Merge branch 'master' into TimePath/experiments/csqc_prediction (blame TimePath if...
authorMario <zacjardine@y7mail.com>
Tue, 27 Jan 2015 07:59:18 +0000 (18:59 +1100)
committerMario <zacjardine@y7mail.com>
Tue, 27 Jan 2015 07:59:18 +0000 (18:59 +1100)
Conflicts:
qcsrc/server/cl_physics.qc

1  2 
defaultXonotic.cfg
qcsrc/client/autocvars.qh
qcsrc/common/physics.qc
qcsrc/common/stats.qh
qcsrc/server/miscfunctions.qc

Simple merge
Simple merge
index 1b96fe0,0000000..a2f6b5d
mode 100644,000000..100644
--- /dev/null
@@@ -1,2019 -1,0 +1,2018 @@@
-               if (!autocvar_sv_ready_restart_after_countdown)
-                       if (time < game_starttime)
-                               not_allowed_to_move = 1;
 +.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_sv_friction_on_land;
 +.float stat_sv_friction_slick;
 +
 +.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);
 +
 +      // hacks
 +      addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
 +      addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
 +}
 +
 +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;
 +
 +      self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
 +      self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
 +}
 +#endif
 +
 +float IsMoveInDirection(vector mv, float angle) // key mix factor
 +{
 +      if (mv_x == 0 && mv_y == 0)
 +              return 0; // avoid division by zero
 +      angle -= RAD2DEG * atan2(mv_y, mv_x);
 +      angle = remainder(angle, 360) / 45;
 +      return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
 +}
 +
 +float GeomLerp(float a, float lerp, float b)
 +{
 +      return a == 0 ? (lerp < 1 ? 0 : b)
 +              : b == 0 ? (lerp > 0 ? 0 : a)
 +              : a * pow(fabs(b / a), lerp);
 +}
 +
 +noref float pmove_waterjumptime;
 +
 +const float unstick_count = 27;
 +vector unstick_offsets[unstick_count] =
 +{
 +// 1 no nudge (just return the original if this test passes)
 +      '0.000   0.000  0.000',
 +// 6 simple nudges
 +      ' 0.000  0.000  0.125', '0.000  0.000 -0.125',
 +      '-0.125  0.000  0.000', '0.125  0.000  0.000',
 +      ' 0.000 -0.125  0.000', '0.000  0.125  0.000',
 +// 4 diagonal flat nudges
 +      '-0.125 -0.125  0.000', '0.125 -0.125  0.000',
 +      '-0.125  0.125  0.000', '0.125  0.125  0.000',
 +// 8 diagonal upward nudges
 +      '-0.125  0.000  0.125', '0.125  0.000  0.125',
 +      ' 0.000 -0.125  0.125', '0.000  0.125  0.125',
 +      '-0.125 -0.125  0.125', '0.125 -0.125  0.125',
 +      '-0.125  0.125  0.125', '0.125  0.125  0.125',
 +// 8 diagonal downward nudges
 +      '-0.125  0.000 -0.125', '0.125  0.000 -0.125',
 +      ' 0.000 -0.125 -0.125', '0.000  0.125 -0.125',
 +      '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
 +      '-0.125  0.125 -0.125', '0.125  0.125 -0.125',
 +};
 +
 +void PM_ClientMovement_Unstick()
 +{
 +      float i;
 +      for (i = 0; i < unstick_count; i++)
 +      {
 +              vector neworigin = unstick_offsets[i] + self.origin;
 +              tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
 +              if (!trace_startsolid)
 +              {
 +                      self.origin = neworigin;
 +                      return;// true;
 +              }
 +      }
 +}
 +
 +void PM_ClientMovement_UpdateStatus()
 +{
 +      // make sure player is not stuck
 +      PM_ClientMovement_Unstick();
 +
 +      // set crouched
 +      if (PHYS_INPUT_BUTTON_CROUCH(self))
 +      {
 +              // wants to crouch, this always works..
