]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into TimePath/experiments/csqc_prediction
authorTimePath <andrew.hardaker1995@gmail.com>
Mon, 5 Jan 2015 03:31:19 +0000 (14:31 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Mon, 5 Jan 2015 03:31:50 +0000 (14:31 +1100)
Conflicts:
qcsrc/server/cl_physics.qc
qcsrc/server/mutators/mutator_multijump.qc

12 files changed:
1  2 
qcsrc/client/Main.qc
qcsrc/common/constants.qh
qcsrc/common/physics.qc
qcsrc/common/physics.qh
qcsrc/common/stats.qh
qcsrc/csqcmodellib/cl_player.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/defs.qh
qcsrc/server/g_world.qc
qcsrc/server/mutators/mutator_multijump.qc
qcsrc/server/t_jumppads.qc

diff --combined qcsrc/client/Main.qc
index 7f2d99ebc02898a36b88df08a809eb883c41a162,d6b00ec9f55182fdee763ce20adb3a7a0639d275..5985c34e22b4f0568a0ec11f3ce4d62c999445c5
@@@ -41,11 -41,6 +41,6 @@@ void CSQC_Init(void
  
        float i;
  
- #ifdef COMPAT_XON050_ENGINE
-       // old engine lacks implementation of player_localnum
-       player_localnum = player_localentnum - 1;
- #endif
        binddb = db_create();
        tempdb = db_create();
        ClientProgsDB = db_load("client.db");
@@@ -523,7 -518,7 +518,7 @@@ void Ent_ClientData(
        }
        spectatee_status = newspectatee_status;
  
-       // non-COMPAT_XON050_ENGINE: we could get rid of spectatee_status, and derive it from player_localentnum and player_localnum
+       // we could get rid of spectatee_status, and derive it from player_localentnum and player_localnum
  }
  
  void Ent_Nagger()
@@@ -747,9 -742,6 +742,9 @@@ void Ent_ReadSpawnEvent(float is_new
  void Ent_RadarLink();
  void Ent_Init();
  void Ent_ScoresInfo();
 +void ent_func_ladder();
 +void ent_trigger_push();
 +void ent_target_push();
  void CSQC_Ent_Update(float bIsNewEntity)
  {
        float t;
                case ENT_CLIENT_SPAWNEVENT: Ent_ReadSpawnEvent(bIsNewEntity); break;
                case ENT_CLIENT_NOTIFICATION: Read_Notification(bIsNewEntity); break;
                case ENT_CLIENT_HEALING_ORB: ent_healer(); break;
 +              case ENT_CLIENT_LADDER: ent_func_ladder(); break;
 +              case ENT_CLIENT_TRIGGER_PUSH: ent_trigger_push(); break;
 +              case ENT_CLIENT_TARGET_PUSH: ent_target_push(); break;
  
                default:
                        //error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype));
index 5faaad548aa02396d4f19c7e36fa34dd2d7578ea,8586cffa9d539ff5f56067ab570df0e132f43ce6..8392d1dadd158783a1533191f3c12925922e8abf
@@@ -100,9 -100,6 +100,9 @@@ const float ENT_CLIENT_ELIMINATEDPLAYER
  const float ENT_CLIENT_TURRET = 40;
  const float ENT_CLIENT_AUXILIARYXHAIR = 50;
  const float ENT_CLIENT_VEHICLE = 60;
 +const float ENT_CLIENT_LADDER = 61;
 +const float ENT_CLIENT_TRIGGER_PUSH = 62;
 +const float ENT_CLIENT_TARGET_PUSH = 63;
  
  const float ENT_CLIENT_HEALING_ORB = 80;
  
@@@ -276,6 -273,8 +276,8 @@@ const float PROJECTILE_BUMBLE_BEAM = 31
  const float PROJECTILE_MAGE_SPIKE = 32;
  const float PROJECTILE_SHAMBLER_LIGHTNING = 33;
  
