]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into TimePath/experiments/csqc_prediction
authorMario <zacjardine@y7mail.com>
Tue, 16 Dec 2014 08:52:31 +0000 (19:52 +1100)
committerMario <zacjardine@y7mail.com>
Tue, 16 Dec 2014 08:52:31 +0000 (19:52 +1100)
24 files changed:
qcsrc/client/Main.qc
qcsrc/client/miscfunctions.qc
qcsrc/client/movetypes.qc
qcsrc/client/movetypes.qh
qcsrc/client/progs.src
qcsrc/common/constants.qh
qcsrc/common/csqcmodel_settings.qh
qcsrc/common/physics.qc [new file with mode: 0644]
qcsrc/common/physics.qh [new file with mode: 0644]
qcsrc/common/stats.qh
qcsrc/csqcmodellib/cl_player.qc
qcsrc/server/autocvars.qh
qcsrc/server/cl_client.qc
qcsrc/server/cl_physics.qc [deleted file]
qcsrc/server/defs.qh
qcsrc/server/g_world.qc
qcsrc/server/mutators/mutator_dodging.qc
qcsrc/server/mutators/mutator_dodging.qh
qcsrc/server/mutators/mutator_multijump.qc
qcsrc/server/progs.src
qcsrc/server/t_halflife.qc
qcsrc/server/t_jumppads.qc
qcsrc/warpzonelib/common.qc
qcsrc/warpzonelib/util_server.qc

index 58bd4f497478544bb9527df0388a9f68454c7658..7f2d99ebc02898a36b88df08a809eb883c41a162 100644 (file)
@@ -747,6 +747,9 @@ 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;
@@ -831,6 +834,9 @@ void CSQC_Ent_Update(float bIsNewEntity)
                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 8b674e7826c2ccd6529e46a703d55ee00a21a2ae..bcaf209d67e5e9b77b0e9543175ebcdf0f74dce8 100644 (file)
@@ -1,3 +1,7 @@
+// WARNING: this kills the trace globals
+float WarpZoneLib_ExactTrigger_Touch();
+#define EXACTTRIGGER_TOUCH if(WarpZoneLib_ExactTrigger_Touch()) return
+
 entity players;
 entity teams;
 var float team_count; // real teams
index 868f05e2697b8b009a04655b8400ad784dde1ef4..8384046220f92759b06da334fabb9ecac74b13bc 100644 (file)
@@ -1,4 +1,3 @@
-const float MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = 4;
 #define GRAVITY_UNAFFECTED_BY_TICRATE (getstati(STAT_MOVEFLAGS) & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE)
 
 .entity move_groundentity; // FIXME add move_groundnetworkentity?
index 287226e53b7f918cbf4e788f99bcbf2e7252edb0..9908698c11591f1d54cd7722dbc9c83bcfee637c 100644 (file)
@@ -21,7 +21,7 @@ void Movetype_Physics_MatchServer(float sloppy);
 void Movetype_Physics_NoMatchServer();
 
 const float    MOVETYPE_NONE                           = 0;
-const float    MOVETYPE_ANGLENOCLIP                    = 1;
+const float    MOVETYPE_ANGLENOCLIP            = 1;
 const float    MOVETYPE_ANGLECLIP                      = 2;
 const float    MOVETYPE_WALK                           = 3;
 const float    MOVETYPE_STEP                           = 4;
@@ -31,10 +31,15 @@ const float MOVETYPE_PUSH                           = 7;
 const float    MOVETYPE_NOCLIP                         = 8;
 const float    MOVETYPE_FLYMISSILE                     = 9;
 const float    MOVETYPE_BOUNCE                         = 10;
-const float    MOVETYPE_BOUNCEMISSILE  = 11;   // Like bounce but doesn't lose speed on bouncing
-const float MOVETYPE_FOLLOW = 12;
-const float MOVETYPE_FAKEPUSH = 13;
-const float MOVETYPE_FLY_WORLDONLY = 33;
+const float    MOVETYPE_BOUNCEMISSILE      = 11;       // Like bounce but doesn't lose speed on bouncing
+const float MOVETYPE_FOLLOW             = 12;
+const float MOVETYPE_FAKEPUSH           = 13;
+const float MOVETYPE_FLY_WORLDONLY      = 33;
 
-const float   FL_ITEM                 = 256;
-const float    FL_ONGROUND                             = 512;
+const float FL_ITEM                     = 256;
+const float    FL_ONGROUND                 = 512;
+
+const float MOVEFLAG_Q2AIRACCELERATE            = 1;
+const float MOVEFLAG_NOGRAVITYONGROUND          = 2;
+const float MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = 4;
+#define moveflags (getstati(STAT_MOVEFLAGS))
\ No newline at end of file
index c21726b4dcc655433bbe3d4f80365b0e3dc6e94f..4fa79022936295edfc5b949176cccdd668de1aa8 100644 (file)
@@ -120,8 +120,15 @@ command/cl_cmd.qc
 
 ../common/monsters/monsters.qc
 
+../common/physics.qh
+../server/mutators/mutator_dodging.qc
+../server/mutators/mutator_multijump.qc
+../server/t_halflife.qc
+../server/t_jumppads.qc
+
 ../common/nades.qc
 ../common/buffs.qc
+../common/physics.qc
 
 ../warpzonelib/anglestransform.qc
 ../warpzonelib/mathlib.qc
index 21216452cf6ba7b074d2ec925fd494251ee278ba..5faaad548aa02396d4f19c7e36fa34dd2d7578ea 100644 (file)
@@ -100,6 +100,9 @@ const float ENT_CLIENT_ELIMINATEDPLAYERS = 39;
 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;
 
index f521d7de9da2b9635d7b13495a94711b1e612f47..be5ecb301f9ef98bad150d9f920f67bef19481d5 100644 (file)
@@ -5,7 +5,7 @@
 //#define CSQCMODEL_SUPPORT_GETTAGINFO_BEFORE_DRAW
 
 // server decides crouching, this lags, but so be it
-#define CSQCMODEL_SERVERSIDE_CROUCH
+//#define CSQCMODEL_SERVERSIDE_CROUCH
 
 // a hack for Xonotic
 #ifdef CSQC
diff --git a/qcsrc/common/physics.qc b/qcsrc/common/physics.qc
new file mode 100644 (file)
index 0000000..531cbee
--- /dev/null
@@ -0,0 +1,1959 @@
+.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
+=============
+*/
+void PlayerJump (void)
+{
+       if (PHYS_FROZEN(self))
+               return; // no jumping in freezetag when frozen
+
+#ifdef SVQC
+       if (self.player_blocked)
+               return; // 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
+
+       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;
+       }
+
+       if (!doublejump)
+               if (!IS_ONGROUND(self))
+                       return;
+
+       if (PHYS_TRACK_CANJUMP(self))
+               if (IS_JUMP_HELD(self))
+                       return;
+
+       // 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
+}
+
+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
+               }
+       }
+}
+
+void CheckPlayerJump()
+{
+       if(PHYS_INPUT_BUTTON_JUMP(self))
+               PlayerJump();
+       else
+               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;
+
+               self.items |= 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
+       // 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");
+       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)
+{
+#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
+       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();
+       }
+
+       self.items &= ~IT_USING_JETPACK;
+
+       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_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
+               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();
+}
\ No newline at end of file
diff --git a/qcsrc/common/physics.qh b/qcsrc/common/physics.qh
new file mode 100644 (file)
index 0000000..bea2bd9
--- /dev/null
@@ -0,0 +1,187 @@
+// 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_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_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
\ No newline at end of file
index d92977f2c5bf4ebe9878adb42be50f40d8caaba0..3b92105df95238820a2bfe31c41cabfefc13d386 100644 (file)
@@ -225,33 +225,33 @@ const float STAT_REVIVE_PROGRESS        = 106;
 // 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 4f7381a4af83fa73047368e1b9bccd5492e1cc09..e78eef895dc672d479850793960ac9ead4e1eb62 100644 (file)
@@ -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
@@ -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();
@@ -153,7 +165,7 @@ void CSQCPlayer_PredictTo(float endframe, float apply_error)
                {
                        if (!getinputstate(csqcplayer_moveframe))
                                break;
-                       runstandardplayerphysics(self);
+                       CSQCPlayer_Physics();
                        CSQCPlayer_SetMinsMaxs();
                        csqcplayer_moveframe++;
                }
index 4b9468552db2ce915736e5321ff8d27da540d3ef..a8cb23e495c50c44dbb3c259341ec1cd9c1a137c 100644 (file)
@@ -635,9 +635,9 @@ float autocvar_sv_gameplayfix_q2airaccelerate;
 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;
index b1dccc7b5c3bc4e3e6517106fd7919eb5976f393..9dd9455481e072b4c9d69f18897772cfea7946cd 100644 (file)
@@ -1603,55 +1603,17 @@ 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
 }
 