 +              if (!IS_DUCKED(self))
 +                      SET_DUCKED(self);
 +      }
 +      else
 +      {
 +              // wants to stand, if currently crouching we need to check for a
 +              // low ceiling first
 +              if (IS_DUCKED(self))
 +              {
 +                      tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
 +                      if (!trace_startsolid)
 +                              UNSET_DUCKED(self);
 +              }
 +      }
 +
 +      // set onground
 +      vector origin1 = self.origin + '0 0 1';
 +      vector origin2 = self.origin - '0 0 1';
 +
 +      tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
 +      if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +      {
 +              SET_ONGROUND(self);
 +
 +              // this code actually "predicts" an impact; so let's clip velocity first
 +              float f = self.velocity * trace_plane_normal;
 +              if (f < 0) // only if moving downwards actually
 +                      self.velocity -= f * trace_plane_normal;
 +      }
 +      else
 +              UNSET_ONGROUND(self);
 +
 +      // set watertype/waterlevel
 +      origin1 = self.origin;
 +      origin1_z += self.mins_z + 1;
 +      self.waterlevel = WATERLEVEL_NONE;
 +
 +      self.watertype = (pointcontents(origin1) == CONTENT_WATER);
 +
 +      if(self.watertype)
 +      {
 +              self.waterlevel = WATERLEVEL_WETFEET;
 +              origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
 +              if(pointcontents(origin1) == CONTENT_WATER)
 +              {
 +                      self.waterlevel = WATERLEVEL_SWIMMING;
 +                      origin1_z = self.origin_z + 22;
 +                      if(pointcontents(origin1) == CONTENT_WATER)
 +                              self.waterlevel = WATERLEVEL_SUBMERGED;
 +              }
 +      }
 +
 +      if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
 +              pmove_waterjumptime = 0;
 +}
 +
 +void PM_ClientMovement_Move()
 +{
 +#ifdef CSQC
 +      float t = PHYS_INPUT_TIMELENGTH;
 +      vector primalvelocity = self.velocity;
 +      PM_ClientMovement_UpdateStatus();
 +      float bump = 0;
 +      for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
 +      {
 +              vector neworigin = self.origin + t * self.velocity;
 +              tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
 +              float old_trace1_fraction = trace_fraction;
 +              vector old_trace1_endpos = trace_endpos;
 +              vector old_trace1_plane_normal = trace_plane_normal;
 +              if (trace_fraction < 1 && trace_plane_normal_z == 0)
 +              {
 +                      // may be a step or wall, try stepping up
 +                      // first move forward at a higher level
 +                      vector currentorigin2 = self.origin;
 +                      currentorigin2_z += PHYS_STEPHEIGHT;
 +                      vector neworigin2 = neworigin;
 +                      neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
 +                      tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
 +                      if (!trace_startsolid)
 +                      {
 +                              // then move down from there
 +                              currentorigin2 = trace_endpos;
 +                              neworigin2 = trace_endpos;
 +                              neworigin2_z = self.origin_z;
 +                              float old_trace2_fraction = trace_fraction;
 +                              vector old_trace2_plane_normal = trace_plane_normal;
 +                              tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
 +                              // accept the new trace if it made some progress
 +                              if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
 +                              {
 +                                      trace_fraction = old_trace2_fraction;
 +                                      trace_endpos = trace_endpos;
 +                                      trace_plane_normal = old_trace2_plane_normal;
 +                              }
 +                              else
 +                              {
 +                                      trace_fraction = old_trace1_fraction;
 +                                      trace_endpos = old_trace1_endpos;
 +                                      trace_plane_normal = old_trace1_plane_normal;
 +                              }
 +                      }
 +              }
 +
 +              // check if it moved at all
 +              if (trace_fraction >= 0.001)
 +                      self.origin = trace_endpos;
 +
 +              // check if it moved all the way
 +              if (trace_fraction == 1)
 +                      break;
 +
 +              // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
 +              // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
 +              // this got commented out in a change that supposedly makes the code match QW better
 +              // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
 +              if (trace_plane_normal_z > 0.7)
 +                      SET_ONGROUND(self);
 +
 +              t -= t * trace_fraction;
 +
 +              float f = self.velocity * trace_plane_normal;
 +              self.velocity -= f * trace_plane_normal;
 +      }
 +      if (pmove_waterjumptime > 0)
 +              self.velocity = primalvelocity;
 +#endif
 +}
 +
 +void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
 +{
 +      float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
 +      if (k <= 0)
 +              return;
 +