+ const float PROJECTILE_RPC = 60;
  const float SPECIES_HUMAN = 0;
  const float SPECIES_ROBOT_SOLID = 1;
  const float SPECIES_ALIEN = 2;
diff --combined qcsrc/common/physics.qc
index 531cbeed5facdc819e3bad2c0a91553560075fd8,0000000000000000000000000000000000000000..ad2e97944b15860a422d7622655bbba91ea06a0f
mode 100644,000000..100644
--- /dev/null
@@@ -1,1959 -1,0 +1,2003 @@@
- void PlayerJump (void)
 +.float race_penalty;
 +
 +.float gravity;
 +.float swamp_slowdown;
 +.float lastflags;
 +.float lastground;
 +.float wasFlying;
 +.float spectatorspeed;
 +
 +.vector movement_old;
 +.float buttons_old;
 +.vector v_angle_old;
 +.string lastclassname;
 +
 +.float() PlayerPhysplug;
 +float AdjustAirAccelQW(float accelqw, float factor);
 +
 +#ifdef CSQC
 +
 +.float watertype;
 +
 +#elif defined(SVQC)
 +.float stat_sv_airaccel_qw;
 +.float stat_sv_airstrafeaccel_qw;
 +.float stat_sv_airspeedlimit_nonqw;
 +.float stat_sv_maxspeed;
 +.float stat_movement_highspeed;
 +
 +.float stat_doublejump;
 +
 +.float stat_jumpspeedcap_min;
 +.float stat_jumpspeedcap_max;
 +.float stat_jumpspeedcap_disable_onramps;
 +
 +.float stat_jetpack_accel_side;
 +.float stat_jetpack_accel_up;
 +.float stat_jetpack_antigravity;
 +.float stat_jetpack_fuel;
 +.float stat_jetpack_maxspeed_up;
 +.float stat_jetpack_maxspeed_side;
 +
 +void Physics_AddStats()
 +{
 +      // g_movementspeed hack
 +      addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
 +      addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
 +      addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
 +      addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
 +      addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
 +
 +      // jet pack
 +      addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
 +      addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
 +      addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
 +      addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
 +      addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
 +      addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
 +
 +      // hack to fix track_canjump
 +      addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
 +
 +      // double jump
 +      addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
 +
 +      // jump speed caps
 +      addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
 +      addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
 +      addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
 +}
 +
 +void Physics_UpdateStats(float maxspd_mod)
 +{
 +      self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
 +      if (autocvar_sv_airstrafeaccel_qw)
 +              self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
 +      else
 +              self.stat_sv_airstrafeaccel_qw = 0;
 +      self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
 +      self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
 +      self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
 +
 +      self.stat_doublejump = PHYS_DOUBLEJUMP;
 +
 +      self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
 +      self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
 +      self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
 +      self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
 +      self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
 +      self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
 +
 +      self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
 +      self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
 +      self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
 +}
 +#endif
 +
 +float IsMoveInDirection(vector mv, float angle) // key mix factor
 +{
 +      if (mv_x == 0 && mv_y == 0)
 +              return 0; // avoid division by zero
 +      angle -= RAD2DEG * atan2(mv_y, mv_x);
 +      angle = remainder(angle, 360) / 45;
 +      return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
 +}
 +
 +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);
 +}
 +
 +noref float pmove_waterjumptime;
 +
 +const float unstick_count = 27;
 +vector unstick_offsets[unstick_count] =
 +{
 +// 1 no nudge (just return the original if this test passes)
 +      '0.000   0.000  0.000',
 +// 6 simple nudges
 +      ' 0.000  0.000  0.125', '0.000  0.000 -0.125',
 +      '-0.125  0.000  0.000', '0.125  0.000  0.000',
 +      ' 0.000 -0.125  0.000', '0.000  0.125  0.000',
 +// 4 diagonal flat nudges
 +      '-0.125 -0.125  0.000', '0.125 -0.125  0.000',
 +      '-0.125  0.125  0.000', '0.125  0.125  0.000',
 +// 8 diagonal upward nudges
 +      '-0.125  0.000  0.125', '0.125  0.000  0.125',
 +      ' 0.000 -0.125  0.125', '0.000  0.125  0.125',
 +      '-0.125 -0.125  0.125', '0.125 -0.125  0.125',
 +      '-0.125  0.125  0.125', '0.125  0.125  0.125',
 +// 8 diagonal downward nudges
 +      '-0.125  0.000 -0.125', '0.125  0.000 -0.125',
 +      ' 0.000 -0.125 -0.125', '0.000  0.125 -0.125',
 +      '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
 +      '-0.125  0.125 -0.125', '0.125  0.125 -0.125',
 +};
 +
 +void PM_ClientMovement_Unstick()
 +{
 +      float i;
 +      for (i = 0; i < unstick_count; i++)
 +      {
 +              vector neworigin = unstick_offsets[i] + self.origin;
 +              tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
 +              if (!trace_startsolid)
 +              {
 +                      self.origin = neworigin;
 +                      return;// true;
 +              }
 +      }
 +}
 +
 +void PM_ClientMovement_UpdateStatus()
 +{
 +      // make sure player is not stuck
 +      PM_ClientMovement_Unstick();
 +
 +      // set crouched
 +      if (PHYS_INPUT_BUTTON_CROUCH(self))
 +      {
 +              // wants to crouch, this always works..
 +              if (!IS_DUCKED(self))
 +                      SET_DUCKED(self);
 +      }
 +      else
 +      {
 +              // wants to stand, if currently crouching we need to check for a
 +              // low ceiling first
 +              if (IS_DUCKED(self))
 +              {
 +                      tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
 +                      if (!trace_startsolid)
 +                              UNSET_DUCKED(self);
 +              }
 +      }
 +
 +      // set onground
 +      vector origin1 = self.origin + '0 0 1';
 +      vector origin2 = self.origin - '0 0 1';
 +
 +      tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
 +      if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +      {
 +              SET_ONGROUND(self);
 +
 +              // this code actually "predicts" an impact; so let's clip velocity first
 +              float f = self.velocity * trace_plane_normal;
 +              if (f < 0) // only if moving downwards actually
 +                      self.velocity -= f * trace_plane_normal;
 +      }
 +      else
 +              UNSET_ONGROUND(self);
 +
 +      // set watertype/waterlevel
 +      origin1 = self.origin;
 +      origin1_z += self.mins_z + 1;
 +      self.waterlevel = WATERLEVEL_NONE;
 +
 +      self.watertype = (pointcontents(origin1) == CONTENT_WATER);
 +
 +      if(self.watertype)
 +      {
 +              self.waterlevel = WATERLEVEL_WETFEET;
 +              origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
 +              if(pointcontents(origin1) == CONTENT_WATER)
 +              {
 +                      self.waterlevel = WATERLEVEL_SWIMMING;
 +                      origin1_z = self.origin_z + 22;
 +                      if(pointcontents(origin1) == CONTENT_WATER)
 +                              self.waterlevel = WATERLEVEL_SUBMERGED;
 +              }
 +      }
 +
 +      if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
 +              pmove_waterjumptime = 0;
 +}
 +
 +void PM_ClientMovement_Move()
 +{
 +#ifdef CSQC
 +      float t = PHYS_INPUT_TIMELENGTH;
 +      vector primalvelocity = self.velocity;
 +      PM_ClientMovement_UpdateStatus();
 +      float bump = 0;
 +      for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
 +      {
 +              vector neworigin = self.origin + t * self.velocity;
 +              tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
 +              float old_trace1_fraction = trace_fraction;
 +              vector old_trace1_endpos = trace_endpos;
 +              vector old_trace1_plane_normal = trace_plane_normal;
 +              if (trace_fraction < 1 && trace_plane_normal_z == 0)
 +              {
 +                      // may be a step or wall, try stepping up
 +                      // first move forward at a higher level
 +                      vector currentorigin2 = self.origin;
 +                      currentorigin2_z += PHYS_STEPHEIGHT;
 +                      vector neworigin2 = neworigin;
 +                      neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
 +                      tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
 +                      if (!trace_startsolid)
 +                      {
 +                              // then move down from there
 +                              currentorigin2 = trace_endpos;
 +                              neworigin2 = trace_endpos;
 +                              neworigin2_z = self.origin_z;
 +                              float old_trace2_fraction = trace_fraction;
 +                              vector old_trace2_plane_normal = trace_plane_normal;
 +                              tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
 +                              // accept the new trace if it made some progress
 +                              if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
 +                              {
 +                                      trace_fraction = old_trace2_fraction;
 +                                      trace_endpos = trace_endpos;
 +                                      trace_plane_normal = old_trace2_plane_normal;
 +                              }
 +                              else
 +                              {
 +                                      trace_fraction = old_trace1_fraction;
 +                                      trace_endpos = old_trace1_endpos;
 +                                      trace_plane_normal = old_trace1_plane_normal;
 +                              }
 +                      }
 +              }
 +
 +              // check if it moved at all
 +              if (trace_fraction >= 0.001)
 +                      self.origin = trace_endpos;
 +
 +              // check if it moved all the way
 +              if (trace_fraction == 1)
 +                      break;
 +
 +              // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
 +              // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
 +              // this got commented out in a change that supposedly makes the code match QW better
 +              // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
 +              if (trace_plane_normal_z > 0.7)
 +                      SET_ONGROUND(self);
 +
 +              t -= t * trace_fraction;
 +
 +              float f = self.velocity * trace_plane_normal;
 +              self.velocity -= f * trace_plane_normal;
 +      }
 +      if (pmove_waterjumptime > 0)
 +              self.velocity = primalvelocity;
 +#endif
 +}
 +
 +void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
 +{
 +      float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
 +      if (k <= 0)
 +              return;
 +
 +      k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
 +
 +      float zspeed = self.velocity_z;
 +      self.velocity_z = 0;
 +      float xyspeed = vlen(self.velocity);
 +      self.velocity = normalize(self.velocity);
 +
 +      float dot = self.velocity * wishdir;
 +
 +      if (dot > 0) // we can't change direction while slowing down
 +      {
 +              k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
 +              xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
 +              k *= PHYS_AIRCONTROL;
 +              self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
 +      }
 +
 +      self.velocity = self.velocity * xyspeed;
 +      self.velocity_z = zspeed;
 +}
 +
 +float AdjustAirAccelQW(float accelqw, float factor)
 +{
 +      return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
 +}
 +
 +// example config for alternate speed clamping:
 +//   sv_airaccel_qw 0.8
 +//   sv_airaccel_sideways_friction 0
 +//   prvm_globalset server speedclamp_mode 1
 +//     (or 2)
 +void PM_Accelerate(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
 +      : -1; // no clamping
 +
 +      accelqw = fabs(accelqw);
 +
 +      if (GAMEPLAYFIX_Q2AIRACCELERATE)
 +              wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
 +
 +      float vel_straight = self.velocity * wishdir;
 +      float vel_z = self.velocity_z;
 +      vector vel_xy = vec2(self.velocity);
 +      vector vel_perpend = vel_xy - vel_straight * wishdir;
 +
 +      float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
 +
 +      float vel_xy_current  = vlen(vel_xy);
 +      if (speedlimit)
 +              accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
 +      float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
 +      float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
 +      vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
 +      vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
 +
 +      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 fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
 +              // assume: fmin > 1
 +              // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
 +              // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
 +              // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
 +              // obviously, this cannot be
 +              if (fmin <= 0)
 +                      vel_perpend *= f;
 +              else
 +              {
 +                      fmin = sqrt(fmin);
 +                      vel_perpend *= max(fmin, f);
 +              }
 +      }
 +      else
 +              vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
 +
 +      vel_xy = vel_straight * wishdir + vel_perpend;
 +
 +      if (speedclamp >= 0)
 +      {
 +              float vel_xy_preclamp;
 +              vel_xy_preclamp = vlen(vel_xy);
 +              if (vel_xy_preclamp > 0) // prevent division by zero
 +              {
 +                      vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
 +                      if (vel_xy_current < vel_xy_preclamp)
 +                              vel_xy *= (vel_xy_current / vel_xy_preclamp);
 +              }
 +      }
 +
 +      self.velocity = vel_xy + vel_z * '0 0 1';
 +}
 +
 +void PM_AirAccelerate(vector wishdir, float wishspeed)
 +{
 +      if (wishspeed == 0)
 +              return;
 +
 +      vector curvel = self.velocity;
 +      curvel_z = 0;
 +      float curspeed = vlen(curvel);
 +
 +      if (wishspeed > curspeed * 1.01)
 +              wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
 +      else
 +      {
 +              float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
 +              wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
 +      }
 +      vector wishvel = wishdir * wishspeed;
 +      vector acceldir = wishvel - curvel;
 +      float addspeed = vlen(acceldir);
 +      acceldir = normalize(acceldir);
 +
 +      float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
 +
 +      if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
 +      {
 +              vector curdir = normalize(curvel);
 +              float dot = acceldir * curdir;
 +              if (dot < 0)
 +                      acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
 +      }
 +
 +      self.velocity += accelspeed * acceldir;
 +}
 +
 +
 +/*
 +=============
 +PlayerJump
 +
 +When you press the jump key
++returns TRUE if handled
 +=============
 +*/
-               return; // no jumping in freezetag when frozen
++float PlayerJump (void)
 +{
 +      if (PHYS_FROZEN(self))
-               return; // no jumping while blocked
++              return TRUE; // no jumping in freezetag when frozen
 +
 +#ifdef SVQC
 +      if (self.player_blocked)
-               return;
++              return TRUE; // no jumping while blocked
 +#endif
 +
 +      float doublejump = FALSE;
 +      float mjumpheight = PHYS_JUMPVELOCITY;
 +
 +      player_multijump = doublejump;
 +      player_jumpheight = mjumpheight;
 +#ifdef SVQC
 +      if (MUTATOR_CALLHOOK(PlayerJump))
-               return;
 +#elif defined(CSQC)
 +      if(PM_multijump_checkjump())
-               return;
 +#endif
++              return TRUE;
 +
 +      doublejump = player_multijump;
 +      mjumpheight = player_jumpheight;
 +
 +      if (PHYS_DOUBLEJUMP)
 +      {
 +              tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
 +              if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +              {
 +                      doublejump = TRUE;
 +
 +                      // we MUST clip velocity here!
 +                      float f;
 +                      f = self.velocity * trace_plane_normal;
 +                      if (f < 0)
 +                              self.velocity -= f * trace_plane_normal;
 +              }
 +      }
 +
 +      if (self.waterlevel >= WATERLEVEL_SWIMMING)
 +      {
 +              self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
-                       return;
++              return TRUE;
 +      }
 +
 +      if (!doublejump)
 +              if (!IS_ONGROUND(self))
-                       return;
++                      return IS_JUMP_HELD(self);
 +
 +      if (PHYS_TRACK_CANJUMP(self))
 +              if (IS_JUMP_HELD(self))
-       if(PHYS_INPUT_BUTTON_JUMP(self))
-               PlayerJump();
++                      return TRUE;
 +
 +      // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
 +      // velocity bounds.  Final velocity is bound between (jumpheight *
 +      // min + jumpheight) and (jumpheight * max + jumpheight);
 +
 +      if(PHYS_JUMPSPEEDCAP_MIN)
 +      {
 +              float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
 +
 +              if (self.velocity_z < minjumpspeed)
 +                      mjumpheight += minjumpspeed - self.velocity_z;
 +      }
 +
 +      if(PHYS_JUMPSPEEDCAP_MAX)
 +      {
 +              // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
 +              tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
 +
 +              if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
 +              {
 +                      float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
 +
 +                      if (self.velocity_z > maxjumpspeed)
 +                              mjumpheight -= self.velocity_z - maxjumpspeed;
 +              }
 +      }
 +
 +#ifdef SVQC
 +      if (!(self.lastflags & FL_ONGROUND))
 +      {
 +              if (autocvar_speedmeter)
 +                      dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
 +              if (self.lastground < time - 0.3)
 +              {
 +                      self.velocity_x *= (1 - autocvar_sv_friction_on_land);
 +                      self.velocity_y *= (1 - autocvar_sv_friction_on_land);
 +              }
 +              if (self.jumppadcount > 1)
 +                      dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
 +              self.jumppadcount = 0;
 +      }
 +#endif
 +
 +      self.velocity_z += mjumpheight;
 +
 +      UNSET_ONGROUND(self);
 +      SET_JUMP_HELD(self);
 +
 +#ifdef SVQC
 +
 +      self.oldvelocity_z = self.velocity_z;
 +
 +      animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
 +
 +      if (autocvar_g_jump_grunt)
 +              PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +#endif
++      return TRUE;
 +}
 +
 +void CheckWaterJump()
 +{
 +// check for a jump-out-of-water
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      vector start = self.origin;
 +      start_z += 8;
 +      v_forward_z = 0;
 +      normalize(v_forward);
 +      vector end = start + v_forward*24;
 +      traceline (start, end, TRUE, self);
 +      if (trace_fraction < 1)
 +      {       // solid at waist
 +              start_z = start_z + self.maxs_z - 8;
 +              end = start + v_forward*24;
 +              self.movedir = trace_plane_normal * -50;
 +              traceline(start, end, TRUE, self);
 +              if (trace_fraction == 1)
 +              {       // open at eye level
 +                      self.velocity_z = 225;
 +#ifdef SVQC
 +                      self.flags |= FL_WATERJUMP;
 +                      SET_JUMP_HELD(self);
 +                      self.teleport_time = time + 2;  // safety net
 +#endif
 +              }
 +      }
 +}
 +
++
++#ifdef SVQC
++      #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
++#elif defined(CSQC)
++      float autocvar_cl_jetpack_jump;
++      #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
++#endif
++.float jetpack_stopped;
++// Hack: shouldn't need to know about this
++.float multijump_count;
 +void CheckPlayerJump()
 +{
-               self.items |= IT_USING_JETPACK;
++#ifdef SVQC
++      float was_flying = ITEMS(self) & IT_USING_JETPACK;
++#endif
++      if (JETPACK_JUMP(self) < 2)
++#ifdef SVQC
++              ITEMS(self) &= ~IT_USING_JETPACK;
++#endif
++
++      if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
++      {
++#ifdef SVQC
++              float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
++              float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
++              float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO;
++#else
++              PlayerJump(); // Client only
++              float has_fuel = TRUE; // TODO
++#endif
++              if (!(ITEMS(self) & IT_JETPACK)) { }
++              else if (self.jetpack_stopped) { }
++              else if (!has_fuel)
++              {
++#ifdef SVQC
++                      if (was_flying) // TODO: ran out of fuel message
++                              Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
