(-5, self.movement_z, 5);
+               self.movement_x = bound(-5, self.movement.x, 5);
+               self.movement_y = bound(-5, self.movement.y, 5);
+               self.movement_z = bound(-5, self.movement.z, 5);
        }
        else
                self.movement = '0 0 0';
-       self.disableclientprediction = 1;
 
        vector midpoint = ((self.absmin + self.absmax) * 0.5);
-       if(pointcontents(midpoint) == CONTENT_WATER)
+       if (pointcontents(midpoint) == CONTENT_WATER)
        {
                self.velocity = self.velocity * 0.5;
 
-               if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+               if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
                        self.velocity_z = 200;
        }
-#endif
 }
 
-void PM_check_blocked(void)
+void PM_check_hitground()
 {
 #ifdef SVQC
-       if(self.player_blocked)
+       if (IS_ONGROUND(self))
+       if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
+       if (self.wasFlying)
        {
-               self.movement = '0 0 0';
-               self.disableclientprediction = 1;
+               self.wasFlying = 0;
+               if (self.waterlevel < WATERLEVEL_SWIMMING)
+               if (time >= self.ladder_time)
+               if (!self.hook)
+               {
+                       self.nextstep = time + 0.3 + random() * 0.1;
+                       trace_dphitq3surfaceflags = 0;
+                       tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+                       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
+                       {
+                               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+                                       GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+                               else
+                                       GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+                       }
+               }
        }
 #endif
 }
 
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+       if (!self.player_blocked)
+               return;
+       self.movement = '0 0 0';
+       self.disableclientprediction = 1;
+#endif
+}
+
 #ifdef SVQC
 float speedaward_lastsent;
 float speedaward_lastupdate;
-string GetMapname(void);
 #endif
 void PM_check_race(void)
 {
 #ifdef SVQC
-       if not(g_cts || g_race)
+       if(!(g_cts || g_race))
                return;
-       if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+       if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
        {
                speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
                speedaward_holder = self.netname;
                speedaward_uid = self.crypto_idfp;
                speedaward_lastupdate = time;
        }
-       if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+       if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
        {
                string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
                race_send_speedaward(MSG_ALL);
@@ -1161,91 +1193,150 @@ void PM_check_race(void)
 void PM_check_vortex(void)
 {
 #ifdef SVQC
-       float xyspeed;
-       xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
-       if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+       // WEAPONTODO
+       float xyspeed = vlen(vec2(self.velocity));
+       if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
        {
                // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
-               xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
-               float f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+               xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
+               float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
                // add the extra charge
-               self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
        }
 #endif
 }
 
 void PM_fly(float maxspd_mod)
 {
-#ifdef SVQC
        // noclipping or flying
-       self.flags &= ~FL_ONGROUND;
+       UNSET_ONGROUND(self);
 
-       self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
        makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+       vector wishvel = v_forward * self.movement.x
+                                       + v_right * self.movement.y
+                                       + '0 0 1' * self.movement.z;
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
        if (time >= self.teleport_time)
-               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
 #endif
+               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move();
 }
 
 void PM_swim(float maxspd_mod)
 {
-#ifdef SVQC
        // swimming
-       self.flags &= ~FL_ONGROUND;
-
+       UNSET_ONGROUND(self);
+
+       float jump = PHYS_INPUT_BUTTON_JUMP(self);
+       // water jump only in certain situations
+       // this mimics quakeworld code
+       if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+       {
+               vector yawangles = '0 1 0' * self.v_angle.y;
+               makevectors(yawangles);
+               vector forward = v_forward;
+               vector spot = self.origin + 24 * forward;
+               spot_z += 8;
+               traceline(spot, spot, MOVE_NOMONSTERS, self);
+               if (trace_startsolid)
+               {
+                       spot_z += 24;
+                       traceline(spot, spot, MOVE_NOMONSTERS, self);
+                       if (!trace_startsolid)
+                       {
+                               self.velocity = forward * 50;
+                               self.velocity_z = 310;
+                               pmove_waterjumptime = 2;
+                               UNSET_ONGROUND(self);
+                               SET_JUMP_HELD(self);
+                       }
+               }
+       }
        makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+       vector wishvel = v_forward * self.movement.x
+                                       + v_right * self.movement.y
+                                       + '0 0 1' * self.movement.z;
        if (wishvel == '0 0 0')
                wishvel = '0 0 -60'; // drift towards bottom
 
        vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-       wishspeed = wishspeed * 0.7;
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
 
-       // water friction
-       self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+       if (IS_DUCKED(self))
+       wishspeed *= 0.5;
 
