]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/player.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
index d010dfe6c7ee503c7f98b69878e4b6d43e178b47..1723584889fb1ce5619ec097a35b9e6ecbf68397 100644 (file)
@@ -39,6 +39,13 @@ void Physics_UpdateStats(entity this, float maxspd_mod)
        STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
        STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
 
+       STAT(PL_MIN, this) = autocvar_sv_player_mins;
+       STAT(PL_MAX, this) = autocvar_sv_player_maxs;
+       STAT(PL_VIEW_OFS, this) = autocvar_sv_player_viewoffset;
+       STAT(PL_CROUCH_MIN, this) = autocvar_sv_player_crouch_mins;
+       STAT(PL_CROUCH_MAX, this) = autocvar_sv_player_crouch_maxs;
+       STAT(PL_CROUCH_VIEW_OFS, this) = autocvar_sv_player_crouch_viewoffset;
+
        // old stats
        // fix some new settings
        STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
@@ -49,6 +56,7 @@ void Physics_UpdateStats(entity this, float maxspd_mod)
        STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
        STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
        STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
+       STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
        STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
        STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
@@ -80,65 +88,29 @@ float GeomLerp(float a, float _lerp, float b)
                : a * pow(fabs(b / a), _lerp);
 }
 
-#define unstick_offsets(X) \
-/* 1 no nudge (just return the original if this test passes) */ \
-       X(' 0.000  0.000  0.000') \
-/* 6 simple nudges */ \
-       X(' 0.000  0.000  0.125') X('0.000  0.000 -0.125') \
-       X('-0.125  0.000  0.000') X('0.125  0.000  0.000') \
-       X(' 0.000 -0.125  0.000') X('0.000  0.125  0.000') \
-/* 4 diagonal flat nudges */ \
-       X('-0.125 -0.125  0.000') X('0.125 -0.125  0.000') \
-       X('-0.125  0.125  0.000') X('0.125  0.125  0.000') \
-/* 8 diagonal upward nudges */ \
-       X('-0.125  0.000  0.125') X('0.125  0.000  0.125') \
-       X(' 0.000 -0.125  0.125') X('0.000  0.125  0.125') \
-       X('-0.125 -0.125  0.125') X('0.125 -0.125  0.125') \
-       X('-0.125  0.125  0.125') X('0.125  0.125  0.125') \
-/* 8 diagonal downward nudges */ \
-       X('-0.125  0.000 -0.125') X('0.125  0.000 -0.125') \
-       X(' 0.000 -0.125 -0.125') X('0.000  0.125 -0.125') \
-       X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
-       X('-0.125  0.125 -0.125') X('0.125  0.125 -0.125') \
-/**/
-
-void PM_ClientMovement_Unstick(entity this)
-{
-       #define X(unstick_offset) \
-       { \
-               vector neworigin = unstick_offset + this.origin; \
-               tracebox(neworigin, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL), neworigin, MOVE_NORMAL, this); \
-               if (!trace_startsolid) \
-               { \
-                       setorigin(this, neworigin); \
-                       return; \
-               } \
-       }
-       unstick_offsets(X);
-       #undef X
-}
-
-void PM_ClientMovement_UpdateStatus(entity this, bool ground)
+void PM_ClientMovement_UpdateStatus(entity this)
 {
 #ifdef CSQC
        if(!IS_PLAYER(this))
                return;
-       // make sure player is not stuck
-       if(autocvar_cl_movement == 3)
-               PM_ClientMovement_Unstick(this);
 
        // set crouched
        bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-       if(this.hook && !wasfreed(this.hook))
-               do_crouch = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               entity wep = viewmodels[slot];
+               if(wep.hook && !wasfreed(wep.hook))
+               {
+                       do_crouch = false;
+                       break; // don't bother checking the others
+               }
+       }
        if(this.waterlevel >= WATERLEVEL_SWIMMING)
                do_crouch = false;
        if(hud != HUD_NORMAL)
                do_crouch = false;
        if(STAT(FROZEN, this))
                do_crouch = false;
-       if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
-               do_crouch = false;
 
        if (do_crouch)
        {
@@ -155,151 +127,18 @@ void PM_ClientMovement_UpdateStatus(entity this, bool ground)
                }
        }
 