++                      else if (activate)
++                              Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
++#endif
++                      self.jetpack_stopped = TRUE;
++#ifdef SVQC
++                      ITEMS(self) &= ~IT_USING_JETPACK;
++#endif
++              }
++#ifdef SVQC
++              else if (activate && !PHYS_FROZEN(self))
++                      ITEMS(self) |= IT_USING_JETPACK;
++#endif
++      }
 +      else
++      {
++              self.jetpack_stopped = FALSE;
++#ifdef SVQC
++              ITEMS(self) &= ~IT_USING_JETPACK;
++#endif
++      }
++      if (!PHYS_INPUT_BUTTON_JUMP(self))
 +              UNSET_JUMP_HELD(self);
 +
 +      if (self.waterlevel == WATERLEVEL_SWIMMING)
 +              CheckWaterJump();
 +}
 +
 +float racecar_angle(float forward, float down)
 +{
 +      if (forward < 0)
 +      {
 +              forward = -forward;
 +              down = -down;
 +      }
 +
 +      float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
 +
 +      float angle_mult = forward / (800 + forward);
 +
 +      if (ret > 180)
 +              return ret * angle_mult + 360 * (1 - angle_mult);
 +      else
 +              return ret * angle_mult;
 +}
 +
 +void RaceCarPhysics()
 +{
 +#ifdef SVQC
 +      // using this move type for "big rigs"
 +      // the engine does not push the entity!
 +
 +      vector rigvel;
 +
 +      vector angles_save = self.angles;
 +      float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
 +      float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
 +
 +      if (g_bugrigs_reverse_speeding)
 +      {
 +              if (accel < 0)
 +              {
 +                      // back accel is DIGITAL
 +                      // to prevent speedhack
 +                      if (accel < -0.5)
 +                              accel = -1;
 +                      else
 +                              accel = 0;
 +              }
 +      }
 +
 +      self.angles_x = 0;
 +      self.angles_z = 0;
 +      makevectors(self.angles); // new forward direction!
 +
 +      if (IS_ONGROUND(self) || g_bugrigs_air_steering)
 +      {
 +              float myspeed = self.velocity * v_forward;
 +              float upspeed = self.velocity * v_up;
 +
 +              // responsiveness factor for steering and acceleration
 +              float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
 +              //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
 +
 +              float steerfactor;
 +              if (myspeed < 0 && g_bugrigs_reverse_spinning)
 +                      steerfactor = -myspeed * g_bugrigs_steer;
 +              else
 +                      steerfactor = -myspeed * f * g_bugrigs_steer;
 +
 +              float accelfactor;
 +              if (myspeed < 0 && g_bugrigs_reverse_speeding)
 +                      accelfactor = g_bugrigs_accel;
 +              else
 +                      accelfactor = f * g_bugrigs_accel;
 +              //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
 +
 +              if (accel < 0)
 +              {
 +                      if (myspeed > 0)
 +                      {
 +                              myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
 +                      }
 +                      else
 +                      {
 +                              if (!g_bugrigs_reverse_speeding)
 +                                      myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
 +                      }
 +              }
 +              else
 +              {
 +                      if (myspeed >= 0)
 +                      {
 +                              myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
 +                      }
 +                      else
 +                      {
 +                              if (g_bugrigs_reverse_stopping)
 +                                      myspeed = 0;
 +                              else
 +                                      myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
 +                      }
 +              }
 +              // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
 +              //MAXIMA: friction(v) := g_bugrigs_friction_floor;
 +
 +              self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
 +              makevectors(self.angles); // new forward direction!
 +
 +              myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
 +
 +              rigvel = myspeed * v_forward + '0 0 1' * upspeed;
 +      }
 +      else
 +      {
 +              float myspeed = vlen(self.velocity);
 +
 +              // responsiveness factor for steering and acceleration
 +              float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
 +              float steerfactor = -myspeed * f;
 +              self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
 +
 +              rigvel = self.velocity;
 +              makevectors(self.angles); // new forward direction!
 +      }
 +
 +      rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
 +      //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
 +      //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
 +      //MAXIMA: solve(total_acceleration(v) = 0, v);
 +
 +      if (g_bugrigs_planar_movement)
 +      {
 +              vector rigvel_xy, neworigin, up;
 +              float mt;
 +
 +              rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
 +              rigvel_xy = vec2(rigvel);
 +
 +              if (g_bugrigs_planar_movement_car_jumping)
 +                      mt = MOVE_NORMAL;
 +              else
 +                      mt = MOVE_NOMONSTERS;
 +
 +              tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
 +              up = trace_endpos - self.origin;
 +
 +              // BUG RIGS: align the move to the surface instead of doing collision testing
 +              // can we move?
 +              tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
 +
 +              // align to surface
 +              tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
 +
 +              if (trace_fraction < 0.5)
 +              {
 +                      trace_fraction = 1;
 +                      neworigin = self.origin;
 +              }
 +              else
 +                      neworigin = trace_endpos;
 +
 +              if (trace_fraction < 1)
 +              {
 +                      // now set angles_x so that the car points parallel to the surface
 +                      self.angles = vectoangles(
 +                                      '1 0 0' * v_forward_x * trace_plane_normal_z
 +                                      +
 +                                      '0 1 0' * v_forward_y * trace_plane_normal_z
 +                                      +
 +                                      '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
 +                                      );
 +                      SET_ONGROUND(self);
 +              }
 +              else
 +              {
 +                      // now set angles_x so that the car points forward, but is tilted in velocity direction
 +                      UNSET_ONGROUND(self);
 +              }
 +
 +              self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
 +              self.movetype = MOVETYPE_NOCLIP;
 +      }
 +      else
 +      {
 +              rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
 +              self.velocity = rigvel;
 +              self.movetype = MOVETYPE_FLY;
 +      }
 +
 +      trace_fraction = 1;
 +      tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
 +      if (trace_fraction != 1)
 +      {
 +              self.angles = vectoangles2(
 +                              '1 0 0' * v_forward_x * trace_plane_normal_z
 +                              +
 +                              '0 1 0' * v_forward_y * trace_plane_normal_z
 +                              +
 +                              '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
 +                              trace_plane_normal
 +                              );
 +      }
 +      else
 +      {
 +              vector vel_local;
 +
 +              vel_local_x = v_forward * self.velocity;
 +              vel_local_y = v_right * self.velocity;
 +              vel_local_z = v_up * self.velocity;
 +
 +              self.angles_x = racecar_angle(vel_local_x, vel_local_z);
 +              self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
 +      }
 +
 +      // smooth the angles
 +      vector vf1, vu1, smoothangles;
 +      makevectors(self.angles);
 +      float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
 +      if (f == 0)
 +              f = 1;
 +      vf1 = v_forward * f;
 +      vu1 = v_up * f;
 +      makevectors(angles_save);
 +      vf1 = vf1 + v_forward * (1 - f);
 +      vu1 = vu1 + v_up * (1 - f);
 +      smoothangles = vectoangles2(vf1, vu1);
 +      self.angles_x = -smoothangles_x;
 +      self.angles_z =  smoothangles_z;
 +#endif
 +}
 +
 +string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 +.float specialcommand_pos;
 +void SpecialCommand()
 +{
 +#ifdef SVQC
 +#ifdef TETRIS
 +      TetrisImpulse();
 +#else
 +      if (!CheatImpulse(99))
 +              print("A hollow voice says \"Plugh\".\n");
 +#endif
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_speed;
 +string speedaward_holder;
 +string speedaward_uid;
 +#endif
 +void race_send_speedaward(float msg)
 +{
 +#ifdef SVQC
 +      // send the best speed of the round
 +      WriteByte(msg, SVC_TEMPENTITY);
 +      WriteByte(msg, TE_CSQC_RACE);
 +      WriteByte(msg, RACE_NET_SPEED_AWARD);
 +      WriteInt24_t(msg, floor(speedaward_speed+0.5));
 +      WriteString(msg, speedaward_holder);
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_alltimebest;
 +string speedaward_alltimebest_holder;
 +string speedaward_alltimebest_uid;
 +#endif
 +void race_send_speedaward_alltimebest(float msg)
 +{
 +#ifdef SVQC
 +      // send the best speed
 +      WriteByte(msg, SVC_TEMPENTITY);
 +      WriteByte(msg, TE_CSQC_RACE);
 +      WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
 +      WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
 +      WriteString(msg, speedaward_alltimebest_holder);
 +#endif
 +}
 +
 +float PM_check_keepaway(void)
 +{
 +#ifdef SVQC
 +      return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
 +#else
 +      return 1;
 +#endif
 +}
 +
 +void PM_check_race_movetime(void)
 +{
 +#ifdef SVQC
 +      self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
 +      float f = floor(self.race_movetime_frac);
 +      self.race_movetime_frac -= f;
 +      self.race_movetime_count += f;
 +      self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
 +#endif
 +}
 +
 +float PM_check_specialcommand(float buttons)
 +{
 +#ifdef SVQC
 +      string c;
 +      if (!buttons)
 +              c = "x";
 +      else if (buttons == 1)
 +              c = "1";
 +      else if (buttons == 2)
 +              c = " ";
 +      else if (buttons == 128)
 +              c = "s";
 +      else if (buttons == 256)
 +              c = "w";
 +      else if (buttons == 512)
 +              c = "a";
 +      else if (buttons == 1024)
 +              c = "d";
 +      else
 +              c = "?";
 +
 +      if (c == substring(specialcommand, self.specialcommand_pos, 1))
 +      {
 +              self.specialcommand_pos += 1;
 +              if (self.specialcommand_pos >= strlen(specialcommand))
 +              {
 +                      self.specialcommand_pos = 0;
 +                      SpecialCommand();
 +                      return TRUE;
 +              }
 +      }
 +      else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
 +              self.specialcommand_pos = 0;
 +#endif
 +      return FALSE;
 +}
 +
 +void PM_check_nickspam(void)
 +{
 +#ifdef SVQC
 +      if (time >= self.nickspamtime)
 +              return;
 +      if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
 +      {
 +              // slight annoyance for nick change scripts
 +              PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
 +              self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
 +
 +              if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
 +              {
 +                      PHYS_INPUT_ANGLES(self)_x = random() * 360;
 +                      PHYS_INPUT_ANGLES(self)_y = random() * 360;
 +                      // at least I'm not forcing retardedview by also assigning to angles_z
 +                      self.fixangle = TRUE;
 +              }
 +      }
 +#endif
 +}
 +
 +void PM_check_punch()
 +{
 +#ifdef SVQC
 +      if (self.punchangle != '0 0 0')
 +      {
 +              float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
 +              if (f > 0)
 +                      self.punchangle = normalize(self.punchangle) * f;
 +              else
 +                      self.punchangle = '0 0 0';
 +      }
 +
 +      if (self.punchvector != '0 0 0')
 +      {
 +              float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
 +              if (f > 0)
 +                      self.punchvector = normalize(self.punchvector) * f;
 +              else
 +                      self.punchvector = '0 0 0';
 +      }
 +#endif
 +}
 +
 +void PM_check_spider(void)
 +{
 +#ifdef SVQC
 +      if (time >= self.spider_slowness)
 +              return;
 +      PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
 +      self.stat_sv_airspeedlimit_nonqw *= 0.5;
 +#endif
 +}
 +
 +// predict frozen movement, as frozen players CAN move in some cases
 +void PM_check_frozen(void)
 +{
 +      if (!PHYS_FROZEN(self))
 +              return;
 +      if (PHYS_DODGING_FROZEN
 +#ifdef SVQC
 +      && IS_REAL_CLIENT(self)
 +#endif
 +      )
 +      {
 +              PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
 +              PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
 +              PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
 +      }
 +      else
 +              PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
 +
 +      vector midpoint = ((self.absmin + self.absmax) * 0.5);
 +      if (pointcontents(midpoint) == CONTENT_WATER)
 +      {
 +              self.velocity = self.velocity * 0.5;
 +
 +              if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
 +                      self.velocity_z = 200;
 +      }
 +}
 +
 +void PM_check_blocked(void)
 +{
 +#ifdef SVQC
 +      if (!self.player_blocked)
 +              return;
 +      PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
 +      self.disableclientprediction = 1;
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_lastsent;
 +float speedaward_lastupdate;
 +string GetMapname(void);
 +#endif
 +void PM_check_race(void)
 +{
 +#ifdef SVQC
 +      if not(g_cts || g_race)
 +              return;
 +      if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
 +      {
 +              speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
 +              speedaward_holder = self.netname;
 +              speedaward_uid = self.crypto_idfp;
 +              speedaward_lastupdate = time;
 +      }
 +      if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
 +      {
 +              string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
 +              race_send_speedaward(MSG_ALL);
 +              speedaward_lastsent = speedaward_speed;
 +              if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
 +              {
 +                      speedaward_alltimebest = speedaward_speed;
 +                      speedaward_alltimebest_holder = speedaward_holder;
 +                      speedaward_alltimebest_uid = speedaward_uid;
 +                      db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
 +                      db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
 +                      race_send_speedaward_alltimebest(MSG_ALL);
 +              }
 +      }
 +#endif
 +}
 +
 +void PM_check_vortex(void)
 +{
 +#ifdef SVQC
 +      // WEAPONTODO
 +      float xyspeed = vlen(vec2(self.velocity));
 +      if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
 +      {
 +              // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
 +              xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
 +              float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
 +              // add the extra charge
 +              self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
 +      }
 +#endif
 +}
 +
 +void PM_fly(float maxspd_mod)
 +{
 +      // noclipping or flying
 +      UNSET_ONGROUND(self);
 +
 +      self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
 +      if (time >= self.teleport_time)
 +              PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_swim(float maxspd_mod)
 +{
 +      // swimming
 +      UNSET_ONGROUND(self);
 +
 +      float jump = PHYS_INPUT_BUTTON_JUMP(self);
 +      // water jump only in certain situations
 +      // this mimics quakeworld code
 +      if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
 +      {
 +              vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
 +              makevectors(yawangles);
 +              vector forward = v_forward;
 +              vector spot = self.origin + 24 * forward;
 +              spot_z += 8;
 +              traceline(spot, spot, MOVE_NOMONSTERS, self);
 +              if (trace_startsolid)
 +              {
 +                      spot_z += 24;
 +                      traceline(spot, spot, MOVE_NOMONSTERS, self);
 +                      if (!trace_startsolid)
 +                      {
 +                              self.velocity = forward * 50;
 +                              self.velocity_z = 310;
 +                              pmove_waterjumptime = 2;
 +                              UNSET_ONGROUND(self);
 +                              SET_JUMP_HELD(self);
 +                      }
 +              }
 +      }
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
 +      if (wishvel == '0 0 0')
 +              wishvel = '0 0 -60'; // drift towards bottom
 +
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
 +
 +      if (IS_DUCKED(self))
 +      wishspeed *= 0.5;
 +
 +//    if (pmove_waterjumptime <= 0) // TODO: use
 +    {
 +              // water friction
 +              float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
 +              f = min(max(0, f), 1);
 +              self.velocity *= f;
 +
 +              f = wishspeed - self.velocity * wishdir;
 +              if (f > 0)
 +              {
 +                      float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
 +                      self.velocity += accelspeed * wishdir;
 +              }
 +
 +              // holding jump button swims upward slowly
 +              if (jump)
 +              {
 +#if 0
 +                      if (self.watertype & CONTENT_LAVA)
 +                              self.velocity_z =  50;
 +                      else if (self.watertype & CONTENT_SLIME)
 +                              self.velocity_z =  80;
 +                      else
 +                      {
 +                              if (IS_NEXUIZ_DERIVED(gamemode))
 +#endif
 +                                      self.velocity_z = 200;
 +#if 0
 +                              else
 +                                      self.velocity_z = 100;
 +                      }
 +#endif
 +              }
 +      }
 +      PM_ClientMovement_Move();
 +      // water acceleration
 +      PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_ladder(float maxspd_mod)
 +{
 +      // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
 +      UNSET_ONGROUND(self);
 +
 +      float g;
 +      g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
 +      if (PHYS_ENTGRAVITY(self))
 +              g *= PHYS_ENTGRAVITY(self);
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +      {
 +              g *= 0.5;
 +              self.velocity_z += g;
 +      }
 +
 +      self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self)_y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
 +      self.velocity_z += g;
 +      if (self.ladder_entity.classname == "func_water")
 +      {
 +              float f = vlen(wishvel);
 +              if (f > self.ladder_entity.speed)
 +                      wishvel *= (self.ladder_entity.speed / f);
 +
 +              self.watertype = self.ladder_entity.skin;
 +              f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
 +              if ((self.origin_z + self.view_ofs_z) < f)
 +                      self.waterlevel = WATERLEVEL_SUBMERGED;
 +              else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
 +                      self.waterlevel = WATERLEVEL_SWIMMING;
 +              else if ((self.origin_z + self.mins_z + 1) < f)
 +                      self.waterlevel = WATERLEVEL_WETFEET;
 +              else
 +              {
 +                      self.waterlevel = WATERLEVEL_NONE;
 +                      self.watertype = CONTENT_EMPTY;
 +              }
 +      }
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
 +      PM_ClientMovement_Move();
 +#ifdef SVQC
 +      if (time >= self.teleport_time)
 +#endif
 +              // water acceleration
 +              PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_check_jumppad()
 +{
 +#ifdef CSQC
 +      entity oldself = self;
 +
 +      for(self = world; (self = find(self, classname, "jumppad")); )
 +              trigger_push_draw();
 +
 +      self = oldself;
 +#endif
 +}
 +
 +void PM_jetpack(float maxspd_mod)
 +{
 +      //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
 +      // add remaining speed as Z component
 +      float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
 +      // fix speedhacks :P
 +      wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
 +      // add the unused velocity as up component
 +      wishvel_z = 0;
 +
 +      // if (self.BUTTON_JUMP)
 +              wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
 +
 +      // it is now normalized, so...
 +      float a_side = PHYS_JETPACK_ACCEL_SIDE;
 +      float a_up = PHYS_JETPACK_ACCEL_UP;