-       // water acceleration
-       PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+//     if (pmove_waterjumptime <= 0) // TODO: use
+    {
+               // water friction
+               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+               f = min(max(0, f), 1);
+               self.velocity *= f;
+
+               f = wishspeed - self.velocity * wishdir;
+               if (f > 0)
+               {
+                       float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+                       self.velocity += accelspeed * wishdir;
+               }
+
+               // holding jump button swims upward slowly
+               if (jump)
+               {
+#if 0
+                       if (self.watertype & CONTENT_LAVA)
+                               self.velocity_z =  50;
+                       else if (self.watertype & CONTENT_SLIME)
+                               self.velocity_z =  80;
+                       else
+                       {
+                               if (IS_NEXUIZ_DERIVED(gamemode))
+#endif
+                                       self.velocity_z = 200;
+#if 0
+                               else
+                                       self.velocity_z = 100;
+                       }
 #endif
+               }
+       }
+       // water acceleration
+       PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move();
 }
 
 void PM_ladder(float maxspd_mod)
 {
-#ifdef SVQC
        // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-       self.flags &= ~FL_ONGROUND;
+       UNSET_ONGROUND(self);
 
        float g;
-       g = autocvar_sv_gravity * frametime;
-       if(self.gravity)
-               g *= self.gravity;
-       if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
+       g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
+       if (PHYS_ENTGRAVITY(self))
+               g *= PHYS_ENTGRAVITY(self);
+       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
        {
                g *= 0.5;
                self.velocity_z += g;
        }
 
-       self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
        makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
+       vector wishvel = v_forward * self.movement_x
+                                       + v_right * self.movement_y
+                                       + '0 0 1' * self.movement_z;
        self.velocity_z += g;
        if (self.ladder_entity.classname == "func_water")
        {
                float f = vlen(wishvel);
                if (f > self.ladder_entity.speed)
-                       wishvel = wishvel * (self.ladder_entity.speed / f);
+                       wishvel *= (self.ladder_entity.speed / f);
 
                self.watertype = self.ladder_entity.skin;
                f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
@@ -1263,46 +1354,42 @@ void PM_ladder(float maxspd_mod)
        }
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+#ifdef SVQC
        if (time >= self.teleport_time)
-       {
-               // water acceleration
-               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-       }
 #endif
+               // water acceleration
+               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move();
 }
 
 void PM_jetpack(float maxspd_mod)
 {
-#ifdef SVQC
-       //makevectors(self.v_angle_y * '0 1 0');
+       //makevectors(self.v_angle.y * '0 1 0');
        makevectors(self.v_angle);
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+       vector wishvel = v_forward * self.movement_x
+                                       + v_right * self.movement_y;
        // add remaining speed as Z component
-       float maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
+       float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
        // fix speedhacks :P
-       wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
+       wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
        // add the unused velocity as up component
        wishvel_z = 0;
 
-       // if(self.BUTTON_JUMP)
+       // if (self.BUTTON_JUMP)
                wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
 
        // it is now normalized, so...
-       float a_side, a_up, a_add, a_diff;
-       a_side = autocvar_g_jetpack_acceleration_side;
-       a_up = autocvar_g_jetpack_acceleration_up;
-       a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
+       float a_side = PHYS_JETPACK_ACCEL_SIDE;
+       float a_up = PHYS_JETPACK_ACCEL_UP;
+       float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
 
        wishvel_x *= a_side;
        wishvel_y *= a_side;
        wishvel_z *= a_up;
        wishvel_z += a_add;
 
-       float best;
-       best = 0;
+       float best = 0;
        //////////////////////////////////////////////////////////////////////////////////////
        // finding the maximum over all vectors of above form
        // with wishvel having an absolute value of 1
@@ -1312,12 +1399,12 @@ void PM_jetpack(float maxspd_mod)
        // for z in the range from -1 to 1
        //////////////////////////////////////////////////////////////////////////////////////
        // maximum is EITHER attained at the single extreme point:
-       a_diff = a_side * a_side - a_up * a_up;
+       float a_diff = a_side * a_side - a_up * a_up;
        float f;
-       if(a_diff != 0)
+       if (a_diff != 0)
        {
                f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
-               if(f > -1 && f < 1) // can it be attained?
+               if (f > -1 && f < 1) // can it be attained?
                {
                        best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
                        //print("middle\n");
@@ -1325,14 +1412,14 @@ void PM_jetpack(float maxspd_mod)
        }
        // OR attained at z = 1:
        f = (a_up + a_add) * (a_up + a_add);
-       if(f > best)
+       if (f > best)
        {
                best = f;
                //print("top\n");
        }
        // OR attained at z = -1:
        f = (a_up - a_add) * (a_up - a_add);
-       if(f > best)
+       if (f > best)
        {
                best = f;
                //print("bottom\n");
@@ -1343,21 +1430,21 @@ void PM_jetpack(float maxspd_mod)
        //print("best possible acceleration: ", ftos(best), "\n");
 
        float fxy, fz;
-       fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
-       if(wishvel_z - autocvar_sv_gravity > 0)
-               fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+       fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+       if (wishvel_z - PHYS_GRAVITY > 0)
+               fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
        else
-               fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+               fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 
        float fvel;
        fvel = vlen(wishvel);
        wishvel_x *= fxy;
        wishvel_y *= fxy;
-       wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
+       wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
 
        fvel = min(1, vlen(wishvel) / best);
-       if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
-               f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
+       if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
+               f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
        else
                f = 1;
 