-       // set onground
-       vector origin1 = this.origin + '0 0 1';
-       vector origin2 = this.origin - '0 0 1';
-
-       if (ground && autocvar_cl_movement == 3)
-       {
-               tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
-               if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
-               {
-                       SET_ONGROUND(this);
-
-                       // this code actually "predicts" an impact; so let's clip velocity first
-                       this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
-               }
-               else
-                       UNSET_ONGROUND(this);
-       }
-
-       if(autocvar_cl_movement == 3)
-       {
-               // set watertype/waterlevel
-               origin1 = this.origin;
-               origin1.z += this.mins_z + 1;
-               this.waterlevel = WATERLEVEL_NONE;
-
-               int thepoint = pointcontents(origin1);
-
-               this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-
-               if (this.watertype)
-               {
-                       this.waterlevel = WATERLEVEL_WETFEET;
-                       origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
-                       thepoint = pointcontents(origin1);
-                       if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
-                       {
-                               this.waterlevel = WATERLEVEL_SWIMMING;
-                               origin1.z = this.origin.z + 22;
-                               thepoint = pointcontents(origin1);
-                               if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
-                                       this.waterlevel = WATERLEVEL_SUBMERGED;
-                       }
-               }
-       }
-
-       if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
-               pmove_waterjumptime = 0;
+       if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
+               PHYS_WATERJUMP_TIME(this) = 0;
 #endif
 }
 
-void PM_ClientMovement_Move(entity this)
+void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
 {
-#ifdef CSQC
-
-       PM_ClientMovement_UpdateStatus(this, false);
-       if(autocvar_cl_movement == 1)
-               return;
-
-       int bump;
-       float t;
-       float f;
-       vector neworigin;
-       vector currentorigin2;
-       vector neworigin2;
-       vector primalvelocity;
-
-       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';
-
-       primalvelocity = this.velocity;
-       for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
-       {
-               neworigin = this.origin + t * this.velocity;
-               tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
-               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 = this.origin;
-                       currentorigin2_z += PHYS_STEPHEIGHT(this);
-                       neworigin2 = neworigin;
-                       neworigin2_z += PHYS_STEPHEIGHT(this);
-                       tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
-                       trace2_endpos = trace_endpos;
-                       trace2_fraction = trace_fraction;
-                       trace2_plane_normal = trace_plane_normal;
-                       if(!trace_startsolid)
-                       {
-                               // then move down from there
-                               currentorigin2 = trace2_endpos;
-                               neworigin2 = trace2_endpos;
-                               neworigin2_z = this.origin_z;
-                               tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
-                               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(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
-                               {
-                                       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(trace1_fraction >= 0.001)
-                       setorigin(this, trace1_endpos);
-
-               // check if it moved all the way
-               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(trace1_plane_normal_z > 0.7)
-                       SET_ONGROUND(this);
-
-               t -= t * trace1_fraction;
-
-               f = (this.velocity * trace1_plane_normal);
-               this.velocity = this.velocity + -f * trace1_plane_normal;
-       }
-       if(PHYS_TELEPORT_TIME(this) > 0)
-               this.velocity = primalvelocity;
-#endif
-}
+       float movity = IsMoveInDirection(this.movement, 0);
+       if(PHYS_AIRCONTROL_BACKWARDS(this))
+               movity += IsMoveInDirection(this.movement, 180);
 
-void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
-{
-       float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
+       float k = 32 * (2 * movity - 1);
        if (k <= 0)
                return;
 