 +      float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
 +
 +      wishvel_x *= a_side;
 +      wishvel_y *= a_side;
 +      wishvel_z *= a_up;
 +      wishvel_z += a_add;
 +
 +      float best = 0;
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // finding the maximum over all vectors of above form
 +      // with wishvel having an absolute value of 1
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // we're finding the maximum over
 +      //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
 +      // for z in the range from -1 to 1
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // maximum is EITHER attained at the single extreme point:
 +      float a_diff = a_side * a_side - a_up * a_up;
 +      float f;
 +      if (a_diff != 0)
 +      {
 +              f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
 +              if (f > -1 && f < 1) // can it be attained?
 +              {
 +                      best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
 +                      //print("middle\n");
 +              }
 +      }
 +      // OR attained at z = 1:
 +      f = (a_up + a_add) * (a_up + a_add);
 +      if (f > best)
 +      {
 +              best = f;
 +              //print("top\n");
 +      }
 +      // OR attained at z = -1:
 +      f = (a_up - a_add) * (a_up - a_add);
 +      if (f > best)
 +      {
 +              best = f;
 +              //print("bottom\n");
 +      }
 +      best = sqrt(best);
 +      //////////////////////////////////////////////////////////////////////////////////////
 +
 +      //print("best possible acceleration: ", ftos(best), "\n");
 +
 +      float fxy, fz;
 +      fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
 +      if (wishvel_z - PHYS_GRAVITY > 0)
 +              fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 +      else
 +              fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 +
 +      float fvel;
 +      fvel = vlen(wishvel);
 +      wishvel_x *= fxy;
 +      wishvel_y *= fxy;
 +      wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
 +
 +      fvel = min(1, vlen(wishvel) / best);
 +      if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
 +              f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
 +      else
 +              f = 1;
 +
 +      //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
 +
 +      if (f > 0 && wishvel != '0 0 0')
 +      {
 +              self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
 +              UNSET_ONGROUND(self);
 +
 +#ifdef SVQC
 +              if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
 +                      self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
 +
-       // we get here if we ran out of ammo
-       if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
++              ITEMS(self) |= IT_USING_JETPACK;
 +
 +              // jetpack also inhibits health regeneration, but only for 1 second
 +              self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
 +#endif
 +      }
 +
 +#ifdef CSQC
 +      float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +              self.velocity_z -= g * 0.5;
 +      else
 +              self.velocity_z -= g;
 +      PM_ClientMovement_Move();
 +      if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
 +              if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +                      self.velocity_z -= g * 0.5;
 +#endif
 +}
 +#ifdef SVQC
 +void SV_WalkMove ()
 +{
 +      // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice),
 +      // don't move
 +      if (PHYS_INPUT_TIMELENGTH <= 0)
 +              return;
 +
 +//    if (autocvar_sv_gameplayfix_unstickplayers)
 +//            SV_CheckStuck (self);
 +
 +//    applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP);
 +
 +//    hitsupercontentsmask = SV_GenericHitSuperContentsMask(self);
 +
 +//    SV_CheckVelocity(self);
 +
 +      // do a regular slide move unless it looks like you ran into a step
 +//    float oldonground = self.flags & FL_ONGROUND;
 +
 +      vector start_origin = self.origin;
 +      vector start_velocity = self.velocity;
 +
 +      float clip = 0;
 +//    clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0);
 +
 +//    if(sv_gameplayfix_downtracesupportsongroundflag.integer)
 +//    if(!(clip & 1))
 +      {
 +              // only try this if there was no floor in the way in the trace (no,
 +              // this check seems to be not REALLY necessary, because if clip & 1,
 +              // our trace will hit that thing too)
 +              vector upmove = self.origin;
 +              upmove_z++;
 +              vector downmove = self.origin;
 +              upmove_z--;
 +              float type;
 +              if (self.movetype == MOVETYPE_FLYMISSILE)
 +                      type = MOVE_MISSILE;
 +              else if (self.movetype == MOVETYPE_FLY_WORLDONLY)
 +                      type = MOVE_WORLDONLY;
 +              else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT)
 +                      type = MOVE_NOMONSTERS; // only clip against bmodels
 +              else
 +                      type = MOVE_NORMAL;
 +              vector entmins = self.mins;
 +              vector entmaxs = self.maxs;
 +              tracebox(upmove, entmins, entmaxs, downmove, type, self);
 +              if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +                      clip |= 1; // but we HAVE found a floor
 +      }
 +
 +      // if the move did not hit the ground at any point, we're not on ground
 +//    if(!(clip & 1))
 +//            self.flags = self.flags & ~FL_ONGROUND;
 +
 +//    SV_CheckVelocity(self);
 +//    SV_LinkEdict(self);
 +//    SV_LinkEdict_TouchAreaGrid(self);
 +
 +      if(clip & 8) // teleport
 +              return;
 +
 +      if (self.flags & FL_WATERJUMP)
 +              return;
 +
 +//    if (autocvar_sv_nostep)
 +//            return;
 +
 +      vector originalmove_origin = self.origin;
 +      vector originalmove_velocity = self.velocity;
 +      float originalmove_flags = self.flags;
 +      entity originalmove_groundentity = self.groundentity;
 +
 +      // if move didn't block on a step, return
 +      if (clip & 2)
 +      {
 +              // if move was not trying to move into the step, return
 +              if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125)
 +                      return;
 +
 +              if (self.movetype != MOVETYPE_FLY)
 +              {
 +                      // return if gibbed by a trigger
 +                      if (self.movetype != MOVETYPE_WALK)
 +                              return;
 +
 +                      // return if attempting to jump while airborn (unless sv_jumpstep)
 +//                    if (!autocvar_sv_jumpstep)
 +//                            if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0)
 +//                                    return;
 +              }
 +
 +              // try moving up and forward to go up a step
 +              // back to start pos
 +              self.origin = start_origin;
 +              self.velocity = start_velocity;
 +
 +              // move up
 +              vector upmove = '0 0 0';
 +              upmove_z = autocvar_sv_stepheight;
 +//            if(!SV_PushEntity(&trace, self, upmove, true))
 +//            {
 +//                    // we got teleported when upstepping... must abort the move
 +//                    return;
 +//            }
 +
 +              // move forward
 +              self.velocity_z = 0;
 +//            clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0);
 +              self.velocity_z += start_velocity_z;
 +//            if(clip & 8)
 +//            {
 +//                    // we got teleported when upstepping... must abort the move
 +//                    // note that z velocity handling may not be what QC expects here, but we cannot help it
 +//                    return;
 +//            }
 +
 +//            SV_CheckVelocity(self);
 +//            SV_LinkEdict(self);
 +//            SV_LinkEdict_TouchAreaGrid(self);
 +
 +              // check for stuckness, possibly due to the limited precision of floats
 +              // in the clipping hulls
 +              if (clip
 +               && fabs(originalmove_origin_y - self.origin_y < 0.03125)
 +               && fabs(originalmove_origin_x - self.origin_x < 0.03125))
 +              {
 +                      //Con_Printf("wall\n");
 +                      // stepping up didn't make any progress, revert to original move
 +                      self.origin = originalmove_origin;
 +                      self.velocity = originalmove_velocity;
 +                      self.flags = originalmove_flags;
 +                      self.groundentity = originalmove_groundentity;
 +                      return;
 +              }
 +
 +              //Con_Printf("step - ");
 +
 +              // extra friction based on view angle
 +//            if (clip & 2 && sv_wallfriction.integer)
 +//                    SV_WallFriction (self, stepnormal);
 +      }
 +      // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
 +//    else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND))
 +//            return;
 +
 +      // move down
 +      vector downmove = '0 0 0';
 +      downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH;
 +//    if(!SV_PushEntity (&downtrace, self, downmove, true))
 +//    {
 +//            // we got teleported when downstepping... must abort the move
 +//            return;
 +//    }
 +
 +      if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +      {
 +              // this has been disabled so that you can't jump when you are stepping
 +              // up while already jumping (also known as the Quake2 double jump bug)
 +      }
 +      else
 +      {
 +              //Con_Printf("slope\n");
 +              // if the push down didn't end up on good ground, use the move without
 +              // the step up.  This happens near wall / slope combinations, and can
 +              // cause the player to hop up higher on a slope too steep to climb
 +              self.origin = originalmove_origin;
 +              self.velocity = originalmove_velocity;
 +              self.flags = originalmove_flags;
 +              self.groundentity = originalmove_groundentity;
 +      }
 +
 +//    SV_CheckVelocity(self);
 +//    SV_LinkEdict(self);
 +//    SV_LinkEdict_TouchAreaGrid(self);
 +}
 +#endif
 +void PM_walk(float buttons_prev, float maxspd_mod)
 +{
 +#ifdef SVQC
- #ifdef SVQC
-       // we get here if we ran out of ammo
-       if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
- #endif
 +      if (!(self.lastflags & FL_ONGROUND))
 +      {
 +              if (autocvar_speedmeter)
 +                      dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
 +              if (self.lastground < time - 0.3)
 +                      self.velocity *= (1 - autocvar_sv_friction_on_land);
 +              if (self.jumppadcount > 1)
 +                      dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
 +              self.jumppadcount = 0;
 +      }
 +#endif
 +      // walking
 +      makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y;
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = vlen(wishvel);
 +
 +      wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
 +      if (IS_DUCKED(self))
 +              wishspeed *= 0.5;
 +
 +      // apply edge friction
 +      float f = vlen(vec2(self.velocity));
 +      if (f > 0)
 +      {
 +              // TODO: apply edge friction
 +              // apply ground friction
 +              f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
 +              f = max(0, f);
 +              self.velocity *= f;
 +              /*
 +                 Mathematical analysis time!
 +
 +                 Our goal is to invert this mess.
 +
 +                 For the two cases we get:
 +                      v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
 +                        = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
 +                      v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
 +                 and
 +                      v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
 +                      v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
 +
 +                 These cases would be chosen ONLY if:
 +                      v0 < PHYS_STOPSPEED
 +                      v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
 +                      v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
 +                 and, respectively:
 +                      v0 >= PHYS_STOPSPEED
 +                      v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
 +                      v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
 +               */
 +      }
 +      float addspeed = wishspeed - self.velocity * wishdir;
 +      if (addspeed > 0)
 +      {
 +              float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
 +              self.velocity += accelspeed * wishdir;
 +      }
 +      float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
 +      if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
 +              self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
 +      if (self.velocity * self.velocity)
 +              PM_ClientMovement_Move();
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +              if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
 +                      self.velocity_z -= g * 0.5;
 +}
 +
 +void PM_air(float buttons_prev, float maxspd_mod)
 +{
-       self.items &= ~IT_USING_JETPACK;
 +      makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y;
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = vlen(wishvel);
 +
 +#ifdef SVQC
 +      if (time >= self.teleport_time)
 +#else
 +      if (pmove_waterjumptime <= 0)
 +#endif
 +      {
 +              float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
 +
 +              // apply air speed limit
 +              float airaccelqw = PHYS_AIRACCEL_QW(self);
 +              float wishspeed0 = wishspeed;
 +              wishspeed = min(wishspeed, maxairspd);
 +              if (IS_DUCKED(self))
 +                      wishspeed *= 0.5;
 +              float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
 +
 +              float accelerating = (self.velocity * wishdir > 0);
 +              float wishspeed2 = wishspeed;
 +
 +              // CPM: air control
 +              if (PHYS_AIRSTOPACCELERATE)
 +              {
 +                      vector curdir = normalize(vec2(self.velocity));
 +                      airaccel += (PHYS_AIRSTOPACCELERATE*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(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
 +              if (PHYS_MAXAIRSTRAFESPEED)
 +                      wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
 +              if (PHYS_AIRSTRAFEACCELERATE)
 +                      airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
 +              if (PHYS_AIRSTRAFEACCEL_QW(self))
 +                      airaccelqw =
 +              (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
 +              *
 +              (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
 +              // !CPM
 +
 +              if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
 +                      PM_AirAccelerate(wishdir, wishspeed2);
 +              else
 +                      PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
 +
 +              if (PHYS_AIRCONTROL)
 +                      CPM_PM_Aircontrol(wishdir, wishspeed2);
 +      }
 +      float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +              self.velocity_z -= g * 0.5;
 +      else
 +              self.velocity_z -= g;
 +      PM_ClientMovement_Move();
 +      if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
 +              if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +                      self.velocity_z -= g * 0.5;
 +}
 +
 +// used for calculating airshots
 +float PM_is_flying()
 +{
 +      if (IS_ONGROUND(self))
 +              return 0;
 +      if (self.waterlevel >= WATERLEVEL_SWIMMING)
 +              return 0;
 +      traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
 +      return trace_fraction >= 1;
 +}
 +
 +void PM_Main()
 +{
 +      float buttons = PHYS_INPUT_BUTTON_MASK(self);
 +#ifdef CSQC
 +      self.team = myteam + 1; // is this correct?
 +      if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
 +              UNSET_JUMP_HELD(self); // canjump = true
 +      pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
 +#endif
 +      PM_ClientMovement_UpdateStatus();
 +
 +#ifdef SVQC
 +      WarpZone_PlayerPhysics_FixVAngle();
 +#endif
 +      float maxspeed_mod = 1;
 +      maxspeed_mod *= PM_check_keepaway();
 +      maxspeed_mod *= PHYS_HIGHSPEED;
 +
 +#ifdef SVQC
 +      Physics_UpdateStats(maxspeed_mod);
 +
 +      if (self.PlayerPhysplug)
 +              if (self.PlayerPhysplug())
 +                      return;
 +#endif
 +
 +      PM_check_race_movetime();
 +#ifdef SVQC
 +      anticheat_physics();
 +#endif
 +
 +      if (PM_check_specialcommand(buttons))
 +              return;
 +#ifdef SVQC
 +      if (sv_maxidle > 0)
 +      {
 +              if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
 +                      self.parm_idlesince = time;
 +      }
 +#endif
 +      float buttons_prev = self.buttons_old;
 +      self.buttons_old = buttons;
 +      self.movement_old = PHYS_INPUT_MOVEVALUES(self);
 +      self.v_angle_old = PHYS_INPUT_ANGLES(self);
 +
 +      PM_check_nickspam();
 +
 +      PM_check_punch();
 +#ifdef SVQC
 +      if (IS_BOT_CLIENT(self))
 +      {
 +              if (playerdemo_read())
 +                      return;
 +              bot_think();
 +      }
 +
-       else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
 +      if (IS_PLAYER(self))
 +#endif
 +      {
 +#ifdef SVQC
 +              if (self.race_penalty)
 +                      if (time > self.race_penalty)
 +                              self.race_penalty = 0;
 +#endif
 +
 +              float not_allowed_to_move = 0;
 +#ifdef SVQC
 +              if (self.race_penalty)
 +                      not_allowed_to_move = 1;
 +#endif
 +#ifdef SVQC
 +              if (!autocvar_sv_ready_restart_after_countdown)
 +                      if (time < game_starttime)
 +                              not_allowed_to_move = 1;
 +#endif
 +
 +              if (not_allowed_to_move)
 +              {
 +                      self.velocity = '0 0 0';
 +                      self.movetype = MOVETYPE_NONE;
 +#ifdef SVQC
 +                      self.disableclientprediction = 2;
 +#endif
 +              }
 +#ifdef SVQC
 +              else if (self.disableclientprediction == 2)
 +              {
 +                      if (self.movetype == MOVETYPE_NONE)
 +                              self.movetype = MOVETYPE_WALK;
 +                      self.disableclientprediction = 0;
 +              }
 +#endif
 +      }
 +
 +#ifdef SVQC
 +      if (self.movetype == MOVETYPE_NONE)
 +              return;
 +
 +      // when we get here, disableclientprediction cannot be 2
 +      self.disableclientprediction = 0;
 +#endif
 +
 +      PM_check_spider();
 +
 +      PM_check_frozen();
 +
 +      PM_check_blocked();
 +
 +      maxspeed_mod = 1;
 +
 +#ifdef SVQC
 +      if (self.in_swamp) {
 +              maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
 +      }
 +#endif
 +
 +#ifdef SVQC
 +      // conveyors: first fix velocity
 +      if (self.conveyor.state)
 +              self.velocity -= self.conveyor.movedir;
 +#endif
 +
 +#ifdef SVQC
 +      MUTATOR_CALLHOOK(PlayerPhysics);
 +#endif
 +#ifdef CSQC
 +      PM_multijump();
 +#endif
 +
 +//    float forcedodge = 1;
 +//    if(forcedodge) {
 +//#ifdef CSQC
 +//            PM_dodging_checkpressedkeys();
 +//#endif
 +//            PM_dodging();
 +//            PM_ClientMovement_Move();
 +//            return;
 +//    }
 +
 +#ifdef SVQC
 +      if (!IS_PLAYER(self))
 +      {
 +              maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
 +              if (!self.spectatorspeed)
 +                      self.spectatorspeed = maxspeed_mod;
 +              if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
 +              {
 +                      if (self.lastclassname != "player")
 +                      {
 +                              if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
 +                                      self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
 +                              else if (self.impulse == 11)
 +                                      self.spectatorspeed = maxspeed_mod;
 +                              else if (self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
 +                                      self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
 +                              else if (self.impulse >= 1 && self.impulse <= 9)
 +                                      self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
 +                      } // otherwise just clear
 +                      self.impulse = 0;
 +              }
 +              maxspeed_mod *= self.spectatorspeed;
 +      }
 +#endif
 +
 +#ifdef SVQC
 +      // if dead, behave differently
 +      // in CSQC, physics don't handle dead player
 +      if (self.deadflag)
 +              goto end;
 +#endif
 +
 +#ifdef SVQC
 +      if (!self.fixangle && !g_bugrigs)
 +              self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
 +#endif
 +
 +#ifdef SVQC
 +      if (IS_ONGROUND(self))
 +      if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
 +      if (self.wasFlying)
 +      {
 +              self.wasFlying = 0;
 +              if (self.waterlevel < WATERLEVEL_SWIMMING)
 +              if (time >= self.ladder_time)
 +              if (!self.hook)
 +              {
 +                      self.nextstep = time + 0.3 + random() * 0.1;
 +                      trace_dphitq3surfaceflags = 0;