@@ -1365,414 +1452,256 @@ void PM_jetpack(float maxspd_mod)
 
        if (f > 0 && wishvel != '0 0 0')
        {
-               self.velocity = self.velocity + wishvel * f * frametime;
-               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                       self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
-               self.flags &= ~FL_ONGROUND;
-               self.items |= IT_USING_JETPACK;
+               self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+               UNSET_ONGROUND(self);
+
+#ifdef SVQC
+               if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
+                       self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+
+               ITEMS_STAT(self) |= IT_USING_JETPACK;
 
                // jetpack also inhibits health regeneration, but only for 1 second
                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+#endif
        }
+
+#ifdef CSQC
+       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+               self.velocity_z -= g * 0.5;
+       else
+               self.velocity_z -= g;
+       PM_ClientMovement_Move();
+       if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+                       self.velocity_z -= g * 0.5;
 #endif
 }
 
 void PM_walk(float buttons_prev, float maxspd_mod)
 {
-#ifdef SVQC
-       // we get here if we ran out of ammo
-       if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-
-       // walking
-       makevectors(self.v_angle_y * '0 1 0');
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-
-       if(!(self.lastflags & FL_ONGROUND))
+       if (!WAS_ONGROUND(self))
        {
-               if(autocvar_speedmeter)
+#ifdef SVQC
+               if (autocvar_speedmeter)
                        dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
-               if(self.lastground < time - 0.3)
-                       self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
-               if(self.jumppadcount > 1)
+#endif
+               if (self.lastground < time - 0.3)
+                       self.velocity *= (1 - PHYS_FRICTION_ONLAND);
+#ifdef SVQC
+               if (self.jumppadcount > 1)
                        dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
                self.jumppadcount = 0;
+#endif
        }
 
-#ifdef LETS_TEST_FTEQCC
-       if(self.velocity_x || self.velocity_y)
-       {
-               // good
-       }
-       else
-       {
-               if(self.velocity_x)
-                       checkclient();
-               if(self.velocity_y)
-                       checkclient();
-       }
-#endif
+       // walking
+       makevectors(self.v_angle.y * '0 1 0');
+       vector wishvel = v_forward * self.movement.x
+                                       + v_right * self.movement.y;
+       // acceleration
+       vector wishdir = normalize(wishvel);
+       float wishspeed = vlen(wishvel);
 
-       vector v = self.velocity;
-       v_z = 0;
-       float f = vlen(v);
-       if(f > 0)
-       {
-               if (f < autocvar_sv_stopspeed)
-                       f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
-               else
-                       f = 1 - frametime * autocvar_sv_friction;
-               if (f > 0)
-                       self.velocity = self.velocity * f;
+       wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
+       if (IS_DUCKED(self))
+               wishspeed *= 0.5;
+
+       // apply edge friction
+       float f = vlen(vec2(self.velocity));
+       if (f > 0)
+       {
+               float realfriction;
+               trace_dphitq3surfaceflags = 0;
+               tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+               // TODO: apply edge friction
+               // apply ground friction
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+                       realfriction = PHYS_FRICTION_SLICK;
                else
-                       self.velocity = '0 0 0';
+                       realfriction = PHYS_FRICTION;
+
+               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+               f = max(0, f);
+               self.velocity *= f;
                /*
                   Mathematical analysis time!
 
                   Our goal is to invert this mess.
 
                   For the two cases we get:
-                       v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
-                         = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
-                       v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
+                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
                   and
-                       v = v0 * (1 - frametime * autocvar_sv_friction)
-                       v0 = v / (1 - frametime * autocvar_sv_friction)
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
 
                   These cases would be chosen ONLY if:
-                       v0 < autocvar_sv_stopspeed
-                       v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
-                       v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+                       v0 < PHYS_STOPSPEED
+                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
+                       v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
                   and, respectively:
-                       v0 >= autocvar_sv_stopspeed
-                       v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
-                       v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+                       v0 >= PHYS_STOPSPEED
+                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
+                       v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
                 */
        }
-
-       // acceleration
-       vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-       if (self.crouch)
-               wishspeed = wishspeed * 0.5;
-       if (time >= self.teleport_time)
-               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-#endif
+       float addspeed = wishspeed - self.velocity * wishdir;
+       if (addspeed > 0)
+       {
+               float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+               self.velocity += accelspeed * wishdir;
+       }
+       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+       if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+               self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+       if (self.velocity * self.velocity)
+               PM_ClientMovement_Move();
+       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+               if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+                       self.velocity_z -= g * 0.5;
 }
 
 void PM_air(float buttons_prev, float maxspd_mod)
 {
-#ifdef SVQC
-       float wishspeed0;
-       // we get here if we ran out of ammo
-       if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-
-       float maxairspd, airaccel;
-       if(maxspd_mod < 1)
-       {
-               maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
-               airaccel = autocvar_sv_airaccelerate*maxspd_mod;
-       }
-       else
-       {
-               maxairspd = autocvar_sv_maxairspeed;
-               airaccel = autocvar_sv_airaccelerate;
-       }
-       // airborn
-       makevectors(self.v_angle_y * '0 1 0');
-       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+       makevectors(self.v_angle.y * '0 1 0');
+       vector wishvel = v_forward * self.movement.x
+                                       + v_right * self.movement.y;
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = wishspeed0 = vlen(wishvel);
-       if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
-               wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
-       if (wishspeed > maxairspd)
-               wishspeed = maxairspd;
-       if (self.crouch)
-               wishspeed = wishspeed * 0.5;
+       float wishspeed = vlen(wishvel);
+
+#ifdef SVQC
        if (time >= self.teleport_time)
+#else
+       if (pmove_waterjumptime <= 0)
+#endif
        {
-               float accelerating;
-               float wishspeed2;
-               float airaccelqw;
-               float strafity;
+               float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+
+               // apply air speed limit
+               float airaccelqw = PHYS_AIRACCEL_QW(self);
+               float wishspeed0 = wishspeed;
+               wishspeed = min(wishspeed, maxairspd);
+               if (IS_DUCKED(self))
+                       wishspeed *= 0.5;
+               float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
 