 /*
diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc
deleted file mode 100644 (file)
index 1d47536..0000000
+++ /dev/null
@@ -1,1310 +0,0 @@
-.float race_penalty;
-.float restart_jump;
-
-.float ladder_time;
-.entity ladder_entity;
-.float gravity;
-.float swamp_slowdown;
-.float lastflags;
-.float lastground;
-.float wasFlying;
-.float spectatorspeed;
-
-/*
-=============
-PlayerJump
-
-When you press the jump key
-=============
-*/
-void PlayerJump (void)
-{
-       if(self.frozen)
-               return; // no jumping in freezetag when frozen
-
-       if(self.player_blocked)
-               return; // no jumping while blocked
-
-       float doublejump = FALSE;
-       float mjumpheight = autocvar_sv_jumpvelocity;
-
-       player_multijump = doublejump;
-       player_jumpheight = mjumpheight;
-       if(MUTATOR_CALLHOOK(PlayerJump))
-               return;
-
-       doublejump = player_multijump;
-       mjumpheight = player_jumpheight;
-
-       if (autocvar_sv_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 = self.stat_sv_maxspeed * 0.7;
-               return;
-       }
-
-       if (!doublejump)
-               if (!(self.flags & FL_ONGROUND))
-                       return;
-
-       if(self.cvar_cl_movement_track_canjump)
-               if (!(self.flags & FL_JUMPRELEASED))
-                       return;
-
-       // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
-       // velocity bounds.  Final velocity is bound between (jumpheight *
-       // min + jumpheight) and (jumpheight * max + jumpheight);
-
-       if(autocvar_sv_jumpspeedcap_min != "")
-       {
-               float minjumpspeed;
-
-               minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
-
-               if (self.velocity_z < minjumpspeed)
-                       mjumpheight += minjumpspeed - self.velocity_z;
-       }
-
-       if(autocvar_sv_jumpspeedcap_max != "")
-       {
-               // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
-               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
-
-               if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
-               {
-                       float maxjumpspeed;
-
-                       maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
-
-                       if (self.velocity_z > maxjumpspeed)
-                               mjumpheight -= self.velocity_z - maxjumpspeed;
-               }
-       }
-
-       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;
-       }
-
-       self.velocity_z = self.velocity_z + mjumpheight;
-       self.oldvelocity_z = self.velocity_z;
-
-       self.flags &= ~FL_ONGROUND;
-       self.flags &= ~FL_JUMPRELEASED;
-
-       animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
-
-       if(autocvar_g_jump_grunt)
-               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
-
-       self.restart_jump = -1; // restart jump anim next time
-       // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
-}
-void CheckWaterJump()
-{
-       vector start, end;
-
-// check for a jump-out-of-water
-       makevectors (self.angles);
-       start = self.origin;
-       start_z = start_z + 8;
-       v_forward_z = 0;
-       normalize(v_forward);
-       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.flags |= FL_WATERJUMP;
-                       self.velocity_z = 225;
-                       self.flags &= ~FL_JUMPRELEASED;
-                       self.teleport_time = time + 2;  // safety net
-                       return;
-               }
-       }
-}
-void CheckPlayerJump()
-{
-       if (self.BUTTON_JUMP)
-               PlayerJump ();
-       else
-               self.flags |= FL_JUMPRELEASED;
-
-       if (self.waterlevel == WATERLEVEL_SWIMMING)
-               CheckWaterJump ();
-}
-
-float racecar_angle(float forward, float down)
-{
-       float ret, angle_mult;
-
-       if(forward < 0)
-       {
-               forward = -forward;
-               down = -down;
-       }
-
-       ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
-
-       angle_mult = forward / (800 + forward);
-
-       if(ret > 180)
-               return ret * angle_mult + 360 * (1 - angle_mult);
-       else
-               return ret * angle_mult;
-}
-
-void RaceCarPhysics()
-{
-       // using this move type for "big rigs"
-       // the engine does not push the entity!
-
-       float accel, steer, f, myspeed, steerfactor;
-       vector angles_save, rigvel;
-
-       angles_save = self.angles;
-       accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
-       steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
-
-       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(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
-       {
-               float upspeed, accelfactor;
-
-               myspeed = self.velocity * v_forward;
-               upspeed = self.velocity * v_up;
-
-               // responsiveness factor for steering and acceleration
-               f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
-               //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
-
-               if(myspeed < 0 && g_bugrigs_reverse_spinning)
-                       steerfactor = -myspeed * g_bugrigs_steer;
-               else
-                       steerfactor = -myspeed * f * g_bugrigs_steer;
-
-               if(myspeed < 0 && g_bugrigs_reverse_speeding)
-                       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 - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
-                       }
-                       else
-                       {
-                               if(!g_bugrigs_reverse_speeding)
-                                       myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
-                       }
-               }
-               else
-               {
-                       if(myspeed >= 0)
-                       {
-                               myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
-                       }
-                       else
-                       {
-                               if(g_bugrigs_reverse_stopping)
-                                       myspeed = 0;
-                               else
-                                       myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
-                       }
-               }
-               // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
-               //MAXIMA: friction(v) := g_bugrigs_friction_floor;
-
-               self.angles_y += steer * frametime * steerfactor; // apply steering
-               makevectors(self.angles); // new forward direction!
-
-               myspeed += accel * accelfactor * frametime;
-
-               rigvel = myspeed * v_forward + '0 0 1' * upspeed;
-       }
-       else
-       {
-               myspeed = vlen(self.velocity);
-
-               // responsiveness factor for steering and acceleration
-               f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
-               steerfactor = -myspeed * f;
-               self.angles_y += steer * frametime * steerfactor; // apply steering
-
-               rigvel = self.velocity;
-               makevectors(self.angles); // new forward direction!
-       }
-
-       rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
-       //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 -= frametime * autocvar_sv_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 * frametime, mt, self);
-
-               // align to surface
-               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, 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)
-                                       );
-                       self.flags |= FL_ONGROUND;
-               }
-               else
-               {
-                       // now set angles_x so that the car points forward, but is tilted in velocity direction
-                       self.flags &= ~FL_ONGROUND;
-               }
-
-               self.velocity = (neworigin - self.origin) * (1.0 / frametime);
-               self.movetype = MOVETYPE_NOCLIP;
-       }
-       else
-       {
-               rigvel_z -= frametime * autocvar_sv_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);
-       f = bound(0, frametime * 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;
-}
-
-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;
-       if(angle >  1)
-               return 0;
-       if(angle < -1)
-               return 0;
-       return 1 - fabs(angle);
-}
-
-float GeomLerp(float a, float lerp, float b)
-{
-       if(a == 0)
-       {
-               if(lerp < 1)
-                       return 0;
-               else
-                       return b;
-       }
-       if(b == 0)
-       {
-               if(lerp > 0)
-                       return 0;
-               else
-                       return a;
-       }
-       return a * pow(fabs(b / a), lerp);
-}
-
-void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
-{
-       float zspeed, xyspeed, dot, k;
-
-#if 0
-       // this doesn't play well with analog input
-       if(self.movement_x == 0 || self.movement_y != 0)
-               return; // can't control movement if not moving forward or backward
-       k = 32;
-#else
-       k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
-       if(k <= 0)
-               return;
-#endif
-
-       k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
-
-       zspeed = self.velocity_z;