 +                      tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
 +                      if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
 +                      {
 +                              if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
 +                                      GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +                              else
 +                                      GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +                      }
 +              }
 +      }
 +#endif
 +
 +      if (PM_is_flying())
 +              self.wasFlying = 1;
 +
 +#ifdef SVQC
 +      if (IS_PLAYER(self))
 +#endif
 +              CheckPlayerJump();
 +
 +      PM_check_jumppad();
 +
 +      if (self.flags & /* FL_WATERJUMP */ 2048)
 +      {
 +              self.velocity_x = self.movedir_x;
 +              self.velocity_y = self.movedir_y;
 +              if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
 +              {
 +                      self.flags &= ~/* FL_WATERJUMP */ 2048;
 +                      self.teleport_time = 0;
 +              }
 +      }
 +
 +#ifdef SVQC
 +      else if (g_bugrigs && IS_PLAYER(self))
 +              RaceCarPhysics();
 +#endif
 +
 +      else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
 +              PM_fly(maxspeed_mod);
 +
 +      else if (self.waterlevel >= WATERLEVEL_SWIMMING)
 +              PM_swim(maxspeed_mod);
 +
 +      else if (time < self.ladder_time)
 +              PM_ladder(maxspeed_mod);
 +
++      else if (ITEMS(self) & IT_USING_JETPACK)
 +              PM_jetpack(maxspeed_mod);
 +
 +      else
 +      {
 +              if (IS_ONGROUND(self))
 +                      PM_walk(buttons_prev, maxspeed_mod);
 +              else
 +                      PM_air(buttons_prev, maxspeed_mod);
 +      }
 +
 +#ifdef SVQC
 +      if (!IS_OBSERVER(self))
 +              PM_check_race();
 +#endif
 +      PM_check_vortex();
 +
 +:end
 +      if (IS_ONGROUND(self))
 +              self.lastground = time;
 +
 +#ifdef SVQC
 +      // conveyors: then break velocity again
 +      if (self.conveyor.state)
 +              self.velocity += self.conveyor.movedir;
 +#endif
 +      self.lastflags = self.flags;
 +      self.lastclassname = self.classname;
 +}
 +
 +#ifdef SVQC
 +void SV_PlayerPhysics(void)
 +#elif defined(CSQC)
 +void CSQC_ClientMovement_PlayerMove_Frame(void)
 +#endif
 +{
 +      PM_Main();
 +}
diff --combined qcsrc/common/physics.qh
index bea2bd9c471432a1799a8117d468bd44d1504259,0000000000000000000000000000000000000000..7a9bd3c5456e7f698ed7e86fba21323891dfb8ed
mode 100644,000000..100644
--- /dev/null
@@@ -1,187 -1,0 +1,189 @@@
 +// Client/server mappings
 +
 +#ifdef CSQC
 +
 +      float player_multijump;
 +      float player_jumpheight;
 +
 +      #define PHYS_INPUT_ANGLES(s)                            input_angles
 +// TODO
 +      #define PHYS_WORLD_ANGLES(s)                            input_angles
 +
 +      #define PHYS_INPUT_TIMELENGTH                           input_timelength
 +
 +      #define PHYS_INPUT_MOVEVALUES(s)                        input_movevalues
 +
 +      #define PHYS_INPUT_BUTTON_MASK(s)               (input_buttons | 128 * (input_movevalues_x < 0) | 256 * (input_movevalues_x > 0) | 512 * (input_movevalues_y < 0) | 1024 * (input_movevalues_y > 0))
 +      #define PHYS_INPUT_BUTTON_ATCK(s)                       !!(input_buttons & 1)
 +      #define PHYS_INPUT_BUTTON_JUMP(s)                       !!(input_buttons & 2)
 +      #define PHYS_INPUT_BUTTON_ATCK2(s)                      !!(input_buttons & 4)
 +      #define PHYS_INPUT_BUTTON_ZOOM(s)                       !!(input_buttons & 8)
 +      #define PHYS_INPUT_BUTTON_CROUCH(s)                     !!(input_buttons & 16)
 +      #define PHYS_INPUT_BUTTON_HOOK(s)                       !!(input_buttons & 32)
 +      #define PHYS_INPUT_BUTTON_USE(s)                        !!(input_buttons & 64)
 +      #define PHYS_INPUT_BUTTON_BACKWARD(s)           !!(input_buttons & 128)
 +      #define PHYS_INPUT_BUTTON_FORWARD(s)            !!(input_buttons & 256)
 +      #define PHYS_INPUT_BUTTON_LEFT(s)                       !!(input_buttons & 512)
 +      #define PHYS_INPUT_BUTTON_RIGHT(s)                      !!(input_buttons & 1024)
++      #define PHYS_INPUT_BUTTON_JETPACK(s)            !!(input_buttons & 2048)
 +
 +      #define PHYS_DEAD(s)                                            s.csqcmodel_isdead
 +
 +      #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  !!(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
 +      #define GAMEPLAYFIX_NOGRAVITYONGROUND                   cvar("sv_gameplayfix_nogravityonground")
 +      #define GAMEPLAYFIX_Q2AIRACCELERATE                             cvar("sv_gameplayfix_q2airaccelerate")
 +
 +      #define IS_DUCKED(s)                                            !!(s.pmove_flags & PMF_DUCKED)
 +      #define SET_DUCKED(s)                                           s.pmove_flags |= PMF_DUCKED
 +      #define UNSET_DUCKED(s)                                         s.pmove_flags &= ~PMF_DUCKED
 +
 +      #define IS_JUMP_HELD(s)                                         !!(s.pmove_flags & PMF_JUMP_HELD)
 +      #define SET_JUMP_HELD(s)                                        s.pmove_flags |= PMF_JUMP_HELD
 +      #define UNSET_JUMP_HELD(s)                                      s.pmove_flags &= ~PMF_JUMP_HELD
 +
 +      #define IS_ONGROUND(s)                                          !!(s.pmove_flags & PMF_ONGROUND)
 +      #define SET_ONGROUND(s)                                         s.pmove_flags |= PMF_ONGROUND
 +      #define UNSET_ONGROUND(s)                                       s.pmove_flags &= ~PMF_ONGROUND
 +
 +      #define ITEMS(s)                                                        getstati(STAT_ITEMS, 0, 24)
 +
 +      #define PHYS_AMMO_FUEL(s)                                       getstati(STAT_FUEL)
 +
 +      #define PHYS_FROZEN(s)                                          getstati(STAT_FROZEN)
 +
 +      #define PHYS_DOUBLEJUMP                                         getstati(STAT_DOUBLEJUMP)
 +
 +      #define PHYS_JUMPSPEEDCAP_MIN                           getstatf(STAT_MOVEVARS_JUMPSPEEDCAP_MIN)
 +      #define PHYS_JUMPSPEEDCAP_MAX                           getstatf(STAT_MOVEVARS_JUMPSPEEDCAP_MAX)
 +      #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS       getstati(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
 +
 +      #define PHYS_TRACK_CANJUMP(s)                           getstati(STAT_MOVEVARS_TRACK_CANJUMP)
 +      #define PHYS_ACCELERATE                                         getstatf(STAT_MOVEVARS_ACCELERATE)
 +      #define PHYS_AIRACCEL_QW(s)                                     getstatf(STAT_MOVEVARS_AIRACCEL_QW)
 +      #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)       getstatf(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR)
 +      #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         getstatf(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION)
 +      #define PHYS_AIRACCELERATE                                      getstatf(STAT_MOVEVARS_AIRACCELERATE)
 +      #define PHYS_AIRCONTROL                                         getstatf(STAT_MOVEVARS_AIRCONTROL)
 +      #define PHYS_AIRCONTROL_PENALTY                         getstatf(STAT_MOVEVARS_AIRCONTROL_PENALTY)
 +      #define PHYS_AIRCONTROL_POWER                           getstatf(STAT_MOVEVARS_AIRCONTROL_POWER)
 +      #define PHYS_AIRSPEEDLIMIT_NONQW(s)                     getstatf(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW)
 +      #define PHYS_AIRSTOPACCELERATE                          getstatf(STAT_MOVEVARS_AIRSTOPACCELERATE)
 +      #define PHYS_AIRSTRAFEACCEL_QW(s)                       getstatf(STAT_MOVEVARS_AIRSTRAFEACCEL_QW)
 +      #define PHYS_AIRSTRAFEACCELERATE                        getstatf(STAT_MOVEVARS_AIRSTRAFEACCELERATE)
 +      #define PHYS_ENTGRAVITY(s)                                      getstatf(STAT_MOVEVARS_ENTGRAVITY)
 +      #define PHYS_FRICTION                                           getstatf(STAT_MOVEVARS_FRICTION)
 +      #define PHYS_GRAVITY                                            getstatf(STAT_MOVEVARS_GRAVITY)
 +      #define PHYS_HIGHSPEED                                          getstatf(STAT_MOVEVARS_HIGHSPEED)
 +      #define PHYS_JUMPVELOCITY                                       getstatf(STAT_MOVEVARS_JUMPVELOCITY)
 +      #define PHYS_MAXAIRSPEED                                        getstatf(STAT_MOVEVARS_MAXAIRSPEED)
 +      #define PHYS_MAXAIRSTRAFESPEED                          getstatf(STAT_MOVEVARS_MAXAIRSTRAFESPEED)
 +      #define PHYS_MAXSPEED(s)                                        getstatf(STAT_MOVEVARS_MAXSPEED)
 +      #define PHYS_STEPHEIGHT                                         getstatf(STAT_MOVEVARS_STEPHEIGHT)
 +      #define PHYS_STOPSPEED                                          getstatf(STAT_MOVEVARS_STOPSPEED)
 +      #define PHYS_WARSOWBUNNY_ACCEL                          getstatf(STAT_MOVEVARS_WARSOWBUNNY_ACCEL)
 +      #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        getstatf(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO)
 +      #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        getstatf(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL)
 +      #define PHYS_WARSOWBUNNY_TOPSPEED                       getstatf(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED)
 +      #define PHYS_WARSOWBUNNY_TURNACCEL                      getstatf(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL)
 +
 +      #define PHYS_JETPACK_ACCEL_UP                           getstatf(STAT_JETPACK_ACCEL_UP)
 +      #define PHYS_JETPACK_ACCEL_SIDE                         getstatf(STAT_JETPACK_ACCEL_SIDE)
 +      #define PHYS_JETPACK_ANTIGRAVITY                        getstatf(STAT_JETPACK_ANTIGRAVITY)
 +      #define PHYS_JETPACK_FUEL                                       getstatf(STAT_JETPACK_FUEL)
 +      #define PHYS_JETPACK_MAXSPEED_UP                        getstatf(STAT_JETPACK_MAXSPEED_UP)
 +      #define PHYS_JETPACK_MAXSPEED_SIDE                      getstatf(STAT_JETPACK_MAXSPEED_SIDE)
 +
 +      #define PHYS_DODGING_FROZEN                                     getstati(STAT_DODGING_FROZEN)
 +
 +#elif defined(SVQC)
 +
 +      #define PHYS_INPUT_ANGLES(s)                            s.v_angle
 +      #define PHYS_WORLD_ANGLES(s)                            s.angles
 +
 +      #define PHYS_INPUT_TIMELENGTH                           frametime
 +
 +      #define PHYS_INPUT_MOVEVALUES(s)                        s.movement
 +      // TODO: cache
 +      #define PHYS_INPUT_BUTTON_MASK(s)               (s.BUTTON_ATCK | 2 * s.BUTTON_JUMP | 4 * s.BUTTON_ATCK2 | 8 * s.BUTTON_ZOOM | 16 * s.BUTTON_CROUCH | 32 * s.BUTTON_HOOK | 64 * s.BUTTON_USE | 128 * (s.movement_x < 0) | 256 * (s.movement_x > 0) | 512 * (s.movement_y < 0) | 1024 * (s.movement_y > 0))
 +      #define PHYS_INPUT_BUTTON_ATCK(s)                       s.BUTTON_ATCK
 +      #define PHYS_INPUT_BUTTON_JUMP(s)                       s.BUTTON_JUMP
 +      #define PHYS_INPUT_BUTTON_ATCK2(s)                      s.BUTTON_ATCK2
 +      #define PHYS_INPUT_BUTTON_ZOOM(s)                       s.BUTTON_ZOOM
 +      #define PHYS_INPUT_BUTTON_CROUCH(s)                     s.BUTTON_CROUCH
 +      #define PHYS_INPUT_BUTTON_HOOK(s)                       s.BUTTON_HOOK
 +      #define PHYS_INPUT_BUTTON_USE(s)                        s.BUTTON_USE
 +      #define PHYS_INPUT_BUTTON_BACKWARD(s)           (s.movement_x < 0)
 +      #define PHYS_INPUT_BUTTON_FORWARD(s)            (s.movement_x > 0)
 +      #define PHYS_INPUT_BUTTON_LEFT(s)                       (s.movement_y < 0)
 +      #define PHYS_INPUT_BUTTON_RIGHT(s)                      (s.movement_y > 0)
++      #define PHYS_INPUT_BUTTON_JETPACK(s)            s.BUTTON_JETPACK
 +
 +      #define PHYS_DEAD(s)                                            s.deadflag != DEAD_NO
 +
 +      #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
 +      #define GAMEPLAYFIX_NOGRAVITYONGROUND                   cvar("sv_gameplayfix_nogravityonground")
 +      #define GAMEPLAYFIX_Q2AIRACCELERATE                             autocvar_sv_gameplayfix_q2airaccelerate
 +
 +      #define IS_DUCKED(s)                                            s.crouch
 +      #define SET_DUCKED(s)                                           s.crouch = TRUE
 +      #define UNSET_DUCKED(s)                                         s.crouch = FALSE
 +
 +      #define IS_JUMP_HELD(s)                                         !(s.flags & FL_JUMPRELEASED)
 +      #define SET_JUMP_HELD(s)                                        s.flags &= ~FL_JUMPRELEASED
 +      #define UNSET_JUMP_HELD(s)                                      s.flags |= FL_JUMPRELEASED
 +
 +      #define IS_ONGROUND(s)                                          !!(self.flags & FL_ONGROUND)
 +      #define SET_ONGROUND(s)                                         s.flags |= FL_ONGROUND
 +      #define UNSET_ONGROUND(s)                                       s.flags &= ~FL_ONGROUND
 +
 +      #define ITEMS(s)                                                        s.items
 +
 +      #define PHYS_AMMO_FUEL(s)                                       s.ammo_fuel
 +
 +      #define PHYS_FROZEN(s)                                          s.frozen
 +
 +      #define PHYS_DOUBLEJUMP                                         autocvar_sv_doublejump
 +
 +      #define PHYS_JUMPSPEEDCAP_MIN                           autocvar_sv_jumpspeedcap_min
 +      #define PHYS_JUMPSPEEDCAP_MAX                           autocvar_sv_jumpspeedcap_max
 +      #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS       autocvar_sv_jumpspeedcap_max_disable_on_ramps
 +
 +      #define PHYS_TRACK_CANJUMP(s)                           s.cvar_cl_movement_track_canjump
 +      #define PHYS_ACCELERATE                                         autocvar_sv_accelerate
 +      #define PHYS_AIRACCEL_QW(s)                                     s.stat_sv_airaccel_qw
 +      #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)       autocvar_sv_airaccel_qw_stretchfactor
 +      #define PHYS_AIRACCEL_SIDEWAYS_FRICTION         autocvar_sv_airaccel_sideways_friction
 +      #define PHYS_AIRACCELERATE                                      autocvar_sv_airaccelerate
 +      #define PHYS_AIRCONTROL                                         autocvar_sv_aircontrol
 +      #define PHYS_AIRCONTROL_PENALTY                         autocvar_sv_aircontrol_penalty
 +      #define PHYS_AIRCONTROL_POWER                           autocvar_sv_aircontrol_power
 +      #define PHYS_AIRSPEEDLIMIT_NONQW(s)                     s.stat_sv_airspeedlimit_nonqw
 +      #define PHYS_AIRSTOPACCELERATE                          autocvar_sv_airstopaccelerate
 +      #define PHYS_AIRSTRAFEACCEL_QW(s)                       s.stat_sv_airstrafeaccel_qw
 +      #define PHYS_AIRSTRAFEACCELERATE                        autocvar_sv_airstrafeaccelerate
 +      #define PHYS_ENTGRAVITY(s)                                      s.gravity
 +      #define PHYS_FRICTION                                           autocvar_sv_friction
 +      #define PHYS_GRAVITY                                            autocvar_sv_gravity
 +      #define PHYS_HIGHSPEED                                          autocvar_g_movement_highspeed
 +      #define PHYS_JUMPVELOCITY                                       autocvar_sv_jumpvelocity
 +      #define PHYS_MAXAIRSPEED                                        autocvar_sv_maxairspeed
 +      #define PHYS_MAXAIRSTRAFESPEED                          autocvar_sv_maxairstrafespeed
 +      #define PHYS_MAXSPEED(s)                                        s.stat_sv_maxspeed
 +      #define PHYS_STEPHEIGHT                                         autocvar_sv_stepheight
 +      #define PHYS_STOPSPEED                                          autocvar_sv_stopspeed
 +      #define PHYS_WARSOWBUNNY_ACCEL                          autocvar_sv_warsowbunny_accel
 +      #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO        autocvar_sv_warsowbunny_backtosideratio
 +      #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL        autocvar_sv_warsowbunny_airforwardaccel
 +      #define PHYS_WARSOWBUNNY_TOPSPEED                       autocvar_sv_warsowbunny_topspeed
 +      #define PHYS_WARSOWBUNNY_TURNACCEL                      autocvar_sv_warsowbunny_turnaccel
 +
 +      #define PHYS_JETPACK_ACCEL_UP                           autocvar_g_jetpack_acceleration_up
 +      #define PHYS_JETPACK_ACCEL_SIDE                         autocvar_g_jetpack_acceleration_side
 +      #define PHYS_JETPACK_ANTIGRAVITY                        autocvar_g_jetpack_antigravity
 +      #define PHYS_JETPACK_FUEL                                       autocvar_g_jetpack_fuel
 +      #define PHYS_JETPACK_MAXSPEED_UP                        autocvar_g_jetpack_maxspeed_up
 +      #define PHYS_JETPACK_MAXSPEED_SIDE                      autocvar_g_jetpack_maxspeed_side
 +
 +      #define PHYS_DODGING_FROZEN                                     autocvar_sv_dodging_frozen
 +
 +#endif
diff --combined qcsrc/common/stats.qh
index 3b92105df95238820a2bfe31c41cabfefc13d386,f0570299794f72d698269b62ac7133a0951258a5..9b383fa92e999f60dc660d37dbf54783be68bee5
@@@ -56,21 -56,21 +56,21 @@@ const float STAT_VORTEX_CHARG
  const float STAT_LAST_PICKUP            = 51;
  const float STAT_HUD                    = 52;
  const float STAT_VORTEX_CHARGEPOOL      = 53;
- const float STAT_DAMAGE_DEALT_TOTAL     = 54;
- const float STAT_TYPEHIT_TIME           = 55;
- const float STAT_LAYED_MINES            = 56;
- const float STAT_HAGAR_LOAD             = 57;
- const float STAT_SWITCHINGWEAPON        = 58;
- const float STAT_SUPERWEAPONS_FINISHED  = 59;
- const float STAT_VEHICLESTAT_HEALTH     = 60;
- const float STAT_VEHICLESTAT_SHIELD     = 61;
- const float STAT_VEHICLESTAT_ENERGY     = 62;
- const float STAT_VEHICLESTAT_AMMO1      = 63;
- const float STAT_VEHICLESTAT_RELOAD1    = 64;
- const float STAT_VEHICLESTAT_AMMO2      = 65;
- const float STAT_VEHICLESTAT_RELOAD2    = 66;
- const float STAT_VEHICLESTAT_W2MODE     = 67;
- // 68 empty?
+ const float STAT_HIT_TIME               = 54;
+ const float STAT_DAMAGE_DEALT_TOTAL     = 55;
+ const float STAT_TYPEHIT_TIME           = 56;
+ const float STAT_LAYED_MINES            = 57;
+ const float STAT_HAGAR_LOAD             = 58;
+ const float STAT_SWITCHINGWEAPON        = 59;
+ const float STAT_SUPERWEAPONS_FINISHED  = 60;
+ const float STAT_VEHICLESTAT_HEALTH     = 61;
+ const float STAT_VEHICLESTAT_SHIELD     = 62;
+ const float STAT_VEHICLESTAT_ENERGY     = 63;
+ const float STAT_VEHICLESTAT_AMMO1      = 64;
+ const float STAT_VEHICLESTAT_RELOAD1    = 65;
+ const float STAT_VEHICLESTAT_AMMO2      = 66;
+ const float STAT_VEHICLESTAT_RELOAD2    = 67;
+ const float STAT_VEHICLESTAT_W2MODE     = 68;
  const float STAT_NADE_TIMER             = 69;
  const float STAT_SECRETS_TOTAL          = 70;
  const float STAT_SECRETS_FOUND          = 71;
@@@ -87,8 -87,8 +87,8 @@@ const float STAT_NADE_BONUS_SCOR
  const float STAT_HEALING_ORB            = 82;
  const float STAT_HEALING_ORB_ALPHA      = 83;
  const float STAT_PLASMA                 = 84;
- // 85 empty?
- // 86 empty?
+ const float STAT_OK_AMMO_CHARGE         = 85;
+ const float STAT_OK_AMMO_CHARGEPOOl     = 86;
  // 87 empty?
  // 88 empty?
  // 89 empty?
@@@ -225,33 -225,33 +225,33 @@@ const float STAT_REVIVE_PROGRES
  // 190 empty?
  // 191 empty?
  // 192 empty?
 -// 193 empty?
 -// 194 empty?
 -// 195 empty?
 -// 196 empty?
 -// 197 empty?
 -// 198 empty?
 -// 199 empty?
 -// 200 empty?
 -// 201 empty?
 -// 202 empty?
 -// 203 empty?
 -// 204 empty?
 -// 205 empty?
 -// 206 empty?
 -// 207 empty?
 -// 208 empty?
 -// 209 empty?
 -// 210 empty?
 -// 211 empty?
 -// 212 empty?
 -// 213 empty?
 -// 214 empty?
 -// 215 empty?
 -// 216 empty?
 -// 217 empty?
 -// 218 empty?
 -// 219 empty?
 +const float STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS  = 193;
 +const float STAT_MOVEVARS_JUMPSPEEDCAP_MAX              = 194;
 +const float STAT_MOVEVARS_JUMPSPEEDCAP_MIN              = 195;
 +const float STAT_DOUBLEJUMP                             = 196;
 +const float STAT_MOVEVARS_TRACK_CANJUMP                 = 197;
 +const float STAT_MULTIJUMP_ADD                          = 198;
 +const float STAT_MULTIJUMP_SPEED                        = 199;
 +const float STAT_MULTIJUMP                              = 200;
 +const float STAT_DODGING_TIMEOUT                        = 201;
 +const float STAT_DODGING_WALL                           = 202;
 +const float STAT_DODGING_UP_SPEED                       = 203;
 +const float STAT_DODGING_RAMP_TIME                      = 204;
 +const float STAT_DODGING_HEIGHT_THRESHOLD               = 205;
 +const float STAT_DODGING_DISTANCE_THRESHOLD             = 206;
 +const float STAT_DODGING_HORIZ_SPEED                    = 207;
 +const float STAT_DODGING_DELAY                          = 208;
 +const float STAT_DODGING_FROZEN_NO_DOUBLETAP            = 209;
 +const float STAT_DODGING_HORIZ_SPEED_FROZEN             = 210;
 +const float STAT_DODGING                                = 211;
 +const float STAT_DODGING_FROZEN                         = 212;
 +const float STAT_JETPACK_MAXSPEED_UP                    = 213;
 +const float STAT_JETPACK_MAXSPEED_SIDE                  = 214;
 +const float STAT_JETPACK_FUEL                           = 215;
 +const float STAT_JETPACK_ANTIGRAVITY                    = 216;
 +const float STAT_JETPACK_ACCEL_SIDE                     = 217;
 +const float STAT_JETPACK_ACCEL_UP                       = 218;
 +const float STAT_MOVEVARS_HIGHSPEED                     = 219;
  const float STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR     = 220;
  const float STAT_MOVEVARS_AIRCONTROL_PENALTY            = 221;
  const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW           = 222;
index e78eef895dc672d479850793960ac9ead4e1eb62,63db0ac14b6ea777aef4e349f39e0d360682c9f5..5b2011e8c438ace1a7f1a42c951f10812004e2f6
@@@ -21,7 -21,6 +21,7 @@@
   */
  