-               airaccelqw = self.stat_sv_airaccel_qw;
-               accelerating = (self.velocity * wishdir > 0);
-               wishspeed2 = wishspeed;
+               float accelerating = (self.velocity * wishdir > 0);
+               float wishspeed2 = wishspeed;
 
-               // CPM
-               if(autocvar_sv_airstopaccelerate)
+               // CPM: air control
+               if (PHYS_AIRSTOPACCELERATE)
                {
-                       vector curdir;
-                       curdir = self.velocity;
-                       curdir_z = 0;
-                       curdir = normalize(curdir);
-                       airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+                       vector curdir = normalize(vec2(self.velocity));
+                       airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
                }
                // note that for straight forward jumping:
-               // step = accel * frametime * wishspeed0;
+               // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
                // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
                // -->
                // dv/dt = accel * maxspeed (when slow)
                // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
                // log dv/dt = logaccel + logmaxspeed (when slow)
                // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-               strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
-               if(autocvar_sv_maxairstrafespeed)
-                       wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
-               if(autocvar_sv_airstrafeaccelerate)
-                       airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
-               if(self.stat_sv_airstrafeaccel_qw)
-                       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));
+               float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
+               if (PHYS_MAXAIRSTRAFESPEED)
+                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
+               if (PHYS_AIRSTRAFEACCELERATE(self))
+                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
+               if (PHYS_AIRSTRAFEACCEL_QW(self))
+                       airaccelqw =
+               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+               *
+               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
                // !CPM
 
-               if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
-                       PM_AirAccelerate(self, wishdir, wishspeed);
+               if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
+                       PM_AirAccelerate(wishdir, wishspeed2);
                else
-                       PM_Accelerate(self, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
+                       PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
 
-               if(autocvar_sv_aircontrol)
-                       CPM_PM_Aircontrol(self, wishdir, wishspeed2);
+               if (PHYS_AIRCONTROL)
+                       CPM_PM_Aircontrol(wishdir, wishspeed2);
        }
-#endif
+       float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+               self.velocity_z -= g * 0.5;
+       else
+               self.velocity_z -= g;
+       PM_ClientMovement_Move();
+       if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+                       self.velocity_z -= g * 0.5;
 }
 