-       self.velocity_z = 0;
-       xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
-
-       dot = self.velocity * wishdir;
-
-       if(dot > 0) // we can't change direction while slowing down
-       {
-               k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
-               xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
-               k *= autocvar_sv_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 vel_straight;
-       float vel_z;
-       vector vel_perpend;
-       float step;
-
-       vector vel_xy;
-       float vel_xy_current;
-       float vel_xy_backward, vel_xy_forward;
-       float speedclamp;
-
-       if(stretchfactor > 0)
-               speedclamp = stretchfactor;
-       else if(accelqw < 0)
-               speedclamp = 1; // full clamping, no stretch
-       else
-               speedclamp = -1; // no clamping
-
-       if(accelqw < 0)
-               accelqw = -accelqw;
-
-       if(autocvar_sv_gameplayfix_q2airaccelerate)
-               wishspeed0 = wishspeed;
-
-       vel_straight = self.velocity * wishdir;
-       vel_z = self.velocity_z;
-       vel_xy = vec2(self.velocity);
-       vel_perpend = vel_xy - vel_straight * wishdir;
-
-       step = accel * frametime * wishspeed0;
-
-       vel_xy_current  = vlen(vel_xy);
-       if(speedlimit)
-               accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
-       vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
-       vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
-       if(vel_xy_backward < 0)
-               vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
-
-       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, fminimum;
-               f = max(0, 1 + frametime * wishspeed * sidefric);
-               fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
-               // this cannot be > 1
-               if(fminimum <= 0)
-                       vel_perpend = vel_perpend * max(0, f);
-               else
-               {
-                       fminimum = sqrt(fminimum);
-                       vel_perpend = vel_perpend * max(fminimum, f);
-               }
-       }
-       else
-               vel_perpend = vel_perpend * max(0, 1 - frametime * 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 * (vel_xy_current / vel_xy_preclamp);
-               }
-       }
-
-       self.velocity = vel_xy + vel_z * '0 0 1';
-}
-
-void PM_AirAccelerate(vector wishdir, float wishspeed)
-{
-       vector curvel, wishvel, acceldir, curdir;
-       float addspeed, accelspeed, curspeed, f;
-       float dot;
-
-       if(wishspeed == 0)
-               return;
-
-       curvel = self.velocity;
-       curvel_z = 0;
-       curspeed = vlen(curvel);
-
-       if(wishspeed > curspeed * 1.01)
-       {
-               wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
-       }
-       else
-       {
-               f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
-               wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
-       }
-       wishvel = wishdir * wishspeed;
-       acceldir = wishvel - curvel;
-       addspeed = vlen(acceldir);
-       acceldir = normalize(acceldir);
-
-       accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
-
-       if(autocvar_sv_warsowbunny_backtosideratio < 1)
-       {
-               curdir = normalize(curvel);
-               dot = acceldir * curdir;
-               if(dot < 0)
-                       acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
-       }
-
-       self.velocity += accelspeed * acceldir;
-}
-
-.vector movement_old;
-.float buttons_old;
-.vector v_angle_old;
-.string lastclassname;
-
-.float() PlayerPhysplug;
-
-string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
-.float specialcommand_pos;
-void SpecialCommand()
-{
-#ifdef TETRIS
-       TetrisImpulse();
-#else
-       if(!CheatImpulse(99))
-               print("A hollow voice says \"Plugh\".\n");
-#endif
-}
-
-float speedaward_speed;
-string speedaward_holder;
-string speedaward_uid;
-void race_send_speedaward(float msg)
-{
-       // 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);
-}
-
-float speedaward_alltimebest;
-string speedaward_alltimebest_holder;
-string speedaward_alltimebest_uid;
-void race_send_speedaward_alltimebest(float msg)
-{
-       // 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);
-}
-
-string GetMapname(void);
-float speedaward_lastupdate;
-float speedaward_lastsent;
-void SV_PlayerPhysics()
-{
-       vector wishvel, wishdir, v;
-       float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
-       string temps;
-       float buttons_prev;
-       float not_allowed_to_move;
-       string c;
-
-       WarpZone_PlayerPhysics_FixVAngle();
-
-       maxspd_mod = 1;
-       if(self.ballcarried)
-               if(g_keepaway)
-                       maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
-
-       maxspd_mod *= autocvar_g_movement_highspeed;
-
-       // fix physics stats for g_movement_highspeed
-       // TODO maybe rather use maxairspeed? needs testing
-       self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
-       if(autocvar_sv_airstrafeaccel_qw)
-               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
-       else
-               self.stat_sv_airstrafeaccel_qw = 0;
-       self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
-       self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
-
-    if(self.PlayerPhysplug)
-        if(self.PlayerPhysplug())
-            return;
-
-       self.race_movetime_frac += frametime;
-       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;
-
-       anticheat_physics();
-
-       buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
-
-       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;
-               }
-       }
-       else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
-               self.specialcommand_pos = 0;
-
-       if(sv_maxidle > 0)
-       {
-               if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
-                       self.parm_idlesince = time;
-       }
-       buttons_prev = self.buttons_old;
-       self.buttons_old = buttons;
-       self.movement_old = self.movement;
-       self.v_angle_old = self.v_angle;
-
-       if(time < self.nickspamtime)
-       if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
-       {
-               // slight annoyance for nick change scripts
-               self.movement = -1 * self.movement;
-               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!
-               {
-                       self.angles_x = random() * 360;
-                       self.angles_y = random() * 360;
-                       // at least I'm not forcing retardedview by also assigning to angles_z
-                       self.fixangle = TRUE;
-               }
-       }
-
-       if (self.punchangle != '0 0 0')
-       {
-               f = vlen(self.punchangle) - 10 * frametime;
-               if (f > 0)
-                       self.punchangle = normalize(self.punchangle) * f;
-               else
-                       self.punchangle = '0 0 0';
-       }
-
-       if (self.punchvector != '0 0 0')
-       {
-               f = vlen(self.punchvector) - 30 * frametime;
-               if (f > 0)
-                       self.punchvector = normalize(self.punchvector) * f;
-               else
-                       self.punchvector = '0 0 0';
-       }
-
-       if (IS_BOT_CLIENT(self))
-       {
-               if(playerdemo_read())
-                       return;
-               bot_think();
-       }
-
-       self.items &= ~IT_USING_JETPACK;
-
-       if(IS_PLAYER(self))
-       {
-               if(self.race_penalty)
-                       if(time > self.race_penalty)
-                               self.race_penalty = 0;
-
-               not_allowed_to_move = 0;
-               if(self.race_penalty)
-                       not_allowed_to_move = 1;
-               if(!autocvar_sv_ready_restart_after_countdown)
-               if(time < game_starttime)
-                       not_allowed_to_move = 1;
-
-               if(not_allowed_to_move)
-               {
-                       self.velocity = '0 0 0';
-                       self.movetype = MOVETYPE_NONE;
-                       self.disableclientprediction = 2;
-               }
-               else if(self.disableclientprediction == 2)
-               {
-                       if(self.movetype == MOVETYPE_NONE)
-                               self.movetype = MOVETYPE_WALK;
-                       self.disableclientprediction = 0;
-               }
-       }
-
-       if (self.movetype == MOVETYPE_NONE)
-               return;
-
-       // when we get here, disableclientprediction cannot be 2
-       self.disableclientprediction = 0;
-       if(time < self.ladder_time)
-               self.disableclientprediction = 1;
-
-       if(time < self.spider_slowness)
-       {
-               self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
-               self.stat_sv_airspeedlimit_nonqw *= 0.5;
-       }
-
-       if(self.frozen)
-       {
-               if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
-               {
-                       self.movement_x = bound(-5, self.movement_x, 5);
-                       self.movement_y = bound(-5, self.movement_y, 5);
-                       self.movement_z = bound(-5, self.movement_z, 5);
-               }
-               else
-                       self.movement = '0 0 0';