 +      k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
 +
 +      float zspeed = self.velocity_z;
 +      self.velocity_z = 0;
 +      float xyspeed = vlen(self.velocity);
 +      self.velocity = normalize(self.velocity);
 +
 +      float dot = self.velocity * wishdir;
 +
 +      if (dot > 0) // we can't change direction while slowing down
 +      {
 +              k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
 +              xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
 +              k *= PHYS_AIRCONTROL;
 +              self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
 +      }
 +
 +      self.velocity = self.velocity * xyspeed;
 +      self.velocity_z = zspeed;
 +}
 +
 +float AdjustAirAccelQW(float accelqw, float factor)
 +{
 +      return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
 +}
 +
 +// example config for alternate speed clamping:
 +//   sv_airaccel_qw 0.8
 +//   sv_airaccel_sideways_friction 0
 +//   prvm_globalset server speedclamp_mode 1
 +//     (or 2)
 +void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
 +{
 +      float speedclamp = stretchfactor > 0 ? stretchfactor
 +      : accelqw < 0 ? 1 // full clamping, no stretch
 +      : -1; // no clamping
 +
 +      accelqw = fabs(accelqw);
 +
 +      if (GAMEPLAYFIX_Q2AIRACCELERATE)
 +              wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
 +
 +      float vel_straight = self.velocity * wishdir;
 +      float vel_z = self.velocity_z;
 +      vector vel_xy = vec2(self.velocity);
 +      vector vel_perpend = vel_xy - vel_straight * wishdir;
 +
 +      float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
 +
 +      float vel_xy_current  = vlen(vel_xy);
 +      if (speedlimit)
 +              accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
 +      float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
 +      float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
 +      vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
 +      vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
 +
 +      if (sidefric < 0 && (vel_perpend*vel_perpend))
 +              // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
 +      {
 +              float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
 +              float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
 +              // assume: fmin > 1
 +              // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
 +              // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
 +              // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
 +              // obviously, this cannot be
 +              if (fmin <= 0)
 +                      vel_perpend *= f;
 +              else
 +              {
 +                      fmin = sqrt(fmin);
 +                      vel_perpend *= max(fmin, f);
 +              }
 +      }
 +      else
 +              vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
 +
 +      vel_xy = vel_straight * wishdir + vel_perpend;
 +
 +      if (speedclamp >= 0)
 +      {
 +              float vel_xy_preclamp;
 +              vel_xy_preclamp = vlen(vel_xy);
 +              if (vel_xy_preclamp > 0) // prevent division by zero
 +              {
 +                      vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
 +                      if (vel_xy_current < vel_xy_preclamp)
 +                              vel_xy *= (vel_xy_current / vel_xy_preclamp);
 +              }
 +      }
 +
 +      self.velocity = vel_xy + vel_z * '0 0 1';
 +}
 +
 +void PM_AirAccelerate(vector wishdir, float wishspeed)
 +{
 +      if (wishspeed == 0)
 +              return;
 +
 +      vector curvel = self.velocity;
 +      curvel_z = 0;
 +      float curspeed = vlen(curvel);
 +
 +      if (wishspeed > curspeed * 1.01)
 +              wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
 +      else
 +      {
 +              float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
 +              wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
 +      }
 +      vector wishvel = wishdir * wishspeed;
 +      vector acceldir = wishvel - curvel;
 +      float addspeed = vlen(acceldir);
 +      acceldir = normalize(acceldir);
 +
 +      float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
 +
 +      if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
 +      {
 +              vector curdir = normalize(curvel);
 +              float dot = acceldir * curdir;
 +              if (dot < 0)
 +                      acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
 +      }
 +
 +      self.velocity += accelspeed * acceldir;
 +}
 +
 +
 +/*
 +=============
 +PlayerJump
 +
 +When you press the jump key
 +returns TRUE if handled
 +=============
 +*/
 +float PlayerJump (void)
 +{
 +      if (PHYS_FROZEN(self))
 +              return TRUE; // no jumping in freezetag when frozen
 +
 +#ifdef SVQC
 +      if (self.player_blocked)
 +              return TRUE; // no jumping while blocked
 +#endif
 +
 +      float doublejump = FALSE;
 +      float mjumpheight = PHYS_JUMPVELOCITY;
 +
 +      player_multijump = doublejump;
 +      player_jumpheight = mjumpheight;
 +#ifdef SVQC
 +      if (MUTATOR_CALLHOOK(PlayerJump))
 +#elif defined(CSQC)
 +      if(PM_multijump_checkjump())
 +#endif
 +              return TRUE;
 +
 +      doublejump = player_multijump;
 +      mjumpheight = player_jumpheight;
 +
 +      if (PHYS_DOUBLEJUMP)
 +      {
 +              tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
 +              if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +              {
 +                      doublejump = TRUE;
 +
 +                      // we MUST clip velocity here!