@@ -314,7 +153,7 @@ void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
 
        if (dot > 0) // we can't change direction while slowing down
        {
-               k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
+               k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * dt;
                xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
                k *= PHYS_AIRCONTROL(this);
                this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
@@ -334,7 +173,7 @@ float AdjustAirAccelQW(float accelqw, float factor)
 //   sv_airaccel_sideways_friction 0
 //   prvm_globalset server speedclamp_mode 1
 //     (or 2)
-void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+void PM_Accelerate(entity this, float dt, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
 {
        float speedclamp = stretchfactor > 0 ? stretchfactor
        : accelqw < 0 ? 1 // full clamping, no stretch
@@ -350,7 +189,7 @@ void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed
        vector vel_xy = vec2(this.velocity);
        vector vel_perpend = vel_xy - vel_straight * wishdir;
 
-       float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+       float step = accel * dt * wishspeed0;
 
        float vel_xy_current  = vlen(vel_xy);
        if (speedlimit)
@@ -363,7 +202,7 @@ void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed
        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 = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+               float f = max(0, 1 + dt * wishspeed * sidefric);
                float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
                // assume: themin > 1
                // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
@@ -379,7 +218,7 @@ void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed
                }
        }
        else
-               vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+               vel_perpend *= max(0, 1 - dt * wishspeed * sidefric);
 
        vel_xy = vel_straight * wishdir + vel_perpend;
 
@@ -398,7 +237,7 @@ void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed
        this.velocity = vel_xy + vel_z * '0 0 1';
 }
 
-void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
+void PM_AirAccelerate(entity this, float dt, vector wishdir, float wishspeed)
 {
        if (wishspeed == 0)
                return;
@@ -408,18 +247,18 @@ void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
        float curspeed = vlen(curvel);
 
        if (wishspeed > curspeed * 1.01)
-               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
+               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * dt);
        else
        {
                float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
-               wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
+               wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * dt;
        }
        vector wishvel = wishdir * wishspeed;
        vector acceldir = wishvel - curvel;
        float addspeed = vlen(acceldir);
        acceldir = normalize(acceldir);
 
-       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
+       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * dt);
 
        if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
        {
@@ -475,7 +314,7 @@ bool PlayerJump(entity this)
        }
 
        if (!doublejump)
-               if (!IS_ONGROUND(this))
+               if (!IS_ONGROUND(this) && !IS_ONSLICK(this))
                        return IS_JUMP_HELD(this);
 
        bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
@@ -512,11 +351,11 @@ bool PlayerJump(entity this)
                }
        }
 
-       if (!WAS_ONGROUND(this))
+       if (!WAS_ONGROUND(this) && !WAS_ONSLICK(this))
        {
 #ifdef SVQC
                if(autocvar_speedmeter)
-                       LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
+                       LOG_TRACE("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")");
 #endif
                if(this.lastground < time - 0.3)
                {
@@ -526,7 +365,7 @@ bool PlayerJump(entity this)
                }
 #ifdef SVQC
                if(this.jumppadcount > 1)
-                       LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+                       LOG_TRACE(ftos(this.jumppadcount), "x jumppad combo");
                this.jumppadcount = 0;
 #endif
        }
@@ -534,6 +373,7 @@ bool PlayerJump(entity this)
        this.velocity_z += mjumpheight;
 
        UNSET_ONGROUND(this);
+       UNSET_ONSLICK(this);
        SET_JUMP_HELD(this);
 
 #ifdef SVQC
@@ -572,7 +412,7 @@ void CheckWaterJump(entity this)
                #ifdef SVQC
                        PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
                #elif defined(CSQC)
-                       pmove_waterjumptime = 2;
+                       PHYS_WATERJUMP_TIME(this) = 2;
                #endif
                }
        }
@@ -648,15 +488,15 @@ float racecar_angle(float forward, float down)
                return ret * angle_mult;
 }
 
+#ifdef SVQC
 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 .float specialcommand_pos;
 void SpecialCommand(entity this)
 {
-#ifdef SVQC
        if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
                LOG_INFO("A hollow voice says \"Plugh\".\n");
-#endif
 }
+#endif
 
 bool PM_check_specialcommand(entity this, int buttons)
 {
@@ -717,12 +557,12 @@ void PM_check_nickspam(entity this)
 #endif
 }
 