-               self.disableclientprediction = 1;
-
-               vector midpoint = ((self.absmin + self.absmax) * 0.5);
-               if(pointcontents(midpoint) == CONTENT_WATER)
-               {
-                       self.velocity = self.velocity * 0.5;
-
-                       if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-                               { self.velocity_z = 200; }
-               }
-       }
-
-       MUTATOR_CALLHOOK(PlayerPhysics);
-
-       if(self.player_blocked)
-       {
-               self.movement = '0 0 0';
-               self.disableclientprediction = 1;
-       }
-
-       maxspd_mod = 1;
-
-       swampspd_mod = 1;
-       if(self.in_swamp) {
-               swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
-       }
-
-       // conveyors: first fix velocity
-       if(self.conveyor.state)
-               self.velocity -= self.conveyor.movedir;
-
-       if (!IS_PLAYER(self))
-       {
-               maxspd_mod = autocvar_sv_spectator_speed_multiplier;
-               if(!self.spectatorspeed)
-                       self.spectatorspeed = maxspd_mod;
-               if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
-               {
-                       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 = maxspd_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;
-               }
-               maxspd_mod = self.spectatorspeed;
-       }
-
-       spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
-       if(self.speed != spd)
-       {
-               self.speed = spd;
-               temps = ftos(spd);
-               stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
-               stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
-               stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
-               stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
-       }
-
-       maxspd_mod *= swampspd_mod; // only one common speed modder please!
-       swampspd_mod = 1;
-
-       // if dead, behave differently
-       if (self.deadflag)
-               goto end;
-
-       if (!self.fixangle && !g_bugrigs)
-       {
-               self.angles_x = 0;
-               self.angles_y = self.v_angle_y;
-               self.angles_z = 0;
-       }
-
-       if(self.flags & FL_ONGROUND)
-       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);
-                       }
-               }
-       }
-
-       if(IsFlying(self))
-               self.wasFlying = 1;
-
-       if(IS_PLAYER(self))
-               CheckPlayerJump();
-
-       if (self.flags & FL_WATERJUMP )
-       {
-               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;
-                       self.teleport_time = 0;
-               }
-       }
-       else if (g_bugrigs && IS_PLAYER(self))
-       {
-               RaceCarPhysics();
-       }
-       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
-       {
-               // noclipping or flying
-               self.flags &= ~FL_ONGROUND;
-
-               self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
-               makevectors(self.v_angle);
-               //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
-               // acceleration
-               wishdir = normalize(wishvel);
-               wishspeed = vlen(wishvel);
-               if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-                       wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-               if (time >= self.teleport_time)
-                       PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-       }
-       else if (self.waterlevel >= WATERLEVEL_SWIMMING)
-       {
-               // swimming
-               self.flags &= ~FL_ONGROUND;
-
-               makevectors(self.v_angle);
-               //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
-               if (wishvel == '0 0 0')
-                       wishvel = '0 0 -60'; // drift towards bottom
-
-               wishdir = normalize(wishvel);
-               wishspeed = vlen(wishvel);
-               if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-                       wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-               wishspeed = wishspeed * 0.7;
-
-               // water friction
-               self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
-
-               // water acceleration
-               PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-       }
-       else if (time < self.ladder_time)
-       {
-               // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-               self.flags &= ~FL_ONGROUND;
-
-               float g;
-               g = autocvar_sv_gravity * frametime;
-               if(self.gravity)
-                       g *= self.gravity;
-               if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
-               {
-                       g *= 0.5;
-                       self.velocity_z += g;
-               }
-
-               self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
-               makevectors(self.v_angle);
-               //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
-               self.velocity_z += g;
-               if (self.ladder_entity.classname == "func_water")
-               {
-                       f = vlen(wishvel);
-                       if (f > self.ladder_entity.speed)
-                               wishvel = 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
-               wishdir = normalize(wishvel);
-               wishspeed = vlen(wishvel);
-               if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-                       wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-               if (time >= self.teleport_time)
-               {
-                       // water acceleration
-                       PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-               }
-       }
-       else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
-       {
-               //makevectors(self.v_angle_y * '0 1 0');
-               makevectors(self.v_angle);
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-               // add remaining speed as Z component
-               maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
-               // fix speedhacks :P
-               wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
-               // 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, a_up, a_add, a_diff;
-               a_side = autocvar_g_jetpack_acceleration_side;
-               a_up = autocvar_g_jetpack_acceleration_up;
-               a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
-
-               wishvel_x *= a_side;
-               wishvel_y *= a_side;
-               wishvel_z *= a_up;
-               wishvel_z += a_add;
-
-               float best;
-               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:
-               a_diff = a_side * a_side - a_up * a_up;
-               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')) / autocvar_g_jetpack_maxspeed_side, 1);
-               if(wishvel_z - autocvar_sv_gravity > 0)
-                       fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
-               else
-                       fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
-
-               wishvel_x *= fxy;
-               wishvel_y *= fxy;
-               wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
-
-               float fvel;
-               fvel = min(1, vlen(wishvel) / best);
-               if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                       f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
-               else
-                       f = 1;
-
-               //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
-
-               if (f > 0 && wishvel != '0 0 0')
-               {
-                       self.velocity = self.velocity + wishvel * f * frametime;
-                       if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
-                               self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
-                       self.flags &= ~FL_ONGROUND;
-                       self.items |= IT_USING_JETPACK;
-
-                       // jetpack also inhibits health regeneration, but only for 1 second
-                       self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
-               }
-       }
-       else if (self.flags & FL_ONGROUND)
-       {
-               // we get here if we ran out of ammo
-               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-                       sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-
-               // walking
-               makevectors(self.v_angle_y * '0 1 0');
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-
-               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 = self.velocity * (1 - autocvar_sv_friction_on_land);
-                       if(self.jumppadcount > 1)
-                               dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
-                       self.jumppadcount = 0;
-               }
-
-               v = self.velocity;
-               v_z = 0;
-               f = vlen(v);
-               if(f > 0)
-               {
-                       if (f < autocvar_sv_stopspeed)
-                               f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
-                       else
