]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/player.qc
Merge branch 'master' into TimePath/physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
index e59dc306e3b37a4a96e23dc644e89348288994c2..74a44252fe8bd6d7fc8a11a177ca7ad9c1dfd8ee 100644 (file)
@@ -13,7 +13,7 @@ bool Physics_Valid(string thecvar)
        return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
 }
 
-float Physics_ClientOption(entity this, string option)
+float Physics_ClientOption(entity this, string option, float defaultval)
 {
        if(Physics_Valid(this.cvar_cl_physics))
        {
@@ -27,40 +27,40 @@ float Physics_ClientOption(entity this, string option)
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
-       return cvar(strcat("sv_", option));
+       return defaultval;
 }
 
 void Physics_UpdateStats(entity this, float maxspd_mod)
 {
-       STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
-       STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
-               ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
+       STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
+       STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
+               ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
                : 0;
-       STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
-       STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
+       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
 
        // old stats
        // fix some new settings
-       STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
-       STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
-       STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
-       STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
-       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
-       STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
-       STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
-       STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
-       STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
-       STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
-       STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
-       STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
-       STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
-       STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
-       STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
-       STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
-       STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
-       STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
-       STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
-       STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
+       STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
+       STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
+       STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+       STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
+       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
+       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_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);
+       STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
+       STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
+       STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
+       STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
+       STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
+       STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
+       STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
+       STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+       STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
 }
 #endif
 
@@ -73,11 +73,11 @@ float IsMoveInDirection(vector mv, float ang) // key mix factor
        return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
 }
 
-float GeomLerp(float a, float lerp, float b)
+float GeomLerp(float a, float _lerp, float b)
 {
-       return a == 0 ? (lerp < 1 ? 0 : b)
-               : b == 0 ? (lerp > 0 ? 0 : a)
-               : 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);
 }
 
 #define unstick_offsets(X) \
@@ -118,24 +118,25 @@ void PM_ClientMovement_Unstick(entity this)
        #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;
+       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)
+       if((activeweapon.spawnflags & WEP_TYPE_MELEE_PRI) && viewmodel.animstate_startframe == viewmodel.anim_fire1_x && time < viewmodel.weapon_nextthink)
+               do_crouch = false;
+       if((activeweapon.spawnflags & WEP_TYPE_MELEE_SEC) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
                do_crouch = false;
 
        if (do_crouch)
@@ -153,145 +154,8 @@ 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;
-#endif
-}
-
-void PM_ClientMovement_Move(entity this)
-{
-#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;
+       if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
+               PHYS_WATERJUMP_TIME(this) = 0;
 #endif
 }
 
@@ -452,11 +316,11 @@ bool PlayerJump(entity this)
        bool doublejump = false;
        float mjumpheight = PHYS_JUMPVELOCITY(this);
 
-       if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
+       if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
                return true;
 
-       doublejump = player_multijump;
-       mjumpheight = player_jumpheight;
+       mjumpheight = M_ARGV(1, float);
+       doublejump = M_ARGV(2, bool);
 
        if (this.waterlevel >= WATERLEVEL_SWIMMING)
        {
@@ -541,7 +405,7 @@ bool PlayerJump(entity this)
        animdecide_setaction(this, ANIMACTION_JUMP, true);
 
        if (autocvar_g_jump_grunt)
-               PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+               PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
 #endif
        return true;
 }
@@ -570,7 +434,7 @@ 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
                }
        }
@@ -587,16 +451,18 @@ void CheckWaterJump(entity this)
 void CheckPlayerJump(entity this)
 {
 #ifdef SVQC
-       float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
+       bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
 #endif
        if (JETPACK_JUMP(this) < 2)
                ITEMS_STAT(this) &= ~IT_USING_JETPACK;
 
        if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
        {
-               float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
-               float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
-               float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
+               bool playerjump = PlayerJump(this); // required
+
+               bool air_jump = !playerjump || M_ARGV(2, bool);
+               bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+               bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
 
                if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
                else if (this.jetpack_stopped) { }
@@ -779,7 +645,8 @@ void PM_check_hitground(entity this)
     entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
        ? GS_FALL_METAL
        : GS_FALL;
-    GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+    float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
+    GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
 #endif
 }
 
@@ -799,7 +666,7 @@ void PM_Footsteps(entity this)
                entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
                        ? GS_STEP_METAL
                        : GS_STEP;
-               GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+               GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
        }
 #endif
 }
@@ -814,180 +681,7 @@ void PM_check_blocked(entity this)
 #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);
-       //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 = -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 (IS_DUCKED(this))
-       wishspeed *= 0.5;
-
-//     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;
-               }
-
-               // 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
-                                       this.velocity_z = 200;
-#if 0
-                               else
-                                       this.velocity_z = 100;
-                       }
-#endif
-               }
-       }
-       if(this.viewloc)
-       {
-               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;
-               }
-       }
-       else
-       {
-               // water acceleration
-               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
-               PM_ClientMovement_Move(this);
-       }
-}
-
 .vector oldmovement;
-void PM_ladder(entity this, float maxspd_mod)
-{
-       // 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);
-}
 
 void PM_jetpack(entity this, float maxspd_mod)
 {
@@ -1010,11 +704,15 @@ void PM_jetpack(entity this, float maxspd_mod)
        float a_up = PHYS_JETPACK_ACCEL_UP(this);
        float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
 
+       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+
        wishvel_x *= a_side;
        wishvel_y *= a_side;
        wishvel_z *= a_up;
        wishvel_z += a_add;
 
+       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+
        float best = 0;
        //////////////////////////////////////////////////////////////////////////////////////
        // finding the maximum over all vectors of above form
@@ -1091,195 +789,6 @@ 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
@@ -1295,262 +804,17 @@ 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;
-#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;
-#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))
-               { }
-
-#ifdef SVQC
-       else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-#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);
-
-       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;
-}
 
+void sys_phys_update(entity this, float dt);
 #if defined(SVQC)
-void SV_PlayerPhysics()
+void SV_PlayerPhysics(entity this)
 #elif defined(CSQC)
 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
 #endif
 {
+       sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
+
 #ifdef SVQC
-       SELFPARAM();
+       this.pm_frametime = frametime;
 #endif
-       PM_Main(this);
 }