-void PM_check_punch(entity this)
+void PM_check_punch(entity this, float dt)
 {
 #ifdef SVQC
        if (this.punchangle != '0 0 0')
        {
-               float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchangle) - 10 * dt;
                if (f > 0)
                        this.punchangle = normalize(this.punchangle) * f;
                else
@@ -731,7 +571,7 @@ void PM_check_punch(entity this)
 
        if (this.punchvector != '0 0 0')
        {
-               float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchvector) - 30 * dt;
                if (f > 0)
                        this.punchvector = normalize(this.punchvector) * f;
                else
@@ -775,7 +615,12 @@ void PM_check_hitground(entity this)
     this.wasFlying = false;
     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
     if (time < this.ladder_time) return;
-    if (this.hook) return;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       if(this.(weaponentity).hook)
+               return;
+    }
     this.nextstep = time + 0.3 + random() * 0.1;
     trace_dphitq3surfaceflags = 0;
     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
@@ -809,194 +654,35 @@ void PM_Footsteps(entity this)
 #endif
 }
 
-void PM_check_blocked(entity this)
+void PM_check_slick(entity this)
 {
-#ifdef SVQC
-       if (!this.player_blocked)
+       if(!IS_ONGROUND(this))
                return;
-       this.movement = '0 0 0';
-       this.disableclientprediction = 1;
-#endif
-}
-
-void PM_fly(entity this, float maxspd_mod)
-{
-       // noclipping or flying
-       UNSET_ONGROUND(this);
-
-       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
-       makevectors(this.v_angle);
-       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
-       vector wishvel = v_forward * this.movement.x
-                                       + v_right * this.movement.y
-                                       + '0 0 1' * this.movement.z;
-       // acceleration
-       vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
-#ifdef SVQC
-       if(time >= PHYS_TELEPORT_TIME(this))
-#endif
-               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move(this);
-}
-
-void PM_swim(entity this, float maxspd_mod)
-{
-       // swimming
-       UNSET_ONGROUND(this);
-
-       float jump = PHYS_INPUT_BUTTON_JUMP(this);
-       // water jump only in certain situations
-       // this mimics quakeworld code
-       if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
-       {
-               vector yawangles = '0 1 0' * this.v_angle.y;
-               makevectors(yawangles);
-               vector forward = v_forward;
-               vector spot = this.origin + 24 * forward;
-               spot_z += 8;
-               traceline(spot, spot, MOVE_NOMONSTERS, this);
-               if (trace_startsolid)
-               {
-                       spot_z += 24;
-                       traceline(spot, spot, MOVE_NOMONSTERS, this);
-                       if (!trace_startsolid)
-                       {
-                               this.velocity = forward * 50;
-                               this.velocity_z = 310;
-                       #ifdef CSQC
-                               pmove_waterjumptime = 2;
-                       #endif
-                               UNSET_ONGROUND(this);
-                               SET_JUMP_HELD(this);
-                       }
-               }
-       }
-       makevectors(this.v_angle);
-       float wishdown = this.movement.z;
-       if(PHYS_INPUT_BUTTON_CROUCH(this))
-               wishdown = -PHYS_MAXSPEED(this);
-       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
-       vector wishvel = v_forward * this.movement.x
-                                       + v_right * this.movement.y
-                                       + '0 0 1' * wishdown;
-       if(this.viewloc)
-               wishvel.z = -160; // drift anyway
-       else if (wishvel == '0 0 0')
-               wishvel = '0 0 -60'; // drift towards bottom
-
-       vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
-
-//     if (pmove_waterjumptime <= 0) // TODO: use
-    {
-               // water friction
-               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
-               f = min(max(0, f), 1);
-               this.velocity *= f;
 
-               f = wishspeed - this.velocity * wishdir;
-               if (f > 0)
-               {
-                       float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
-                       this.velocity += accelspeed * wishdir;
-               }
+       if(!PHYS_SLICK_APPLYGRAVITY(this))
+               return;
 