-                               f = 1 - frametime * autocvar_sv_friction;
-                       if (f > 0)
-                               self.velocity = self.velocity * f;
-                       else
-                               self.velocity = '0 0 0';
-                       /*
-                          Mathematical analysis time!
-
-                          Our goal is to invert this mess.
-
-                          For the two cases we get:
-                               v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
-                                 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
-                               v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
-                          and
-                               v = v0 * (1 - frametime * autocvar_sv_friction)
-                               v0 = v / (1 - frametime * autocvar_sv_friction)
-
-                          These cases would be chosen ONLY if:
-                               v0 < autocvar_sv_stopspeed
-                               v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
-                               v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
-                          and, respectively:
-                               v0 >= autocvar_sv_stopspeed
-                               v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
-                               v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
-                        */
-               }
-
-               // acceleration
-               wishdir = normalize(wishvel);
-               wishspeed = vlen(wishvel);
-               if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
-                       wishspeed = self.stat_sv_maxspeed*maxspd_mod;
-               if (self.crouch)
-                       wishspeed = wishspeed * 0.5;
-               if (time >= self.teleport_time)
-                       PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
-       }
-       else
-       {
-               float wishspeed0;
-               // we get here if we ran out of ammo
-               if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-                       sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-
-               if(maxspd_mod < 1)
-               {
-                       maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
-                       airaccel = autocvar_sv_airaccelerate*maxspd_mod;
-               }
-               else
-               {
-                       maxairspd = autocvar_sv_maxairspeed;
-                       airaccel = autocvar_sv_airaccelerate;
-               }
-               // airborn
-               makevectors(self.v_angle_y * '0 1 0');
-               wishvel = v_forward * self.movement_x + v_right * self.movement_y;
-               // acceleration
-               wishdir = normalize(wishvel);
-               wishspeed = wishspeed0 = vlen(wishvel);
-               if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
-                       wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
-               if (wishspeed > maxairspd)
-                       wishspeed = maxairspd;
-               if (self.crouch)
-                       wishspeed = wishspeed * 0.5;
-               if (time >= self.teleport_time)
-               {
-                       float accelerating;
-                       float wishspeed2;
-                       float airaccelqw;
-                       float strafity;
-
-                       airaccelqw = self.stat_sv_airaccel_qw;
-                       accelerating = (self.velocity * wishdir > 0);
-                       wishspeed2 = wishspeed;
-
-                       // CPM
-                       if(autocvar_sv_airstopaccelerate)
-                       {
-                               vector curdir;
-                               curdir = self.velocity;
-                               curdir_z = 0;
-                               curdir = normalize(curdir);
-                               airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
-                       }
-                       // note that for straight forward jumping:
-                       // step = accel * frametime * wishspeed0;
-                       // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
-                       // -->
-                       // dv/dt = accel * maxspeed (when slow)
-                       // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
-                       // log dv/dt = logaccel + logmaxspeed (when slow)
-                       // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-                       strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
-                       if(autocvar_sv_maxairstrafespeed)
-                               wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
-                       if(autocvar_sv_airstrafeaccelerate)
-                               airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
-                       if(self.stat_sv_airstrafeaccel_qw)
-                               airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
-                       // !CPM
-
-                       if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
-                               PM_AirAccelerate(wishdir, wishspeed);
-                       else
-                               PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
-
-                       if(autocvar_sv_aircontrol)
-                               CPM_PM_Aircontrol(wishdir, wishspeed2);
-               }
-       }
-
-       if((g_cts || g_race) && !IS_OBSERVER(self))
-       {
-               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);
-                       }
-               }
-       }
-
-       // WEAPONTODO
-       float xyspeed;
-       xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
-       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));
-               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 * frametime);
-       }
-:end
-       if(self.flags & FL_ONGROUND)
-               self.lastground = time;
-
-       // conveyors: then break velocity again
-       if(self.conveyor.state)
-               self.velocity += self.conveyor.movedir;
-
-       self.lastflags = self.flags;
-       self.lastclassname = self.classname;
-}
index ab4dee3185ff06a02cff82b50c3a177d34b1021c..474e859d3e16555849e17bd64497c9da63c724e1 100644 (file)
@@ -440,11 +440,6 @@ float round_starttime; //point in time when the countdown to round start is over
 .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;
index f97a4254dff37f194d242f65119cfe6f55e624b8..cfdbd0bc961407e509bdc003120e58cc6ae75099 100644 (file)
@@ -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;
@@ -770,11 +771,8 @@ void spawnfunc_worldspawn (void)
        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);
index b26fe1b9fff657fa13c38d35689ee689153d7c51..72efaeba447bf35fd9cc0284d8bae8c2cd60df16 100644 (file)
@@ -1,6 +1,57 @@
+#ifdef CSQC
+       #define PHYS_DODGING_FRAMETIME                          (1 / (frametime <= 0 ? 60 : frametime))
+       #define PHYS_DODGING                                            getstati(STAT_DODGING)
+       #define PHYS_DODGING_DELAY                                      getstatf(STAT_DODGING_DELAY)
+       #define PHYS_DODGING_TIMEOUT(s)                         getstatf(STAT_DODGING_TIMEOUT)
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         getstatf(STAT_DODGING_HORIZ_SPEED_FROZEN)
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         getstati(STAT_DODGING_FROZEN_NO_DOUBLETAP)
+       #define PHYS_DODGING_HORIZ_SPEED                        getstatf(STAT_DODGING_HORIZ_SPEED)
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           getstatf(STAT_DODGING_HEIGHT_THRESHOLD)
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         getstatf(STAT_DODGING_DISTANCE_THRESHOLD)
+       #define PHYS_DODGING_RAMP_TIME                          getstatf(STAT_DODGING_RAMP_TIME)
+       #define PHYS_DODGING_UP_SPEED                           getstatf(STAT_DODGING_UP_SPEED)
+       #define PHYS_DODGING_WALL                                       getstatf(STAT_DODGING_WALL)
+#elif defined(SVQC)
+       #define PHYS_DODGING_FRAMETIME                          sys_frametime
+       #define PHYS_DODGING                                            g_dodging
+       #define PHYS_DODGING_DELAY                                      autocvar_sv_dodging_delay
+       #define PHYS_DODGING_TIMEOUT(s)                         s.cvar_cl_dodging_timeout
+       #define PHYS_DODGING_HORIZ_SPEED_FROZEN         autocvar_sv_dodging_horiz_speed_frozen
+       #define PHYS_DODGING_FROZEN_NODOUBLETAP         autocvar_sv_dodging_frozen_doubletap
+       #define PHYS_DODGING_HORIZ_SPEED                        autocvar_sv_dodging_horiz_speed
+       #define PHYS_DODGING_PRESSED_KEYS(s)            s.pressedkeys
+       #define PHYS_DODGING_HEIGHT_THRESHOLD           autocvar_sv_dodging_height_threshold
+       #define PHYS_DODGING_DISTANCE_THRESHOLD         autocvar_sv_dodging_wall_distance_threshold
+       #define PHYS_DODGING_RAMP_TIME                          autocvar_sv_dodging_ramp_time
+       #define PHYS_DODGING_UP_SPEED                           autocvar_sv_dodging_up_speed
+       #define PHYS_DODGING_WALL                                       autocvar_sv_dodging_wall_dodging
+#endif
+
+#ifdef SVQC
 