-// TODO: merge this with main physics frame
-void CSQC_ClientMovement_Physics_Walk(entity s)
+// used for calculating airshots
+bool IsFlying(entity a)
 {
-       float friction;
-       float wishspeed;
-       float addspeed;
-       float accelspeed;
-       float f;
-       float g;
-       vector wishvel;
-       vector wishdir;
-       vector yawangles;
-
-       // jump if on ground with jump button pressed but only if it has been
-       // released at least once since the last jump
-       if (PHYS_INPUT_BUTTONS(s) & 2)
-       {
-               if (IS_ONGROUND(s) && (!IS_JUMP_HELD(s) || !cvar("cl_movement_track_canjump")))
-               {
-                       s.velocity_z += PHYS_JUMPVELOCITY;
-                       UNSET_ONGROUND(s);
-                       SET_JUMP_HELD(s); // canjump = false
-               }
-       }
-       else
-               UNSET_JUMP_HELD(s); // canjump = true
-
-       // calculate movement vector
-       yawangles = '0 0 0';
-       yawangles_y = PHYS_INPUT_ANGLES(s)_y;
-       makevectors(yawangles);
-       wishvel = PHYS_INPUT_MOVEVALUES(s)_x * v_forward + PHYS_INPUT_MOVEVALUES(s)_y * v_right;
-
-       // split wishvel into wishspeed and wishdir
-       wishspeed = vlen(wishvel);
-       if (wishspeed)
-               wishdir = wishvel / wishspeed;
-       else
-               wishdir = '0 0 0';
-       // check if onground
-       if (IS_ONGROUND(s))
-       {
-               wishspeed = min(wishspeed, PHYS_MAXSPEED(s));
-               if (IS_DUCKED(s))
-                       wishspeed *= 0.5;
-
-               // apply edge friction
-               f = sqrt(s.velocity_x * s.velocity_x + s.velocity_y * s.velocity_y);
-               if (f > 0)
-               {
-                       friction = PHYS_FRICTION;
-                       if (PHYS_EDGEFRICTION != 1)
-                       {
-                               vector neworigin2;
-                               vector neworigin3;
-                               // note: QW uses the full player box for the trace, and yet still
-                               // uses s.origin_z + s.mins_z, which is clearly an bug, but
-                               // this mimics it for compatibility
-                               neworigin2 = s.origin;
-                               neworigin2_x += s.velocity_x*(16/f);
-                               neworigin2_y += s.velocity_y*(16/f);
-                               neworigin2_z += s.mins_z;
-                               neworigin3 = neworigin2;
-                               neworigin3_z -= 34;
-                               traceline(neworigin2, neworigin3, MOVE_NORMAL, s);
-                               if (trace_fraction == 1 && !trace_startsolid)
-                                       friction *= PHYS_EDGEFRICTION;
-                       }
-                       // apply ground friction
-                       f = 1 - PHYS_INPUT_TIMELENGTH * friction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
-                       f = max(f, 0);
-                       s.velocity *= f;
-               }
-               addspeed = wishspeed - dotproduct(s.velocity, wishdir);
-               if (addspeed > 0)
-               {
-                       accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
-                       s.velocity += accelspeed * wishdir;
-               }
-               g = PHYS_GRAVITY * PHYS_ENTGRAVITY(s) * PHYS_INPUT_TIMELENGTH;
-               if(!(GAMEPLAYFIX_NOGRAVITYONGROUND))
-               {
-                       if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               s.velocity_z -= g * 0.5;
-                       else
-                               s.velocity_z -= g;
-               }
-               if (VLEN2(s.velocity))
-                       CSQC_ClientMovement_Move(s);
-               if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(s))
-               {
-                       if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               s.velocity_z -= g * 0.5;
-               }
-       }
-       else
-       {
-               if (pmove_waterjumptime <= 0)
-               {
-                       // apply air speed limit
-                       float accel, wishspeed0, wishspeed2, accelqw, strafity;
-                       float accelerating;
-
-                       accelqw = PHYS_AIRACCEL_QW;
-                       wishspeed0 = wishspeed;
-                       wishspeed = min(wishspeed, PHYS_MAXAIRSPEED);
-                       if (IS_DUCKED(s))
-                               wishspeed *= 0.5;
-                       accel = PHYS_AIRACCELERATE;
-
-                       accelerating = (dotproduct(s.velocity, wishdir) > 0);
-                       wishspeed2 = wishspeed;
-
-                       // CPM: air control
-                       if(PHYS_AIRSTOPACCELERATE != 0)
-                       {
-                               vector curdir;
-                               curdir_x = s.velocity_x;
-                               curdir_y = s.velocity_y;
-                               curdir_z = 0;
-                               curdir = normalize(curdir);
-                               accel = accel + (PHYS_AIRSTOPACCELERATE - accel) * max(0, -dotproduct(curdir, wishdir));
-                       }
-                       strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(s), +90); // if one is nonzero, other is always zero
-                       if(PHYS_MAXAIRSTRAFESPEED)
-                               wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED, strafity, PHYS_MAXAIRSTRAFESPEED));
-                       if(PHYS_AIRSTRAFEACCELERATE)
-                               accel = GeomLerp(PHYS_AIRACCELERATE, strafity, PHYS_AIRSTRAFEACCELERATE);
-                       if(PHYS_AIRSTRAFEACCEL_QW)
-                               accelqw =
-                                       (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW : PHYS_AIRACCEL_QW) >= 0) ? +1 : -1)
-                                       *
-                                       (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW)));
-                       // !CPM
-
-                       if(PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(s)_y == 0 && PHYS_INPUT_MOVEVALUES(s)_x != 0)
-                               PM_AirAccelerate(s, wishdir, wishspeed2);
-                       else
-                               PM_Accelerate(s, wishdir, wishspeed, wishspeed0, accel, accelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR, PHYS_AIRACCEL_SIDEWAYS_FRICTION / PHYS_MAXAIRSPEED, PHYS_AIRSPEEDLIMIT_NONQW);
-
-                       if(PHYS_AIRCONTROL)
-                               CPM_PM_Aircontrol(s, wishdir, wishspeed2);
-               }
-               g = PHYS_GRAVITY * PHYS_ENTGRAVITY(s) * PHYS_INPUT_TIMELENGTH;
-               if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       s.velocity_z -= g * 0.5;
-               else
-                       s.velocity_z -= g;
-               CSQC_ClientMovement_Move(s);
-               if(!(GAMEPLAYFIX_NOGRAVITYONGROUND) || !IS_ONGROUND(s))
-               {
-                       if(GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               s.velocity_z -= g * 0.5;
-               }
-       }
+       if(IS_ONGROUND(a))
+               return false;
+       if(a.waterlevel >= WATERLEVEL_SWIMMING)
+               return false;
+       traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+       if(trace_fraction < 1)
+               return false;
+       return true;
 }
 
-// TODO: merge this with main physics frame
-void CSQC_ClientMovement_Physics_Swim(entity s)
+void PM_Main()
 {
-       // swimming
-       self.flags &= ~FL_ONGROUND;
+       int buttons = PHYS_INPUT_BUTTON_MASK(self);
+#ifdef CSQC
+       self.items = getstati(STAT_ITEMS, 0, 24);
 