-               // holding jump button swims upward slowly
-               if (jump && !this.viewloc)
-               {
-#if 0
-                       if (this.watertype & CONTENT_LAVA)
-                               this.velocity_z =  50;
-                       else if (this.watertype & CONTENT_SLIME)
-                               this.velocity_z =  80;
-                       else
-                       {
-                               if (IS_NEXUIZ_DERIVED(gamemode))
-#endif
-                               if(this.waterlevel >= WATERLEVEL_SUBMERGED)
-                                       this.velocity_z = PHYS_MAXSPEED(this);
-                               else
-                                       this.velocity_z = 200;
-#if 0
-                               else
-                                       this.velocity_z = 100;
-                       }
-#endif
-               }
-       }
-       if(this.viewloc)
+       tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
        {
-               const float addspeed = wishspeed - this.velocity * wishdir;
-               if (addspeed > 0)
-               {
-                       const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
-                       this.velocity += accelspeed * wishdir;
-               }
+               UNSET_ONGROUND(this);
+               SET_ONSLICK(this);
        }
        else
-       {
-               // water acceleration
-               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
-               PM_ClientMovement_Move(this);
-       }
+               UNSET_ONSLICK(this);
 }
 
-.vector oldmovement;
-void PM_ladder(entity this, float maxspd_mod)
+void PM_check_blocked(entity this)
 {
-       // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-       UNSET_ONGROUND(this);
-
-       float g;
-       g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if (PHYS_ENTGRAVITY(this))
-               g *= PHYS_ENTGRAVITY(this);
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-       {
-               g *= 0.5;
-               this.velocity_z += g;
-       }
-
-       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
-       makevectors(this.v_angle);
-       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
-       vector wishvel = v_forward * this.movement_x
-                                       + v_right * this.movement_y
-                                       + '0 0 1' * this.movement_z;
-       if(this.viewloc)
-               wishvel.z = this.oldmovement.x;
-       this.velocity_z += g;
-       if (this.ladder_entity.classname == "func_water")
-       {
-               float f = vlen(wishvel);
-               if (f > this.ladder_entity.speed)
-                       wishvel *= (this.ladder_entity.speed / f);
-
-               this.watertype = this.ladder_entity.skin;
-               f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
-               if ((this.origin_z + this.view_ofs_z) < f)
-                       this.waterlevel = WATERLEVEL_SUBMERGED;
-               else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
-                       this.waterlevel = WATERLEVEL_SWIMMING;
-               else if ((this.origin_z + this.mins_z + 1) < f)
-                       this.waterlevel = WATERLEVEL_WETFEET;
-               else
-               {
-                       this.waterlevel = WATERLEVEL_NONE;
-                       this.watertype = CONTENT_EMPTY;
-               }
-       }
-       // acceleration
-       vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
-       if(time >= PHYS_TELEPORT_TIME(this))
-               // water acceleration
-               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move(this);
+#ifdef SVQC
+       if (!this.player_blocked)
+               return;
+       this.movement = '0 0 0';
+       this.disableclientprediction = 1;
+#endif
 }
 
-void PM_jetpack(entity this, float maxspd_mod)
+void PM_jetpack(entity this, float maxspd_mod, float dt)
 {
        //makevectors(this.v_angle.y * '0 1 0');
        makevectors(this.v_angle);
@@ -1081,7 +767,7 @@ void PM_jetpack(entity this, float maxspd_mod)
 
        fvel = min(1, vlen(wishvel) / best);
        if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
-               f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
+               f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * dt * fvel));
        else
                f = 1;
 
@@ -1089,12 +775,12 @@ void PM_jetpack(entity this, float maxspd_mod)
 
        if (f > 0 && wishvel != '0 0 0')
        {
-               this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+               this.velocity = this.velocity + wishvel * f * dt;
                UNSET_ONGROUND(this);
 
 #ifdef SVQC
                if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
-                       this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
+                       this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * dt * fvel * f;
 
                ITEMS_STAT(this) |= IT_USING_JETPACK;
 