 .float cvar_cl_dodging_timeout;
 
+.float stat_dodging;
+.float stat_dodging_delay;
+.float stat_dodging_horiz_speed_frozen;
+.float stat_dodging_frozen_nodoubletap;
+.float stat_dodging_frozen;
+.float stat_dodging_horiz_speed;
+.float stat_dodging_height_threshold;
+.float stat_dodging_distance_threshold;
+.float stat_dodging_ramp_time;
+.float stat_dodging_up_speed;
+.float stat_dodging_wall;
+
+#endif
+
+// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
+.float dodging_action;
+
+// the jump part of the dodge cannot be ramped
+.float dodging_single_action;
+
 
 // these are used to store the last key press time for each of the keys..
 .float last_FORWARD_KEY_time;
 // until it's 0.
 .float dodging_velocity_gain;
 
-MUTATOR_HOOKFUNCTION(dodging_GetCvars) {
-       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
-       return 0;
+#ifdef CSQC
+.float pressedkeys;
+
+#elif defined(SVQC)
+
+void dodging_UpdateStats()
+{
+       self.stat_dodging = PHYS_DODGING;
+       self.stat_dodging_delay = PHYS_DODGING_DELAY;
+       self.stat_dodging_horiz_speed_frozen = PHYS_DODGING_HORIZ_SPEED_FROZEN;
+       self.stat_dodging_frozen = PHYS_DODGING_FROZEN;
+       self.stat_dodging_frozen_nodoubletap = PHYS_DODGING_FROZEN_NODOUBLETAP;
+       self.stat_dodging_height_threshold = PHYS_DODGING_HEIGHT_THRESHOLD;
+       self.stat_dodging_distance_threshold = PHYS_DODGING_DISTANCE_THRESHOLD;
+       self.stat_dodging_ramp_time = PHYS_DODGING_RAMP_TIME;
+       self.stat_dodging_up_speed = PHYS_DODGING_UP_SPEED;
+       self.stat_dodging_wall = PHYS_DODGING_WALL;
 }
 
-MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics) {
-       // print("dodging_PlayerPhysics\n");
+void dodging_Initialize()
+{
+       addstat(STAT_DODGING, AS_INT, stat_dodging);
+       addstat(STAT_DODGING_DELAY, AS_FLOAT, stat_dodging_delay);
+       addstat(STAT_DODGING_TIMEOUT, AS_FLOAT, cvar_cl_dodging_timeout); // we stat this, so it is updated on the client when updated on server (otherwise, chaos)
+       addstat(STAT_DODGING_FROZEN_NO_DOUBLETAP, AS_INT, stat_dodging_frozen_nodoubletap);
+       addstat(STAT_DODGING_HORIZ_SPEED_FROZEN, AS_FLOAT, stat_dodging_horiz_speed_frozen);
+       addstat(STAT_DODGING_FROZEN, AS_INT, stat_dodging_frozen);
+       addstat(STAT_DODGING_HORIZ_SPEED, AS_FLOAT, stat_dodging_horiz_speed);
+       addstat(STAT_DODGING_HEIGHT_THRESHOLD, AS_FLOAT, stat_dodging_height_threshold);
+       addstat(STAT_DODGING_DISTANCE_THRESHOLD, AS_FLOAT, stat_dodging_distance_threshold);
+       addstat(STAT_DODGING_RAMP_TIME, AS_FLOAT, stat_dodging_ramp_time);
+       addstat(STAT_DODGING_UP_SPEED, AS_FLOAT, stat_dodging_up_speed);
+       addstat(STAT_DODGING_WALL, AS_FLOAT, stat_dodging_wall);
+}
 
-       float common_factor;
-       float new_velocity_gain;
-       float velocity_difference;
-       float clean_up_and_do_nothing;
-       float horiz_speed = autocvar_sv_dodging_horiz_speed;
+#endif
 
-       if(self.frozen)
-               horiz_speed = autocvar_sv_dodging_horiz_speed_frozen;
+// returns 1 if the player is close to a wall
+float check_close_to_wall(float threshold)
+{
+       if (PHYS_DODGING_WALL == 0) { return FALSE; }
+
+       #define X(OFFSET)                                                                                                                               \
+       tracebox(self.origin, self.mins, self.maxs, self.origin + OFFSET, TRUE, self);  \
+       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)                \
+               return TRUE;
+       X(1000*v_right);
+       X(-1000*v_right);
+       X(1000*v_forward);
+       X(-1000*v_forward);
+       #undef X
+
+       return FALSE;
+}
 
-    if (self.deadflag != DEAD_NO)
-        return 0;
+float check_close_to_ground(float threshold)
+{
+       return IS_ONGROUND(self) ? TRUE : FALSE;
+}
 
-       new_velocity_gain = 0;
-       clean_up_and_do_nothing = 0;
+float PM_dodging_checkpressedkeys()
+{
+       if(!PHYS_DODGING)
+               return FALSE;
 
-       if (g_dodging == 0)
-               clean_up_and_do_nothing = 1;
+       float frozen_dodging = (PHYS_FROZEN(self) && PHYS_DODGING_FROZEN);
+       float frozen_no_doubletap = (frozen_dodging && !PHYS_DODGING_FROZEN_NODOUBLETAP);
+
+       // first check if the last dodge is far enough back in time so we can dodge again
+       if ((time - self.last_dodging_time) < PHYS_DODGING_DELAY)
+               return FALSE;
+
+       makevectors(PHYS_WORLD_ANGLES(self));
+
+       if (check_close_to_ground(PHYS_DODGING_HEIGHT_THRESHOLD) != 1
+               && check_close_to_wall(PHYS_DODGING_DISTANCE_THRESHOLD) != 1)
+               return TRUE;
+
+       float tap_direction_x = 0;
+       float tap_direction_y = 0;
+       float dodge_detected = 0;
+
+       #define X(COND,BTN,RESULT)                                                                                                                      \
+       if (PHYS_INPUT_MOVEVALUES(self)_##COND)                                                                                         \
+               /* is this a state change? */                                                                                                   \
+               if(!(PHYS_DODGING_PRESSED_KEYS(self) & KEY_##BTN) || frozen_no_doubletap) {             \
+                               tap_direction_##RESULT;                                                                                                 \
+                               if ((time - self.last_##BTN##_KEY_time) < PHYS_DODGING_TIMEOUT(self))   \
+                                       dodge_detected = 1;                                                                                                     \
+                               self.last_##BTN##_KEY_time = time;                                                                              \
+               }
+       X(x < 0, BACKWARD,      x--);
+       X(x > 0, FORWARD,       x++);
+       X(y < 0, LEFT,          y--);
+       X(y > 0, RIGHT,         y++);
+       #undef X
+
+       if (dodge_detected == 1)
+       {
+               self.last_dodging_time = time;
+
+               self.dodging_action = 1;
+               self.dodging_single_action = 1;
+
+               self.dodging_velocity_gain = PHYS_DODGING_HORIZ_SPEED;
+
+               self.dodging_direction_x = tap_direction_x;
+               self.dodging_direction_y = tap_direction_y;
+
+               // normalize the dodging_direction vector.. (unlike UT99) XD
+               float length = self.dodging_direction_x * self.dodging_direction_x
+                                       + self.dodging_direction_y * self.dodging_direction_y;
+               length = sqrt(length);
+
+               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;
+               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;
+               return TRUE;
+       }
+       return FALSE;
+}
+
+void PM_dodging()
+{
+       if (!PHYS_DODGING)
+               return;
+
+#ifdef SVQC
+       dodging_UpdateStats();
+#endif
+
+    if (PHYS_DEAD(self))
+        return;
 
        // when swimming, no dodging allowed..
        if (self.waterlevel >= WATERLEVEL_SWIMMING)
-               clean_up_and_do_nothing = 1;
-
-       if (clean_up_and_do_nothing != 0) {
+       {
                self.dodging_action = 0;
                self.dodging_direction_x = 0;
                self.dodging_direction_y = 0;
-               return 0;
+               return;
        }
 