-       makevectors(PHYS_INPUT_ANGLES(s));
-       //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-       vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(s)_x + v_right * PHYS_INPUT_MOVEVALUES(s)_y + '0 0 1' * PHYS_INPUT_MOVEVALUES(s)_z;
-       if (wishvel == '0 0 0')
-               wishvel = '0 0 -60'; // drift towards bottom
+       self.movement = PHYS_INPUT_MOVEVALUES(self);
 
-       vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       if (wishspeed > PHYS_MAXSPEED(s))
-               wishspeed = PHYS_MAXSPEED(s);
-       wishspeed = wishspeed * 0.7;
-
-       // water friction
-       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+       vector oldv_angle = self.v_angle;
+       vector oldangles = self.angles; // we need to save these, as they're abused by other code
+       self.v_angle = PHYS_INPUT_ANGLES(self);
+       self.angles = PHYS_WORLD_ANGLES(self);
 
-       // water acceleration
-       PM_Accelerate(s, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE, 1, 0, 0, 0);
-}
-
-void PM_Main(entity s)
-{
-#ifdef CSQC
-       //Con_Printf(" %f", frametime);
-       if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
-               UNSET_JUMP_HELD(s); // canjump = true
+       self.team = myteam + 1; // is this correct?
+       if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
+               UNSET_JUMP_HELD(self); // canjump = true
        pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
-       CSQC_ClientMovement_UpdateStatus(s);
+
+       PM_ClientMovement_UpdateStatus(true);
 #endif
-#ifdef SVQC
-       float maxspd_mod, buttons;
-       float buttons_prev;
-       float not_allowed_to_move;
+       
 
+#ifdef SVQC
        WarpZone_PlayerPhysics_FixVAngle();
+#endif
+       float maxspeed_mod = 1;
+       maxspeed_mod *= PM_check_keepaway();
+       maxspeed_mod *= PHYS_HIGHSPEED;
 
-       maxspd_mod = 1;
-       maxspd_mod *= PM_check_keepaway();
-       maxspd_mod *= autocvar_g_movement_highspeed;
-
-       // fix physics stats for g_movement_highspeed
-       // TODO maybe rather use maxairspeed? needs testing
-       self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
-       if(autocvar_sv_airstrafeaccel_qw)
-               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
-       else
-               self.stat_sv_airstrafeaccel_qw = 0;
-       self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
-       self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
-       self.stat_movement_highspeed = autocvar_g_movement_highspeed;
+#ifdef SVQC
+       Physics_UpdateStats(maxspeed_mod);
 
-    if(self.PlayerPhysplug)
-        if(self.PlayerPhysplug())
-            return;
+       if (self.PlayerPhysplug)
+               if (self.PlayerPhysplug())
+                       return;
+#endif
 
        PM_check_race_movetime();
-
+#ifdef SVQC
        anticheat_physics();
-
-       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);
+#endif
 
        if (PM_check_specialcommand(buttons))
                return;
-
-       if(sv_maxidle > 0)
+#ifdef SVQC
+       if (sv_maxidle > 0)
        {
-               if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+               if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
                        self.parm_idlesince = time;
        }
-       buttons_prev = self.buttons_old;
+#endif
+       int buttons_prev = self.buttons_old;
        self.buttons_old = buttons;
        self.movement_old = self.movement;
        self.v_angle_old = self.v_angle;
@@ -1780,140 +1709,156 @@ void PM_Main(entity s)
        PM_check_nickspam();
 
        PM_check_punch();
-
+#ifdef SVQC
        if (IS_BOT_CLIENT(self))
        {
-               if(playerdemo_read())
+               if (playerdemo_read())
                        return;
                bot_think();
        }
 
-       self.items &= ~IT_USING_JETPACK;
-
-       if(IS_PLAYER(self))
+       if (IS_PLAYER(self))
+#endif
        {
-               if(self.race_penalty)
-                       if(time > self.race_penalty)
+#ifdef SVQC
+               if (self.race_penalty)
+                       if (time > self.race_penalty)
                                self.race_penalty = 0;
+#endif
 
-               not_allowed_to_move = 0;
-               if(self.race_penalty)
-                       not_allowed_to_move = 1;
-               if(!autocvar_sv_ready_restart_after_countdown)
-               if(time < game_starttime)
-                       not_allowed_to_move = 1;
+               bool not_allowed_to_move = false;
+#ifdef SVQC
+               if (self.race_penalty)
+                       not_allowed_to_move = true;
+#endif
+#ifdef SVQC
+               if (time < game_starttime)
+                       not_allowed_to_move = true;
+#endif
 
-               if(not_allowed_to_move)
+               if (not_allowed_to_move)
                {
                        self.velocity = '0 0 0';
                        self.movetype = MOVETYPE_NONE;
+#ifdef SVQC
                        self.disableclientprediction = 2;
+#endif
                }
-               else if(self.disableclientprediction == 2)
+#ifdef SVQC
+               else if (self.disableclientprediction == 2)
                {
-                       if(self.movetype == MOVETYPE_NONE)
+                       if (self.movetype == MOVETYPE_NONE)
                                self.movetype = MOVETYPE_WALK;
                        self.disableclientprediction = 0;
                }
+#endif
        }
 