@@ -1102,195 +788,6 @@ void PM_jetpack(entity this, float maxspd_mod)
                this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
 #endif
        }
-
-#ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if(autocvar_cl_movement == 3)
-       {
-               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       this.velocity_z -= g * 0.5;
-               else
-                       this.velocity_z -= g;
-       }
-       PM_ClientMovement_Move(this);
-       if(autocvar_cl_movement == 3)
-       {
-               if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
-                       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               this.velocity_z -= g * 0.5;
-       }
-#endif
-}
-
-void PM_walk(entity this, float maxspd_mod)
-{
-       if (!WAS_ONGROUND(this))
-       {
-#ifdef SVQC
-               if (autocvar_speedmeter)
-                       LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
-#endif
-               if (this.lastground < time - 0.3)
-                       this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
-#ifdef SVQC
-               if (this.jumppadcount > 1)
-                       LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
-               this.jumppadcount = 0;
-#endif
-       }
-
-       // walking
-       makevectors(this.v_angle.y * '0 1 0');
-       const vector wishvel = v_forward * this.movement.x
-                                               + v_right * this.movement.y;
-       // acceleration
-       const vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-       wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
-       if (IS_DUCKED(this)) wishspeed *= 0.5;
-
-       // apply edge friction
-       const float f2 = vlen2(vec2(this.velocity));
-       if (f2 > 0)
-       {
-               trace_dphitq3surfaceflags = 0;
-               tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
-               // TODO: apply edge friction
-               // apply ground friction
-               const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
-                       ? PHYS_FRICTION_SLICK(this)
-                       : PHYS_FRICTION(this);
-
-               float f = sqrt(f2);
-               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
-               f = max(0, f);
-               this.velocity *= f;
-               /*
-                  Mathematical analysis time!
-
-                  Our goal is to invert this mess.
-
-                  For the two cases we get:
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
-                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
-                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
-                  and
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-
-                  These cases would be chosen ONLY if:
-                       v0 < PHYS_STOPSPEED(this)
-                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
-                       v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-                  and, respectively:
-                       v0 >= PHYS_STOPSPEED(this)
-                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
-                       v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
-                */
-       }
-       const float addspeed = wishspeed - this.velocity * wishdir;
-       if (addspeed > 0)
-       {
-               const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
-               this.velocity += accelspeed * wishdir;
-       }
-#ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if(autocvar_cl_movement == 3)
-       {
-               if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
-                       this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
-       }
-       if (vdist(this.velocity, >, 0))
-               PM_ClientMovement_Move(this);
-       if(autocvar_cl_movement == 3)
-       {
-               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
-                               this.velocity_z -= g * 0.5;
-       }
-#endif
-}
-
-void PM_air(entity this, float buttons_prev, float maxspd_mod)
-{
-       makevectors(this.v_angle.y * '0 1 0');
-       vector wishvel = v_forward * this.movement.x
-                                       + v_right * this.movement.y;
-       // acceleration
-       vector wishdir = normalize(wishvel);
-       float wishspeed = vlen(wishvel);
-
-#ifdef SVQC
-       if(time >= PHYS_TELEPORT_TIME(this))
-#elif defined(CSQC)
-       if(pmove_waterjumptime <= 0)
-#endif
-       {
-               float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
-
-               // apply air speed limit
-               float airaccelqw = PHYS_AIRACCEL_QW(this);
-               float wishspeed0 = wishspeed;
-               wishspeed = min(wishspeed, maxairspd);
-               if (IS_DUCKED(this))
-                       wishspeed *= 0.5;
-               float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
-
-               float accelerating = (this.velocity * wishdir > 0);
-               float wishspeed2 = wishspeed;
-
-               // CPM: air control
-               if (PHYS_AIRSTOPACCELERATE(this))
-               {
-                       vector curdir = normalize(vec2(this.velocity));
-                       airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
-               }
-               // note that for straight forward jumping:
-               // 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)
-               float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
-               if (PHYS_MAXAIRSTRAFESPEED(this))
-                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
-               if (PHYS_AIRSTRAFEACCELERATE(this))
-                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
-               if (PHYS_AIRSTRAFEACCEL_QW(this))
-                       airaccelqw =
-               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
-               *
-               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
-               // !CPM
-
-               if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
-                       PM_AirAccelerate(this, wishdir, wishspeed2);
-               else {
-                   float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
-                       PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
-        }
-
-               if (PHYS_AIRCONTROL(this))
-                       CPM_PM_Aircontrol(this, wishdir, wishspeed2);
-       }
-#ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if(autocvar_cl_movement == 3)
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               this.velocity_z -= g * 0.5;
-       else
-               this.velocity_z -= g;
-#endif
-       PM_ClientMovement_Move(this);
-#ifdef CSQC
-       if(autocvar_cl_movement == 3)
-       if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
-               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       this.velocity_z -= g * 0.5;
-#endif
 }
 