        // make sure v_up, v_right and v_forward are sane
-       makevectors(self.angles);
+       makevectors(PHYS_WORLD_ANGLES(self));
 
        // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
        // will be called ramp_time/frametime times = 2 times. so, we need to
        // add 0.5 * the total speed each frame until the dodge action is done..
-       common_factor = sys_frametime / autocvar_sv_dodging_ramp_time;
+       float common_factor = PHYS_DODGING_FRAMETIME / PHYS_DODGING_RAMP_TIME;
 
        // if ramp time is smaller than frametime we get problems ;D
-       if (common_factor > 1)
-               common_factor = 1;
+       common_factor = min(common_factor, 1);
 
-       new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
-       if (new_velocity_gain < 0)
-               new_velocity_gain = 0;
+       float horiz_speed = PHYS_FROZEN(self) ? PHYS_DODGING_HORIZ_SPEED_FROZEN : PHYS_DODGING_HORIZ_SPEED;
+       float new_velocity_gain = self.dodging_velocity_gain - (common_factor * horiz_speed);
+       new_velocity_gain = max(0, new_velocity_gain);
 
-       velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
+       float velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
 
        // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
-       if (self.dodging_action == 1) {
+       if (self.dodging_action == 1)
+       {
                //disable jump key during dodge accel phase
-               if (self.movement_z > 0) self.movement_z = 0;
+               if(PHYS_INPUT_MOVEVALUES(self)_z > 0) { PHYS_INPUT_MOVEVALUES(self)_z = 0; }
 
-               self.velocity =
-                         self.velocity
-                       + ((self.dodging_direction_y * velocity_difference) * v_right)
-                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
+               self.velocity += ((self.dodging_direction_y * velocity_difference) * v_right)
+                                       + ((self.dodging_direction_x * velocity_difference) * v_forward);
 
                self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
        }
 
        // the up part of the dodge is a single shot action
-       if (self.dodging_single_action == 1) {
-               self.flags &= ~FL_ONGROUND;
+       if (self.dodging_single_action == 1)
+       {
+               UNSET_ONGROUND(self);
 
-               self.velocity =
-                         self.velocity
-                       + (autocvar_sv_dodging_up_speed * v_up);
+               self.velocity += PHYS_DODGING_UP_SPEED * v_up;
 
+#ifdef SVQC
                if (autocvar_sv_dodging_sound == 1)
                        PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 
                animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+#endif
 
                self.dodging_single_action = 0;
        }
 
        // are we done with the dodging ramp yet?
-       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > autocvar_sv_dodging_ramp_time))
+       if((self.dodging_action == 1) && ((time - self.last_dodging_time) > PHYS_DODGING_RAMP_TIME))
        {
                // reset state so next dodge can be done correctly
                self.dodging_action = 0;
                self.dodging_direction_x = 0;
                self.dodging_direction_y = 0;
        }
-
-       return 0;
 }
 
+#ifdef SVQC
 
-// returns 1 if the player is close to a wall
-float check_close_to_wall(float threshold) {
-       if (autocvar_sv_dodging_wall_dodging == 0)
-               return 0;
-
-       vector trace_start;
-       vector trace_end;
-
-       trace_start = self.origin;
-
-       trace_end = self.origin + (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
-
-       trace_end = self.origin - (1000*v_right);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
-
-       trace_end = self.origin + (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
-
-       trace_end = self.origin - (1000*v_forward);
-       tracebox(trace_start, self.mins, self.maxs, trace_end, TRUE, self);
-       if (trace_fraction < 1 && vlen (self.origin - trace_endpos) < threshold)
-               return 1;
-
-       return 0;
-}
-
-float check_close_to_ground(float threshold) {
-       if (self.flags & FL_ONGROUND)
-               return 1;
-
-       return 0;
+MUTATOR_HOOKFUNCTION(dodging_GetCvars)
+{
+       GetCvars_handleFloat(get_cvars_s, get_cvars_f, cvar_cl_dodging_timeout, "cl_dodging_timeout");
+       return FALSE;
 }
 
-
-MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys) {
+MUTATOR_HOOKFUNCTION(dodging_PlayerPhysics)
+{
        // print("dodging_PlayerPhysics\n");
+       PM_dodging();
 
-       float length;
-       float tap_direction_x;
-       float tap_direction_y;
-
-       tap_direction_x = 0;
-       tap_direction_y = 0;
-
-       float frozen_dodging, frozen_no_doubletap;
-       frozen_dodging = (self.frozen && autocvar_sv_dodging_frozen);
-       frozen_no_doubletap = (frozen_dodging && !autocvar_sv_dodging_frozen_doubletap);
-
-       float dodge_detected;
-       if (g_dodging == 0)
-               return 0;
-
-       dodge_detected = 0;
-
-       // first check if the last dodge is far enough back in time so we can dodge again
-       if ((time - self.last_dodging_time) < autocvar_sv_dodging_delay)
-               return 0;
-
-       if (check_close_to_ground(autocvar_sv_dodging_height_threshold) != 1
-               && check_close_to_wall(autocvar_sv_dodging_wall_distance_threshold) != 1)
-               return 0;
-
-       if (self.movement_x > 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_FORWARD) || frozen_no_doubletap) {
-                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) {
-                               tap_direction_x = 1.0;
-                               dodge_detected = 1;
-                       }
-                       self.last_FORWARD_KEY_time = time;
-               }
-       }
-
-       if (self.movement_x < 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_BACKWARD) || frozen_no_doubletap) {
-                       tap_direction_x = -1.0;
-                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        {
-                               dodge_detected = 1;
-                       }
-                       self.last_BACKWARD_KEY_time = time;
-               }
-       }
-
-       if (self.movement_y > 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_RIGHT) || frozen_no_doubletap) {
-                       tap_direction_y = 1.0;
-                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   {
-                               dodge_detected = 1;
-                       }
-                       self.last_RIGHT_KEY_time = time;
-               }
-       }
-
-       if (self.movement_y < 0) {
-               // is this a state change?
-               if (!(self.pressedkeys & KEY_LEFT) || frozen_no_doubletap) {
-                       tap_direction_y = -1.0;
-                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    {
-                               dodge_detected = 1;
-                       }
-                       self.last_LEFT_KEY_time = time;
-               }
-       }
-
-       if (dodge_detected == 1) {
-               self.last_dodging_time = time;
-
-               self.dodging_action = 1;
-               self.dodging_single_action = 1;
-
-               self.dodging_velocity_gain = autocvar_sv_dodging_horiz_speed;
-
-               self.dodging_direction_x = tap_direction_x;
-               self.dodging_direction_y = tap_direction_y;
-
-               // normalize the dodging_direction vector.. (unlike UT99) XD
-               length =          self.dodging_direction_x * self.dodging_direction_x;
-               length = length + self.dodging_direction_y * self.dodging_direction_y;
-               length = sqrt(length);
+       return FALSE;
+}
 
-               self.dodging_direction_x = self.dodging_direction_x * 1.0/length;
-               self.dodging_direction_y = self.dodging_direction_y * 1.0/length;
-       }
+MUTATOR_HOOKFUNCTION(dodging_GetPressedKeys)
+{
+       PM_dodging_checkpressedkeys();
 