+#ifdef SVQC
        if (self.movetype == MOVETYPE_NONE)
                return;
 
        // when we get here, disableclientprediction cannot be 2
        self.disableclientprediction = 0;
-       if(time < self.ladder_time)
-               self.disableclientprediction = 1;
+#endif
 
        PM_check_spider();
 
        PM_check_frozen();
 
-       MUTATOR_CALLHOOK(PlayerPhysics);
-
        PM_check_blocked();
 
-       maxspd_mod = 1;
+       maxspeed_mod = 1;
 
-       if(self.in_swamp) {
-               maxspd_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
-       }
+       if (self.in_swamp)
+               maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
 
        // conveyors: first fix velocity
-       if(self.conveyor.state)
+       if (self.conveyor.state)
                self.velocity -= self.conveyor.movedir;
 
+#ifdef SVQC
+       MUTATOR_CALLHOOK(PlayerPhysics);
+#endif
+#ifdef CSQC
+       PM_multijump();
+#endif
+
+//     float forcedodge = 1;
+//     if(forcedodge) {
+//#ifdef CSQC
+//             PM_dodging_checkpressedkeys();
+//#endif
+//             PM_dodging();
+//             PM_ClientMovement_Move();
+//             return;
+//     }
+
+#ifdef SVQC
        if (!IS_PLAYER(self))
        {
-               maxspd_mod *= autocvar_sv_spectator_speed_multiplier;
-               if(!self.spectatorspeed)
-                       self.spectatorspeed = maxspd_mod;
-               if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+               maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
+               if (!self.spectatorspeed)
+                       self.spectatorspeed = maxspeed_mod;
+               if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
                {
-                       if(self.lastclassname != "player")
+                       if (self.lastclassname != "player")
                        {
-                               if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
+                               if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
                                        self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
-                               else if(self.impulse == 11)
-                                       self.spectatorspeed = maxspd_mod;
-                               else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
+                               else if (self.impulse == 11)
+                                       self.spectatorspeed = maxspeed_mod;
+                               else if (self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
                                        self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
-                               else if(self.impulse >= 1 && self.impulse <= 9)
+                               else if (self.impulse >= 1 && self.impulse <= 9)
                                        self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
                        } // otherwise just clear
                        self.impulse = 0;
                }
-               maxspd_mod *= self.spectatorspeed;
+               maxspeed_mod = self.spectatorspeed;
        }
 
-       // if dead, behave differently
-       if (self.deadflag)
-               goto end;
-
-       if (!self.fixangle && !g_bugrigs)
+       float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
+       if(self.speed != spd)
        {
-               self.angles_x = 0;
-               self.angles_y = self.v_angle_y;
-               self.angles_z = 0;
+               self.speed = spd;
+               string temps = ftos(spd);
+               stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
        }
+#endif
 
-       if(self.flags & FL_ONGROUND)
-       if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
-       if(self.wasFlying)
+       if(PHYS_DEAD(self))
        {
-               self.wasFlying = 0;
-
-               if(self.waterlevel < WATERLEVEL_SWIMMING)
-               if(time >= self.ladder_time)
-               if (!self.hook)
+               // handle water here
+               vector midpoint = ((self.absmin + self.absmax) * 0.5);
+               if(pointcontents(midpoint) == CONTENT_WATER)
                {
-                       self.nextstep = time + 0.3 + random() * 0.1;
-                       trace_dphitq3surfaceflags = 0;
-                       tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
-                       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
-                       {
-                               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
-                                       GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-                               else
-                                       GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-                       }
+                       self.velocity = self.velocity * 0.5;
+
+                       // do we want this?
+                       //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
+                               //{ self.velocity_z = 70; }
                }
+               goto end;
        }
 
+#ifdef SVQC
+       if (!self.fixangle && !g_bugrigs)
+               self.angles = '0 1 0' * self.v_angle.y;
+#endif
+
+       PM_check_hitground();
+
        if(IsFlying(self))
                self.wasFlying = 1;
 