  var float autocvar_cl_movement_errorcompensation = 0;
 +var float autocvar_cl_movement = 2; // testing purposes
  
  // engine stuff
  #define REFDEFFLAG_TELEPORTED 1
@@@ -120,17 -119,6 +120,17 @@@ void CSQCPlayer_SavePrediction(
        csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
  }
  
 +void PM_Main();
 +
 +void CSQCPlayer_Physics(void)
 +{
 +      switch(autocvar_cl_movement)
 +      {
 +              case 1: runstandardplayerphysics(self); break;
 +              case 2: PM_Main(); break;
 +      }
 +}
 +
  void CSQCPlayer_PredictTo(float endframe, float apply_error)
  {
        CSQCPlayer_Unpredict();
                {
                        if (!getinputstate(csqcplayer_moveframe))
                                break;
 -                      runstandardplayerphysics(self);
 +                      CSQCPlayer_Physics();
                        CSQCPlayer_SetMinsMaxs();
                        csqcplayer_moveframe++;
                }
@@@ -194,11 -182,7 +194,7 @@@ void CSQCPlayer_SetCamera(
                oldself = self;
                self = csqcplayer;
  
- #ifdef COMPAT_XON050_ENGINE
-               if(servercommandframe == 0 || clientcommandframe == 0 || !(checkextension("DP_CSQC_V_CALCREFDEF") || checkextension("DP_CSQC_V_CALCREFDEF_WIP1")))
- #else
                if(servercommandframe == 0 || clientcommandframe == 0)
- #endif
                {
                        InterpolateOrigin_Do();
                        self.view_ofs = '0 0 1' * getstati(STAT_VIEWHEIGHT);
        }
  
        entity view;
- #ifdef COMPAT_XON050_ENGINE
-       view = CSQCModel_server2csqc((spectatee_status > 0) ? spectatee_status : player_localentnum);
- #else
        view = CSQCModel_server2csqc(player_localentnum);
- #endif
  
        if(view && view != csqcplayer)
        {
                self = oldself;
        }
  
- #ifdef COMPAT_XON050_ENGINE
-       if(view && !(checkextension("DP_CSQC_V_CALCREFDEF") || checkextension("DP_CSQC_V_CALCREFDEF_WIP1")))
-       {
-               // legacy code, not totally correct, but good enough for not having V_CalcRefdef
-               setproperty(VF_ORIGIN, view.origin + '0 0 1' * getstati(STAT_VIEWHEIGHT));
-               setproperty(VF_ANGLES, view_angles);
-       }
-       else
- #endif
        if(view)
        {
                var float refdefflags = 0;
index a8cb23e495c50c44dbb3c259341ec1cd9c1a137c,168045bd039230257c6a6e13e087b8855e3b2026..6b46a95124eca7923537eb3c3f321843202633e0
@@@ -426,7 -426,7 +426,7 @@@ float autocvar_g_nick_flood_penalty_red
  float autocvar_g_nick_flood_penalty_yellow;
  //float autocvar_g_nick_flood_timeout;
  float autocvar_g_nix_with_healtharmor;
- float autocvar_g_nix_with_laser;
+ float autocvar_g_nix_with_blaster;
  float autocvar_g_nix_with_powerups;
  float autocvar_g_nodepthtestitems;
  float autocvar_g_nodepthtestplayers;
@@@ -635,9 -635,9 +635,9 @@@ float autocvar_sv_gameplayfix_q2airacce
  float autocvar_sv_gentle;
  #define autocvar_sv_gravity cvar("sv_gravity")
  string autocvar_sv_intermission_cdtrack;
 -string autocvar_sv_jumpspeedcap_max;
 +float autocvar_sv_jumpspeedcap_max;
  float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
 -string autocvar_sv_jumpspeedcap_min;
 +float autocvar_sv_jumpspeedcap_min;
  float autocvar_sv_jumpvelocity;
  float autocvar_sv_logscores_bots;
  float autocvar_sv_logscores_console;
@@@ -837,6 -837,13 +837,13 @@@ float autocvar_g_campcheck_damage
  float autocvar_g_campcheck_distance;
  float autocvar_g_campcheck_interval;
  float autocvar_g_jump_grunt;
+ float autocvar_g_overkill_powerups_replace;
+ float autocvar_g_overkill_superguns_respawn_time;
+ float autocvar_g_overkill_100h_anyway;
+ float autocvar_g_overkill_100a_anyway;
+ float autocvar_g_overkill_ammo_charge;
+ float autocvar_g_overkill_ammo_charge_notice;
+ float autocvar_g_overkill_ammo_charge_limit;
  float autocvar_g_spawn_near_teammate_distance;
  float autocvar_g_spawn_near_teammate_ignore_spawnpoint;
  float autocvar_g_spawn_near_teammate_ignore_spawnpoint_delay;
index 9dd9455481e072b4c9d69f18897772cfea7946cd,03ab777b941c151ce93fe5cccc92e87cd1d9248e..37a630af8a27a360b024e644b48586289b0f955e
@@@ -1140,6 -1140,10 +1140,10 @@@ void ClientConnect (void
        // Wazat's grappling hook
        SetGrappleHookBindings();
  