 // used for calculating airshots
@@ -1306,262 +803,22 @@ bool IsFlying(entity this)
        return true;
 }
 
-void PM_Main(entity this)
-{
-       int buttons = PHYS_INPUT_BUTTON_MASK(this);
-#ifdef CSQC
-       this.items = STAT(ITEMS);
-
-       this.movement = PHYS_INPUT_MOVEVALUES(this);
-
-       this.spectatorspeed = STAT(SPECTATORSPEED);
-
-       this.team = myteam + 1; // is this correct?
-       if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
-               UNSET_JUMP_HELD(this); // canjump = true
-       pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
-
-       PM_ClientMovement_UpdateStatus(this, true);
-#endif
-
-       this.oldmovement = this.movement;
-
-
-#ifdef SVQC
-       WarpZone_PlayerPhysics_FixVAngle(this);
-#endif
-       float maxspeed_mod = 1;
-       maxspeed_mod *= PHYS_HIGHSPEED(this);
-
-#ifdef SVQC
-       Physics_UpdateStats(this, maxspeed_mod);
 
-       if (this.PlayerPhysplug)
-               if (this.PlayerPhysplug(this))
-                       return;
+void sys_phys_update(entity this, float dt);
+#if defined(SVQC)
+void SV_PlayerPhysics(entity this)
 #elif defined(CSQC)
-       if(hud != HUD_NORMAL)
-               return; // no vehicle prediction (yet)
-#endif
-
-#ifdef SVQC
-       anticheat_physics(this);
-#endif
-
-       if (PM_check_specialcommand(this, buttons))
-               return;
-#ifdef SVQC
-       if (sv_maxidle > 0)
-       {
-               if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
-                       this.parm_idlesince = time;
-       }
-#endif
-       int buttons_prev = this.buttons_old;
-       this.buttons_old = buttons;
-       this.movement_old = this.movement;
-       this.v_angle_old = this.v_angle;
-
-       PM_check_nickspam(this);
-
-       PM_check_punch(this);
-#ifdef SVQC
-       if (IS_BOT_CLIENT(this))
-       {
-               if (playerdemo_read(this))
-                       return;
-               bot_think(this);
-       }
-#endif
-
-#ifdef SVQC
-       if (IS_PLAYER(this))
-       {
-               const bool allowed_to_move = (time >= game_starttime);
-               if (!allowed_to_move)
-               {
-                       this.velocity = '0 0 0';
-                       this.movetype = MOVETYPE_NONE;
-                       this.disableclientprediction = 2;
-               }
-               else if (this.disableclientprediction == 2)
-               {
-                       if (this.movetype == MOVETYPE_NONE)
-                               this.movetype = MOVETYPE_WALK;
-                       this.disableclientprediction = 0;
-               }
-       }
-#endif
-
-#ifdef SVQC
-       if (this.movetype == MOVETYPE_NONE)
-               return;
-
-       // when we get here, disableclientprediction cannot be 2
-       this.disableclientprediction = 0;
-#endif
-
-       viewloc_PlayerPhysics(this);
-
-       PM_check_frozen(this);
-
-       PM_check_blocked(this);
-
-       maxspeed_mod = 1;
-
-       if (this.in_swamp)
-               maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
-
-       // conveyors: first fix velocity
-       if (this.conveyor.state)
-               this.velocity -= this.conveyor.movedir;
-
-       MUTATOR_CALLHOOK(PlayerPhysics, this);
-
-       if (!IS_PLAYER(this))
-       {
-#ifdef SVQC
-               maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
-               if (!this.spectatorspeed)
-                       this.spectatorspeed = maxspeed_mod;
-               if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
-               {
-                       if (this.lastclassname != STR_PLAYER)
-                       {
-                               if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
-                                       this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
-                               else if (this.impulse == 11)
-                                       this.spectatorspeed = maxspeed_mod;
-                               else if (this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
-                                       this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
-                               else if (this.impulse >= 1 && this.impulse <= 9)
-                                       this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