-       if(IS_PLAYER(self))
+       if (IS_PLAYER(self))
                CheckPlayerJump();
-#endif
-#ifdef CSQC
-       if (s.waterlevel >= WATERLEVEL_SWIMMING)
-               CSQC_ClientMovement_Physics_Swim(s);
-       else
-               CSQC_ClientMovement_Physics_Walk(s);
-#endif
-#ifdef SVQC
-       if (self.flags & FL_WATERJUMP )
+
+       if (self.flags & FL_WATERJUMP)
        {
                self.velocity_x = self.movedir_x;
                self.velocity_y = self.movedir_y;
@@ -1923,42 +1868,38 @@ void PM_Main(entity s)
                        self.teleport_time = 0;
                }
        }
+
+#ifdef SVQC
        else if (g_bugrigs && IS_PLAYER(self))
-       {
                RaceCarPhysics();
-       }
-       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
-       {
-               PM_fly(maxspd_mod);
-       }
+#endif
+
+       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS(self) & BUFF_FLIGHT))
+               PM_fly(maxspeed_mod);
+
        else if (self.waterlevel >= WATERLEVEL_SWIMMING)
-       {
-               PM_swim(maxspd_mod);
-       }
+               PM_swim(maxspeed_mod);
+
        else if (time < self.ladder_time)
-       {
-               PM_ladder(maxspd_mod);
-       }
-       else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
-       {
-               PM_jetpack(maxspd_mod);
-       }
-       else if (self.flags & FL_ONGROUND)
-       {
-               PM_walk(buttons_prev, maxspd_mod);
-       }
+               PM_ladder(maxspeed_mod);
+
+       else if (ITEMS_STAT(self) & IT_USING_JETPACK)
+               PM_jetpack(maxspeed_mod);
+
+       else if (IS_ONGROUND(self))
+               PM_walk(buttons_prev, maxspeed_mod);
+
        else
-       {
-               PM_air(buttons_prev, maxspd_mod);
-       }
-#endif
+               PM_air(buttons_prev, maxspeed_mod);
+
 #ifdef SVQC
-       if(!IS_OBSERVER(self))
+       if (!IS_OBSERVER(self))
                PM_check_race();
-
+#endif
        PM_check_vortex();
+
 :end
-       if(self.flags & FL_ONGROUND)
+       if (IS_ONGROUND(self))
                self.lastground = time;
 
        // conveyors: then break velocity again
@@ -1966,88 +1907,27 @@ void PM_Main(entity s)
                self.velocity += self.conveyor.movedir;
 
        self.lastflags = self.flags;
+
        self.lastclassname = self.classname;
-#endif
-}
 
-void CSQC_ClientMovement_PlayerMove_Frame(entity s)
-{
-       // if a move is more than 50ms, do it as two moves (matching qwsv)
-       //Con_Printf("%i ", s.cmd.msec);
-       if(PHYS_INPUT_TIMELENGTH > 0.0005)
-       {
-               if (PHYS_INPUT_TIMELENGTH > 0.05)
-               {
-                       PHYS_INPUT_TIMELENGTH /= 2;
-                       PM_Main(s);
-               }
-               PM_Main(s);
-       }
-       else
-       {
-               // we REALLY need this handling to happen, even if the move is not executed
-               if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
-                       UNSET_JUMP_HELD(s); // canjump = true
-       }
+#ifdef CSQC
+       self.v_angle = oldv_angle;
+       self.angles = oldangles;
+#endif
 }
 
-#undef VLEN2
-
-#undef PHYS_INPUT_ANGLES
-#undef PHYS_INPUT_BUTTONS
-
-#undef PHYS_INPUT_TIMELENGTH
-
-#undef PHYS_INPUT_MOVEVALUES
-
-#undef GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE
-#undef GAMEPLAYFIX_NOGRAVITYONGROUND
-#undef GAMEPLAYFIX_Q2AIRACCELERATE
-
-#undef IS_DUCKED
-#undef SET_DUCKED
-#undef UNSET_DUCKED
-
-#undef IS_JUMP_HELD
-#undef SET_JUMP_HELD
-#undef UNSET_JUMP_HELD
-
-#undef IS_ONGROUND
-#undef SET_ONGROUND
-#undef UNSET_ONGROUND
-
-#undef PHYS_ACCELERATE
-#undef PHYS_AIRACCEL_QW
-#undef PHYS_AIRACCEL_QW_STRETCHFACTOR
-#undef PHYS_AIRACCEL_SIDEWAYS_FRICTION
-#undef PHYS_AIRACCELERATE
-#undef PHYS_AIRCONTROL
-#undef PHYS_AIRCONTROL_PENALTY
-#undef PHYS_AIRCONTROL_POWER
-#undef PHYS_AIRSPEEDLIMIT_NONQW
-#undef PHYS_AIRSTOPACCELERATE
-#undef PHYS_AIRSTRAFEACCEL_QW
-#undef PHYS_AIRSTRAFEACCELERATE
-#undef PHYS_EDGEFRICTION
-#undef PHYS_ENTGRAVITY
-#undef PHYS_FRICTION
-#undef PHYS_GRAVITY
-#undef PHYS_JUMPVELOCITY
-#undef PHYS_MAXAIRSPEED
-#undef PHYS_MAXAIRSTRAFESPEED
-#undef PHYS_MAXSPEED
-#undef PHYS_STEPHEIGHT
-#undef PHYS_STOPSPEED
-#undef PHYS_WARSOWBUNNY_ACCEL
-#undef PHYS_WARSOWBUNNY_BACKTOSIDERATIO
-#undef PHYS_WARSOWBUNNY_AIRFORWARDACCEL
-#undef PHYS_WARSOWBUNNY_TOPSPEED
-#undef PHYS_WARSOWBUNNY_TURNACCEL
-
 #ifdef SVQC
-// Entry point
 void SV_PlayerPhysics(void)
+#elif defined(CSQC)
+void CSQC_ClientMovement_PlayerMove_Frame(void)
+#endif
 {
-       PM_Main(self);
+       PM_Main();
+
+#ifdef CSQC
+       self.pmove_flags = 
+                       ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
+                       (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
+                       ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
+#endif
 }
-#endif
\ No newline at end of file