-       return 0;
+       return FALSE;
 }
 
 MUTATOR_DEFINITION(mutator_dodging)
@@ -269,7 +308,8 @@ MUTATOR_DEFINITION(mutator_dodging)
        // this just turns on the cvar.
        MUTATOR_ONADD
        {
-               g_dodging = 1;
+               g_dodging = cvar("g_dodging");
+               dodging_Initialize();
        }
 
        // this just turns off the cvar.
@@ -278,9 +318,6 @@ MUTATOR_DEFINITION(mutator_dodging)
                g_dodging = 0;
        }
 
-       MUTATOR_ONREMOVE
-       {
-       }
-
-       return 0;
+       return FALSE;
 }
+#endif
index 9840325d97ce8a0ee71ac932242de069a0e3cabf..094b780f9c12a2745dd661291c199e6a4faa2ae4 100644 (file)
@@ -1,7 +1 @@
 float g_dodging;
-
-// set to 1 to indicate dodging has started.. reset by physics hook after dodge has been done..
-.float dodging_action;
-
-// the jump part of the dodge cannot be ramped
-.float dodging_single_action;
index 50741dc20b4f3cadd1d2d75ff1b0ce1f5180a4c5..57014f1816c171b776a232af9a233e8f8dfb7d6b 100644 (file)
@@ -1,33 +1,68 @@
 .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()
+{
+       self.stat_multijump = PHYS_MULTIJUMP;
+       self.stat_multijump_speed = PHYS_MULTIJUMP_SPEED;
+       self.stat_multijump_add = PHYS_MULTIJUMP_ADD;
+}
+
+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);
+}
+
+#endif
+
+void PM_multijump()
 {
-       if(self.flags & FL_ONGROUND)
+       if(!PHYS_MULTIJUMP) { return; }
+
+       if(IS_ONGROUND(self))
        {
-               if (autocvar_g_multijump > 0)
+               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
        }
-
-       return FALSE;
 }
 
-MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
+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 < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
+       if(!player_multijump && self.multijump_ready && self.multijump_count < PHYS_MULTIJUMP && 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;
@@ -38,24 +73,20 @@ MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
 
                        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;
+                                       float curspeed = vlen(vec2(self.velocity));
                                        vector wishvel, wishdir;
 
-                                       curspeed = max(
-                                               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
-                                       );
-                                       makevectors(self.v_angle_y * '0 1 0');
-                                       wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+                                       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 (autocvar_g_multijump > 0)
+                               if (PHYS_MULTIJUMP > 0)
                                        self.multijump_count += 1;
                        }
                }
@@ -65,6 +96,20 @@ MUTATOR_HOOKFUNCTION(multijump_PlayerJump)
        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");
@@ -84,5 +129,11 @@ 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 78c0b091eb7ecf70205b4086adf96146084a73e9..723bf3156088347856acb9a39f7157b8a9aa641d 100644 (file)
@@ -125,7 +125,8 @@ g_damage.qc
 
 teamplay.qc
 
-cl_physics.qc
+../common/physics.qh
+../common/physics.qc
 
 // tZork's libs
 movelib.qc
index bb2254c977d91e4cd427b5d3e6c2c3fcfea115a0..412c8e96ad36b7defde098054655df0d322cdefd 100644 (file)
@@ -1,4 +1,7 @@
+.float ladder_time;
+.entity ladder_entity;
 
+#ifdef SVQC
 .float  roomtype;
 .float  radius;
 .float  pitch;
@@ -33,14 +36,20 @@ void spawnfunc_info_node() {}
 void spawnfunc_env_sound() {}
 void spawnfunc_light_spot() {}
 void spawnfunc_func_healthcharger() {}
-
+#endif
 
 void func_ladder_touch()
 {
+#ifdef SVQC
        if (!other.iscreature)
                return;
        if (other.vehicle_flags & VHF_ISVEHICLE)
                return;
+#endif
+#ifdef CSQC
+       if(other.classname != "csqcmodel")
+               return;
+#endif
 
        EXACTTRIGGER_TOUCH;
 
@@ -48,15 +57,108 @@ void func_ladder_touch()
        other.ladder_entity = self;
 }
 
+#ifdef SVQC
+float func_ladder_send(entity to, float sf)
+{
+       WriteByte(MSG_ENTITY, ENT_CLIENT_LADDER);
+
+       WriteString(MSG_ENTITY, self.classname);
+       WriteByte(MSG_ENTITY, self.warpzone_isboxy);
+       WriteByte(MSG_ENTITY, self.skin);
+       WriteByte(MSG_ENTITY, self.speed);
+       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);
+
+       return TRUE;
+}
+
+void func_ladder_link()
+{
+       Net_LinkEntity(self, FALSE, 0, func_ladder_send);
+}
+
 void spawnfunc_func_ladder()
 {
        EXACTTRIGGER_INIT;
        self.touch = func_ladder_touch;
+
+       func_ladder_link();
 }
 
 void spawnfunc_func_water()
 {
        EXACTTRIGGER_INIT;
        self.touch = func_ladder_touch;
+
+       func_ladder_link();
+}
+
+#elif defined(CSQC)
+.float speed;
+
+void func_ladder_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)
+       if(time >= trace_ent.ladder_time)
+       {
+               other = trace_ent;
+               func_ladder_touch();
+       }
 }
 
+void ent_func_ladder()
+{
+       self.classname = strzone(ReadString());
+       self.warpzone_isboxy = ReadByte();
+       self.skin = ReadByte();
+       self.speed = 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 = func_ladder_draw;
+       self.drawmask = MASK_NORMAL;
+       self.move_time = time;
+}
+#endif
index 029bd8e5b6ed75b293cff51cf67367415b8cdfab..2e6f476d80b3a786450b1e49691a25a6d4e0eb9f 100644 (file)
@@ -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
@@ -36,9 +54,9 @@ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
 
        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');
@@ -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;
@@ -164,8 +184,9 @@ void trigger_push_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)
@@ -178,6 +199,7 @@ void trigger_push_touch()
                        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;
@@ -244,12 +266,17 @@ void trigger_push_touch()
                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
@@ -258,12 +285,12 @@ void trigger_push_findtarget()
 
        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);
@@ -271,12 +298,15 @@ void trigger_push_findtarget()
                        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)
@@ -290,9 +320,10 @@ void trigger_push_findtarget()
                        self.enemy = world;
                }
        }
+#ifdef SVQC
        else
        {
-               e = spawn();
+               entity e = spawn();
                setorigin(e, org);
                setsize(e, PL_MIN, PL_MAX);
                e.velocity = self.movedir;
@@ -300,8 +331,67 @@ void trigger_push_findtarget()
                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:
  *
@@ -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
index 6db41d133997388bc4ef125ca76b0aac6cd33215..3f98359592383f494cf38f189003b571e936aa22 100644 (file)
@@ -763,3 +763,8 @@ entity WarpZone_RefSys_SpawnSameRefSys(entity me)
        WarpZone_RefSys_Copy(e, me);
        return e;
 }
+
+float WarpZoneLib_ExactTrigger_Touch()
+{
+       return !WarpZoneLib_BoxTouchesBrush(other.absmin, other.absmax, self, other);
+}
index daa8e6ddc17b4c6d23536066a67d3033141ff103..eafe2d47c0541dfcf7de17baacde6d3e985e408d 100644 (file)
@@ -53,11 +53,6 @@ float WarpZoneLib_MoveOutOfSolid(entity e)
        return TRUE;
 }
 
-float WarpZoneLib_ExactTrigger_Touch()
-{
-       return !WarpZoneLib_BoxTouchesBrush(other.absmin, other.absmax, self, other);
-}
-
 void WarpZoneLib_ExactTrigger_Init()
 {
        vector mi, ma;