+       // Jetpack binds
+       stuffcmd(self, "alias +jetpack +button10\n");
+       stuffcmd(self, "alias -jetpack -button10\n");
        // get version info from player
        stuffcmd(self, "cmd clientversion $gameversion\n");
  
@@@ -1558,7 -1562,7 +1562,7 @@@ void player_regen (void
                mina = autocvar_g_balance_armor_regenstable;
                limith = autocvar_g_balance_health_limit;
                limita = autocvar_g_balance_armor_limit;
-               
                max_mod = regen_mod_max;
                regen_mod = regen_mod_regen;
                rot_mod = regen_mod_rot;
@@@ -1603,17 -1607,55 +1607,17 @@@ void SetZoomState(float z
  
  void GetPressedKeys(void) {
        MUTATOR_CALLHOOK(GetPressedKeys);
 -      if (self.movement_x > 0) // get if movement keys are pressed
 -      {       // forward key pressed
 -              self.pressedkeys |= KEY_FORWARD;
 -              self.pressedkeys &= ~KEY_BACKWARD;
 -      }
 -      else if (self.movement_x < 0)
 -      {       // backward key pressed
 -              self.pressedkeys |= KEY_BACKWARD;
 -              self.pressedkeys &= ~KEY_FORWARD;
 -      }
 -      else
 -      {       // no x input
 -              self.pressedkeys &= ~KEY_FORWARD;
 -              self.pressedkeys &= ~KEY_BACKWARD;
 -      }
 -
 -      if (self.movement_y > 0)
 -      {       // right key pressed
 -              self.pressedkeys |= KEY_RIGHT;
 -              self.pressedkeys &= ~KEY_LEFT;
 -      }
 -      else if (self.movement_y < 0)
 -      {       // left key pressed
 -              self.pressedkeys |= KEY_LEFT;
 -              self.pressedkeys &= ~KEY_RIGHT;
 -      }
 -      else
 -      {       // no y input
 -              self.pressedkeys &= ~KEY_RIGHT;
 -              self.pressedkeys &= ~KEY_LEFT;
 -      }
 -
 -      if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
 -              self.pressedkeys |= KEY_JUMP;
 -      else
 -              self.pressedkeys &= ~KEY_JUMP;
 -      if (self.BUTTON_CROUCH)
 -              self.pressedkeys |= KEY_CROUCH;
 -      else
 -              self.pressedkeys &= ~KEY_CROUCH;
 -
 -      if (self.BUTTON_ATCK)
 -              self.pressedkeys |= KEY_ATCK;
 -      else
 -              self.pressedkeys &= ~KEY_ATCK;
 -      if (self.BUTTON_ATCK2)
 -              self.pressedkeys |= KEY_ATCK2;
 -      else
 -              self.pressedkeys &= ~KEY_ATCK2;
 +      #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
 +      X(self.pressedkeys, KEY_FORWARD,        PHYS_INPUT_MOVEVALUES(self)_x > 0);
 +      X(self.pressedkeys, KEY_BACKWARD,       PHYS_INPUT_MOVEVALUES(self)_x < 0);
 +      X(self.pressedkeys, KEY_RIGHT,          PHYS_INPUT_MOVEVALUES(self)_y > 0);
 +      X(self.pressedkeys, KEY_LEFT,           PHYS_INPUT_MOVEVALUES(self)_y < 0);
 +
 +      X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
 +      X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
 +      X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
 +      X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
 +      #undef X
  }
  
  /*
@@@ -1714,7 -1756,6 +1718,6 @@@ float SpectateUpdate(
        return 1;
  }
  
  float SpectateSet()
  {
        if(self.enemy.classname != "player")
@@@ -2103,6 -2144,33 +2106,33 @@@ void PlayerUseKey(
        MUTATOR_CALLHOOK(PlayerUseKey);
  }
  
+ float isInvisibleString(string s)
+ {
+       float i, n, c;
+       s = strdecolorize(s);
+       for((i = 0), (n = strlen(s)); i < n; ++i)
+       {
+               c = str2chr(s, i);
+               switch(c)
+               {
+                       case 0:
+                       case 32: // space
+                               break;
+                       case 192: // charmap space
+                               if (!autocvar_utf8_enable)
+                                       break;
+                               return FALSE;
+                       case 160: // space in unicode fonts
+                       case 0xE000 + 192: // utf8 charmap space
+                               if (autocvar_utf8_enable)
+                                       break;
+                       default:
+                               return FALSE;
+               }
+       }
+       return TRUE;
+ }
  /*
  =============
  PlayerPreThink
@@@ -2134,8 -2202,17 +2164,17 @@@ void PlayerPreThink (void
  
        zoomstate_set = 0;
  
-       if(self.netname_previous != self.netname)
-       {
+       // Savage: Check for nameless players
+       if (isInvisibleString(self.netname)) {
+               string new_name = strzone(strcat("Player@", self.netaddress));
+               if(autocvar_sv_eventlog)
+                       GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
+               if(self.netname_previous)
+                       strunzone(self.netname_previous);
+               self.netname_previous = strzone(new_name);
+               self.netname = self.netname_previous;
+               // stuffcmd(self, strcat("name ", self.netname, "\n"));
+       } else if(self.netname_previous != self.netname) {
                if(autocvar_sv_eventlog)
                        GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
                if(self.netname_previous)
                self.clip_load = self.clip_size = 0;
  }
  
- float isInvisibleString(string s)
- {
-       float i, n, c;
-       s = strdecolorize(s);
-       for((i = 0), (n = strlen(s)); i < n; ++i)
-       {
-               c = str2chr(s, i);
-               switch(c)
-               {
-                       case 0:
-                       case 32: // space
-                               break;
-                       case 192: // charmap space
-                               if (!autocvar_utf8_enable)
-                                       break;
-                               return FALSE;
-                       case 160: // space in unicode fonts
-                       case 0xE000 + 192: // utf8 charmap space
-                               if (autocvar_utf8_enable)
-                                       break;
-                       default:
-                               return FALSE;
-               }
-       }
-       return TRUE;
- }
  /*
  =============
  PlayerPostThink
@@@ -2503,12 -2553,6 +2515,6 @@@ Called every frame for each client afte
  .float idlekick_lasttimeleft;
  void PlayerPostThink (void)
  {
-       // Savage: Check for nameless players
-       if (isInvisibleString(self.netname)) {
-               self.netname = "Player";
-               stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
-       }
        if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
        if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
        {
        }
        */
  
-       //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
        if(self.waypointsprite_attachedforcarrier)
                WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
  
diff --combined qcsrc/server/defs.qh
index 474e859d3e16555849e17bd64497c9da63c724e1,757ee65e2799449c1afd71e68aaf2339596faada..fd217f0ab4a2678153771306542debeb900609cc
@@@ -13,6 -13,7 +13,7 @@@ noref float require_spawnfunc_prefix; /
  #define BUTTON_USE        buttonuse
  #define BUTTON_DRAG       button8
  #define BUTTON_ZOOMSCRIPT button9
+ #define BUTTON_JETPACK    button10
  
  // Globals
  
@@@ -260,6 -261,7 +261,7 @@@ float default_weapon_alpha
  .float cvar_cl_handicap;
  .float cvar_cl_clippedspectating;
  .float cvar_cl_autoscreenshot;
+ .float cvar_cl_jetpack_jump;
  .float cvar_cl_movement_track_canjump;
  .float cvar_cl_newusekeysupported;
  
@@@ -440,6 -442,11 +442,6 @@@ float round_starttime; //point in time 
  .float stat_game_starttime;
  .float stat_round_starttime;
  
 -.float stat_sv_airaccel_qw;
 -.float stat_sv_airstrafeaccel_qw;
 -.float stat_sv_airspeedlimit_nonqw;
 -.float stat_sv_maxspeed;
 -
  void W_Porto_Remove (entity p);
  
  .float projectiledeathtype;
@@@ -563,6 -570,7 +565,7 @@@ float serverflags
  .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
  
  .float player_blocked;
+ .float weapon_blocked; // weapon use disabled
  
  .float frozen; // for freeze attacks
  .float revive_progress;
diff --combined qcsrc/server/g_world.qc
index cfdbd0bc961407e509bdc003120e58cc6ae75099,0fd5d2de3c2eee8f0e2a8076f22ee753b6965992..adfb59a08cb5246823867171d493cf9aeb44c778
@@@ -41,7 -41,7 +41,7 @@@ void PingPLReport_Think(
                WriteByte(MSG_BROADCAST, 0);
                WriteByte(MSG_BROADCAST, 0);
        }
-       self.cnt = mod(self.cnt + 1, maxclients);
+       self.cnt = (self.cnt + 1) % maxclients;
  }
  void PingPLReport_Spawn()
  {
@@@ -531,7 -531,6 +531,7 @@@ void Nagger_Init()
  void ClientInit_Spawn();
  void WeaponStats_Init();
  void WeaponStats_Shutdown();
 +void Physics_AddStats();
  void spawnfunc_worldspawn (void)
  {
        float fd, l, i, j, n;
        addstat(STAT_WEAPON_CLIPLOAD, AS_INT, clip_load);
        addstat(STAT_WEAPON_CLIPSIZE, AS_INT, clip_size);
        addstat(STAT_LAST_PICKUP, AS_FLOAT, last_pickup);
+       addstat(STAT_HIT_TIME, AS_FLOAT, hit_time);
        addstat(STAT_DAMAGE_DEALT_TOTAL, AS_INT, damage_dealt_total);
        addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
        addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
        addstat(STAT_FROZEN, AS_INT, frozen);
        addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
  
 -      // g_movementspeed hack
 -      addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
 -      addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
 -      addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
 -      addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
 +      // physics
 +      Physics_AddStats();
  
        // secrets
        addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);
@@@ -1033,7 -1036,7 +1034,7 @@@ float() MaplistMethod_Iterate = // usua
                for(i = 1; i < Map_Count; ++i)
                {
                        float mapindex;
-                       mapindex = mod(i + Map_Current, Map_Count);
+                       mapindex = (i + Map_Current) % Map_Count;
                        if(Map_Check(mapindex, pass))
                                return mapindex;
                }
@@@ -1061,7 -1064,7 +1062,7 @@@ float() MaplistMethod_Random = // rando
        for(i = 0; i <= imax; ++i)
        {
                float mapindex;
-               mapindex = mod(Map_Current + floor(random() * (Map_Count - 1) + 1), Map_Count); // any OTHER map
+               mapindex = (Map_Current + floor(random() * (Map_Count - 1) + 1)) % Map_Count; // any OTHER map
                if(Map_Check(mapindex, 1))
                        return mapindex;
        }
@@@ -2201,21 -2204,13 +2202,13 @@@ void EndFrame(
        float altime;
        FOR_EACH_REALCLIENT(self)
        {
-               self.damage_dealt_total = 0;
-       
-               if(IS_SPEC(self))
-               {
-                       if(self.enemy.typehitsound)
-                               self.typehit_time = time;
-                       else if(self.enemy.damage_dealt)
-                               self.damage_dealt_total = ceil(self.enemy.damage_dealt);
-               }
-               else
+               entity e = IS_SPEC(self) ? self.enemy : self;
+               if(e.typehitsound)
+                       self.typehit_time = time;
+               else if(e.damage_dealt)
                {
-                       if(self.typehitsound)
-                               self.typehit_time = time;
-                       else if(self.damage_dealt)
-                               self.damage_dealt_total = ceil(self.damage_dealt);
+                       self.hit_time = time;
+                       self.damage_dealt_total += ceil(e.damage_dealt);
                }
        }
        altime = time + frametime * (1 + autocvar_g_antilag_nudge);
index 57014f1816c171b776a232af9a233e8f8dfb7d6b,868ddf246e0b5f0c88c93e7b594e412238110df7..7c53f457aed66cf18e08152034c6501329dac467
@@@ -1,68 -1,28 +1,65 @@@
  .float multijump_count;
  .float multijump_ready;
  
 -MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
 +#ifdef CSQC
 +
 +#define PHYS_MULTIJUMP                                getstati(STAT_MULTIJUMP)
 +#define PHYS_MULTIJUMP_SPEED          getstatf(STAT_MULTIJUMP_SPEED)
 +#define PHYS_MULTIJUMP_ADD                    getstati(STAT_MULTIJUMP_ADD)
 +
 +#elif defined(SVQC)
 +
 +#define PHYS_MULTIJUMP                                autocvar_g_multijump
 +#define PHYS_MULTIJUMP_SPEED          autocvar_g_multijump_speed
 +#define PHYS_MULTIJUMP_ADD                    autocvar_g_multijump_add
 +
 +
 +.float stat_multijump;
 +.float stat_multijump_speed;
 +.float stat_multijump_add;
 +
 +void multijump_UpdateStats()
  {
 -      if(self.flags & FL_ONGROUND)
 -              self.multijump_count = 0;
 +      self.stat_multijump = PHYS_MULTIJUMP;
 +      self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
 +      self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
 +}
  
 -      return FALSE;
 +void multijump_AddStats()
 +{
 +      addstat(STAT_MULTIJUMP, AS_INT, stat_multijump);
 +      addstat(STAT_MULTIJUMP_SPEED, AS_FLOAT, stat_multijump_speed);
 +      addstat(STAT_MULTIJUMP_ADD, AS_INT, stat_multijump_add);
  }
  