-                       } // otherwise just clear
-                       this.impulse = 0;
-               }
-#endif
-               maxspeed_mod = this.spectatorspeed;
-       }
-#ifdef SVQC
-
-       float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
-       if(this.speed != spd)
-       {
-               this.speed = spd;
-               string temps = ftos(spd);
-               stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
-               stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
-               stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
-               stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
-       }
-
-       if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
-       {
-               this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
-               stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
-       }
-       if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
-       {
-               this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
-               stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
-       }
-#endif
-
-       if(IS_DEAD(this))
-       {
-               // handle water here
-               vector midpoint = ((this.absmin + this.absmax) * 0.5);
-               if(pointcontents(midpoint) == CONTENT_WATER)
-               {
-                       this.velocity = this.velocity * 0.5;
-
-                       // do we want this?
-                       //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
-                               //{ this.velocity_z = 70; }
-               }
-               goto end;
-       }
-
-#ifdef SVQC
-       if (!this.fixangle)
-               this.angles = '0 1 0' * this.v_angle.y;
-#endif
-
-       if (IS_PLAYER(this) && IS_ONGROUND(this))
-       {
-               PM_check_hitground(this);
-               PM_Footsteps(this);
-       }
-
-#ifdef SVQC
-       if(IsFlying(this))
-               this.wasFlying = 1;
+void CSQC_ClientMovement_PlayerMove_Frame(entity this)
 #endif
-
-       if (IS_PLAYER(this))
-               CheckPlayerJump(this);
-
-       if (this.flags & FL_WATERJUMP)
-       {
-               this.velocity_x = this.movedir.x;
-               this.velocity_y = this.movedir.y;
-               if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
-               #ifdef CSQC
-                       || pmove_waterjumptime <= 0
-               #endif
-                       )
-               {
-                       this.flags &= ~FL_WATERJUMP;
-                       PHYS_TELEPORT_TIME(this) = 0;
-               #ifdef CSQC
-                       pmove_waterjumptime = 0;
-               #endif
-               }
-       }
-
-       else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
-               { }
+{
+       sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
 
 #ifdef SVQC
-       else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
+       this.pm_frametime = frametime;
 #elif defined(CSQC)
-       else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-#endif
-               PM_fly(this, maxspeed_mod);
-
-       else if (this.waterlevel >= WATERLEVEL_SWIMMING)
-               PM_swim(this, maxspeed_mod);
-
-       else if (time < this.ladder_time)
-               PM_ladder(this, maxspeed_mod);
-
-       else if (ITEMS_STAT(this) & IT_USING_JETPACK)
-               PM_jetpack(this, maxspeed_mod);
-
-       else if (IS_ONGROUND(this))
-               PM_walk(this, maxspeed_mod);
-
+       if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
+               this.csqcmodel_modelflags |= MF_ROCKET;
        else
-               PM_air(this, buttons_prev, maxspeed_mod);
-
-LABEL(end)
-       if (IS_ONGROUND(this))
-               this.lastground = time;
-
-       // conveyors: then break velocity again
-       if(this.conveyor.state)
-               this.velocity += this.conveyor.movedir;
-
-       this.lastflags = this.flags;
-
-       this.lastclassname = this.classname;
-}
-
-#if defined(SVQC)
-void SV_PlayerPhysics(entity this)
-#elif defined(CSQC)
-void CSQC_ClientMovement_PlayerMove_Frame(entity this)
+               this.csqcmodel_modelflags &= ~MF_ROCKET;
 #endif
-{
-       PM_Main(this);
 }