 -MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
 +#endif
 +
 +void PM_multijump()
 +{
 +      if(!PHYS_MULTIJUMP) { return; }
 +
 +      if(IS_ONGROUND(self))
 +      {
-               if (PHYS_MULTIJUMP > 0)
-                       self.multijump_count = 0;
-               else
-                       self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
++              self.multijump_count = 0;
 +      }
 +}
 +
 +float PM_multijump_checkjump()
  {
 -      if (self.flags & FL_JUMPRELEASED && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
 +      if(!PHYS_MULTIJUMP) { return FALSE; }
 +
 +      if (!IS_JUMP_HELD(self) && !IS_ONGROUND(self)) // jump button pressed this frame and we are in midair
                self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
        else
                self.multijump_ready = FALSE;
  
-       if(!player_multijump && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && self.velocity_z > PHYS_MULTIJUMP_SPEED)
 -      if(!player_multijump && self.multijump_ready && (autocvar_g_multijump == -1 || self.multijump_count < autocvar_g_multijump) && self.velocity_z > autocvar_g_multijump_speed)
++      if(!player_multijump && self.multijump_ready && (self.multijump_count < PHYS_MULTIJUMP || PHYS_MULTIJUMP == -1) && self.velocity_z > PHYS_MULTIJUMP_SPEED)
        {
 -              if (autocvar_g_multijump)
 +              if (PHYS_MULTIJUMP)
                {
 -                      if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
 +                      if (!PHYS_MULTIJUMP_ADD) // in this case we make the z velocity == jumpvelocity
                        {
 -                              if (self.velocity_z < autocvar_sv_jumpvelocity)
 +                              if (self.velocity_z < PHYS_JUMPVELOCITY)
                                {
                                        player_multijump = TRUE;
                                        self.velocity_z = 0;
  
                        if(player_multijump)
                        {
 -                              if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
 +                              if(PHYS_INPUT_MOVEVALUES(self)_x != 0 || PHYS_INPUT_MOVEVALUES(self)_y != 0) // don't remove all speed if player isnt pressing any movement keys
                                {
-                                       float curspeed = vlen(vec2(self.velocity));
+                                       float curspeed;
                                        vector wishvel, wishdir;
  
 -                                              vlen(vec2(self.velocity)), // current xy speed
 -                                              vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
+                                       curspeed = max(
 -                                      makevectors(self.v_angle_y * '0 1 0');
 -                                      wishvel = v_forward * self.movement_x + v_right * self.movement_y;
++                                              vlen(vec2(self.velocity)) // current xy speed
++#ifdef SVQC
++                                              ,vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
++#endif
+                                       );
 +                                      makevectors(PHYS_INPUT_ANGLES(self)_y * '0 1 0');
 +                                      wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
                                        wishdir = normalize(wishvel);
  
                                        self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
                                        self.velocity_y = wishdir_y * curspeed;
                                        // keep velocity_z unchanged!
                                }
-                               if (PHYS_MULTIJUMP > 0)
-                                       self.multijump_count += 1;
+                               self.multijump_count += 1;
                        }
                }
                self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
        return FALSE;
  }
  
 +#ifdef SVQC
 +MUTATOR_HOOKFUNCTION(multijump_PlayerPhysics)
 +{
 +      multijump_UpdateStats();
 +      PM_multijump();
 +
 +      return FALSE;
 +}
 +
 +MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
 +{
 +      return PM_multijump_checkjump();
 +}
 +
  MUTATOR_HOOKFUNCTION(multijump_BuildMutatorsString)
  {
        ret_string = strcat(ret_string, ":multijump");
@@@ -129,11 -78,5 +131,11 @@@ MUTATOR_DEFINITION(mutator_multijump
        MUTATOR_HOOK(BuildMutatorsString, multijump_BuildMutatorsString, CBC_ORDER_ANY);
        MUTATOR_HOOK(BuildMutatorsPrettyString, multijump_BuildMutatorsPrettyString, CBC_ORDER_ANY);
  
 +      MUTATOR_ONADD
 +      {
 +              multijump_AddStats();
 +      }
 +
        return FALSE;
  }
 +#endif
index 2e6f476d80b3a786450b1e49691a25a6d4e0eb9f,f52b492a7042d520c03c80764ef8b2f75d1258ca..d45879491525dca01c4c587fcf7c47fcd97b02f5
@@@ -1,37 -1,19 +1,37 @@@
 -const float PUSH_ONCE                 = 1;
 -const float PUSH_SILENT               = 2;
 +.float height;
 +
 +#ifdef CSQC
 +.float active;
 +.string target;
 +.string targetname;
 +#define ACTIVE_NOT            0
 +#define ACTIVE_ACTIVE         1
 +#define ACTIVE_IDLE   2
 +#define ACTIVE_BUSY   2
 +#define ACTIVE_TOGGLE 3
 +#endif
 +
 +#ifdef SVQC
 +
 +const float PUSH_ONCE = 1;
 +const float PUSH_SILENT = 2;
  
  .float pushltime;
  .float istypefrag;
 -.float height;
  
  void() SUB_UseTargets;
  
 -float trigger_push_calculatevelocity_flighttime;
 -
  void trigger_push_use()
  {
        if(teamplay)
 +      {
                self.team = activator.team;
 +              self.SendFlags |= 2;
 +      }
  }
 +#endif
 +
 +float trigger_push_calculatevelocity_flighttime;
  
  /*
        trigger_push_calculatevelocity
@@@ -54,9 -36,9 +54,9 @@@ vector trigger_push_calculatevelocity(v
  
        torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
  
 -      grav = autocvar_sv_gravity;
 -      if(other.gravity)
 -              grav *= other.gravity;
 +      grav = PHYS_GRAVITY;
 +      if(PHYS_ENTGRAVITY(other))
 +              grav *= PHYS_ENTGRAVITY(other);
  
        zdist = torg_z - org_z;
        sdist = vlen(torg - org - zdist * '0 0 1');
@@@ -151,13 -133,11 +151,13 @@@ void trigger_push_touch(
        if (self.active == ACTIVE_NOT)
                return;
  
 +#ifdef SVQC
        if (!isPushable(other))
                return;
 +#endif
  
        if(self.team)
 -              if(((self.spawnflags & 4) == 0) == (self.team != other.team))
 +              if(((self.spawnflags & 4) == 0) == (DIFF_TEAM(self, other)))
                        return;
  
        EXACTTRIGGER_TOUCH;
                other.velocity = self.movedir;
        }
  
 -      other.flags &= ~FL_ONGROUND;
 +      UNSET_ONGROUND(other);
  
 +#ifdef SVQC
        if (IS_PLAYER(other))
        {
                // reset tracking of oldvelocity for impact damage (sudden velocity changes)
                        sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
                        self.pushltime = time + 0.2;
                }
 +
                if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
                {
                        float i;
                                        found = TRUE;
                        if(!found)
                        {
-                               other.(jumppadsused[mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self;
+                               other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = self;
                                other.jumppadcount = other.jumppadcount + 1;
                        }
  
                self.think = SUB_Remove;
                self.nextthink = time;
        }
 +#endif
  }
  
  .vector dest;
 +#ifdef SVQC
 +void trigger_push_link();
 +void trigger_push_updatelink();
 +#endif
  void trigger_push_findtarget()
  {
 -      entity e, t;
 +      entity t;
        vector org;
  
        // first calculate a typical start point for the jump
  
        if (self.target)
        {
 -              float n;
 -              n = 0;
 +              float n = 0;
                for(t = world; (t = find(t, targetname, self.target)); )
                {
                        ++n;
 -                      e = spawn();
 +#ifdef SVQC
 +                      entity e = spawn();
                        setorigin(e, org);
                        setsize(e, PL_MIN, PL_MAX);
                        e.velocity = trigger_push_calculatevelocity(org, t, self.height);
                        if(e.movetype == MOVETYPE_NONE)
                                waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
                        remove(e);
 +#endif
                }
  
 -              if(n == 0)
 +              if(!n)
                {
                        // no dest!
 +#ifdef SVQC
                        objerror ("Jumppad with nonexistant target");
 +#endif
                        return;
                }
                else if(n == 1)
                        self.enemy = world;
                }
        }
 +#ifdef SVQC
        else
        {
 -              e = spawn();
 +              entity e = spawn();
                setorigin(e, org);
                setsize(e, PL_MIN, PL_MAX);
                e.velocity = self.movedir;
                waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
                remove(e);
        }
 +
 +      trigger_push_link();
 +      defer(0.1, trigger_push_updatelink);
 +#endif
  }
  
 +#ifdef SVQC
 +float trigger_push_send(entity to, float sf)
 +{
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
 +      WriteByte(MSG_ENTITY, sf);
 +
 +      if(sf & 1)
 +      {
 +              WriteString(MSG_ENTITY, self.target);
 +              WriteByte(MSG_ENTITY, self.team);
 +              WriteInt24_t(MSG_ENTITY, self.spawnflags);
 +              WriteByte(MSG_ENTITY, self.active);
 +              WriteByte(MSG_ENTITY, self.warpzone_isboxy);
 +              WriteByte(MSG_ENTITY, self.height);
 +              WriteByte(MSG_ENTITY, self.scale);
 +              WriteCoord(MSG_ENTITY, self.origin_x);
 +              WriteCoord(MSG_ENTITY, self.origin_y);
 +              WriteCoord(MSG_ENTITY, self.origin_z);
 +
 +              WriteCoord(MSG_ENTITY, self.mins_x);
 +              WriteCoord(MSG_ENTITY, self.mins_y);
 +              WriteCoord(MSG_ENTITY, self.mins_z);
 +              WriteCoord(MSG_ENTITY, self.maxs_x);
 +              WriteCoord(MSG_ENTITY, self.maxs_y);
 +              WriteCoord(MSG_ENTITY, self.maxs_z);
 +
 +              WriteCoord(MSG_ENTITY, self.movedir_x);
 +              WriteCoord(MSG_ENTITY, self.movedir_y);
 +              WriteCoord(MSG_ENTITY, self.movedir_z);
 +
 +              WriteCoord(MSG_ENTITY, self.angles_x);
 +              WriteCoord(MSG_ENTITY, self.angles_y);
 +              WriteCoord(MSG_ENTITY, self.angles_z);
 +      }
 +
 +      if(sf & 2)
 +      {
 +              WriteByte(MSG_ENTITY, self.team);
 +              WriteByte(MSG_ENTITY, self.active);
 +      }
 +
 +      return TRUE;
 +}
 +
 +void trigger_push_updatelink()
 +{
 +      self.SendFlags |= 1;
 +}
 +
 +void trigger_push_link()
 +{
 +      Net_LinkEntity(self, FALSE, 0, trigger_push_send);
 +}
 +#endif
 +#ifdef SVQC
  /*
   * ENTITY PARAMETERS:
   *
@@@ -427,107 -337,6 +427,107 @@@ void spawnfunc_trigger_push(
        InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
  }
  
 -void spawnfunc_target_push() {}
 -void spawnfunc_info_notnull() {}
 -void spawnfunc_target_position() {}
 +
 +float target_push_send(entity to, float sf)
 +{
 +      WriteByte(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
 +
 +      WriteByte(MSG_ENTITY, self.cnt);
 +      WriteString(MSG_ENTITY, self.targetname);
 +      WriteCoord(MSG_ENTITY, self.origin_x);
 +      WriteCoord(MSG_ENTITY, self.origin_y);
 +      WriteCoord(MSG_ENTITY, self.origin_z);
 +
 +      return TRUE;
 +}
 +
 +void target_push_link()
 +{
 +      Net_LinkEntity(self, FALSE, 0, target_push_send);
 +      self.SendFlags |= 1; // update
 +}
 +
 +void spawnfunc_target_push() { target_push_link(); }
 +void spawnfunc_info_notnull() { target_push_link(); }
 +void spawnfunc_target_position() { target_push_link(); }
 +
 +#endif
 +
 +#ifdef CSQC
 +void trigger_push_draw()
 +{
 +      /*float dt = time - self.move_time;
 +      self.move_time = time;
 +      if(dt <= 0)
 +              return;*/
 +
 +      tracebox(self.origin, self.mins, self.maxs, self.origin, MOVE_NORMAL, self);
 +
 +      //if(trace_fraction < 1)
 +      if(trace_ent)
 +      {
 +              other = trace_ent;
 +              trigger_push_touch();
 +      }
 +}
 +
 +void ent_trigger_push()
 +{
 +      float sf = ReadByte();
 +
 +      if(sf & 1)
 +      {
 +              self.classname = "jumppad";
 +              self.target = strzone(ReadString());
 +              float mytm = ReadByte(); if(mytm) { self.team = mytm - 1; }
 +              self.spawnflags = ReadInt24_t();
 +              self.active = ReadByte();
 +              self.warpzone_isboxy = ReadByte();
 +              self.height = ReadByte();
 +              self.scale = ReadByte();
 +              self.origin_x = ReadCoord();
 +              self.origin_y = ReadCoord();
 +              self.origin_z = ReadCoord();
 +              setorigin(self, self.origin);
 +              self.mins_x = ReadCoord();
 +              self.mins_y = ReadCoord();
 +              self.mins_z = ReadCoord();
 +              self.maxs_x = ReadCoord();
 +              self.maxs_y = ReadCoord();
 +              self.maxs_z = ReadCoord();
 +              setsize(self, self.mins, self.maxs);
 +              self.movedir_x = ReadCoord();
 +              self.movedir_y = ReadCoord();
 +              self.movedir_z = ReadCoord();
 +              self.angles_x = ReadCoord();
 +              self.angles_y = ReadCoord();
 +              self.angles_z = ReadCoord();
 +
 +              self.solid = SOLID_TRIGGER;
 +              //self.draw = trigger_push_draw;
 +              self.drawmask = MASK_ENGINE;
 +              self.move_time = time;
 +              //self.touch = trigger_push_touch;
 +              trigger_push_findtarget();
 +      }
 +
 +      if(sf & 2)
 +      {
 +              self.team = ReadByte();
 +              self.active = ReadByte();
 +      }
 +}
 +
 +void ent_target_push()
 +{
 +      self.classname = "push_target";
 +      self.cnt = ReadByte();
 +      self.targetname = strzone(ReadString());
 +      self.origin_x = ReadCoord();
 +      self.origin_y = ReadCoord();
 +      self.origin_z = ReadCoord();
 +      setorigin(self, self.origin);
 +
 +      self.drawmask = MASK_ENGINE;
 +}
 +#endif