 +                      float f;
 +                      f = self.velocity * trace_plane_normal;
 +                      if (f < 0)
 +                              self.velocity -= f * trace_plane_normal;
 +              }
 +      }
 +
 +      if (self.waterlevel >= WATERLEVEL_SWIMMING)
 +      {
 +              self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
 +              return TRUE;
 +      }
 +
 +      if (!doublejump)
 +              if (!IS_ONGROUND(self))
 +                      return IS_JUMP_HELD(self);
 +
 +      if (PHYS_TRACK_CANJUMP(self))
 +              if (IS_JUMP_HELD(self))
 +                      return TRUE;
 +
 +      // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
 +      // velocity bounds.  Final velocity is bound between (jumpheight *
 +      // min + jumpheight) and (jumpheight * max + jumpheight);
 +
 +      if(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;
 +              }
 +      }
 +
 +      if (!WAS_ONGROUND(self))
 +      {
 +              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 - PHYS_FRICTION_ONLAND);
 +                      self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
 +              }
 +              if(self.jumppadcount > 1)
 +                      dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
 +              self.jumppadcount = 0;
 +      }
 +
 +      self.velocity_z += mjumpheight;
 +
 +      UNSET_ONGROUND(self);
 +      SET_JUMP_HELD(self);
 +
 +#ifdef SVQC
 +
 +      self.oldvelocity_z = self.velocity_z;
 +
 +      animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
 +
 +      if (autocvar_g_jump_grunt)
 +              PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +#endif
 +      return TRUE;
 +}
 +
 +void CheckWaterJump()
 +{
 +// check for a jump-out-of-water
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      vector start = self.origin;
 +      start_z += 8;
 +      v_forward_z = 0;
 +      normalize(v_forward);
 +      vector end = start + v_forward*24;
 +      traceline (start, end, TRUE, self);
 +      if (trace_fraction < 1)
 +      {       // solid at waist
 +              start_z = start_z + self.maxs_z - 8;
 +              end = start + v_forward*24;
 +              self.movedir = trace_plane_normal * -50;
 +              traceline(start, end, TRUE, self);
 +              if (trace_fraction == 1)
 +              {       // open at eye level
 +                      self.velocity_z = 225;
 +#ifdef SVQC
 +                      self.flags |= FL_WATERJUMP;
 +                      SET_JUMP_HELD(self);
 +                      self.teleport_time = time + 2;  // safety net
 +#endif
 +              }
 +      }
 +}
 +
 +
 +#ifdef SVQC
 +      #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
 +#elif defined(CSQC)
 +      float autocvar_cl_jetpack_jump;
 +      #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
 +#endif
 +.float jetpack_stopped;
 +// Hack: shouldn't need to know about this
 +.float multijump_count;
 +void CheckPlayerJump()
 +{
 +#ifdef SVQC
 +      float was_flying = ITEMS(self) & IT_USING_JETPACK;
 +#endif
 +      if (JETPACK_JUMP(self) < 2)
 +#ifdef SVQC
 +              ITEMS(self) &= ~IT_USING_JETPACK;
 +#endif
 +
 +      if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
 +      {
 +#ifdef SVQC
 +              float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
 +              float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
 +              float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO;
 +#else
 +              PlayerJump(); // Client only
 +              float has_fuel = TRUE; // TODO
 +#endif
 +              if (!(ITEMS(self) & IT_JETPACK)) { }
 +              else if (self.jetpack_stopped) { }
 +              else if (!has_fuel)
 +              {
 +#ifdef SVQC
 +                      if (was_flying) // TODO: ran out of fuel message
 +                              Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
 +                      else if (activate)
 +                              Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
 +#endif
 +                      self.jetpack_stopped = TRUE;
 +#ifdef SVQC
 +                      ITEMS(self) &= ~IT_USING_JETPACK;
 +#endif
 +              }
 +#ifdef SVQC
 +              else if (activate && !PHYS_FROZEN(self))
 +                      ITEMS(self) |= IT_USING_JETPACK;
 +#endif
 +      }
 +      else
 +      {
 +              self.jetpack_stopped = FALSE;
 +#ifdef SVQC
 +              ITEMS(self) &= ~IT_USING_JETPACK;
 +#endif
 +      }
 +      if (!PHYS_INPUT_BUTTON_JUMP(self))
 +              UNSET_JUMP_HELD(self);
 +
 +      if (self.waterlevel == WATERLEVEL_SWIMMING)
 +              CheckWaterJump();
 +}
 +
 +float racecar_angle(float forward, float down)
 +{
 +      if (forward < 0)
 +      {
 +              forward = -forward;
 +              down = -down;
 +      }
 +
 +      float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
 +
 +      float angle_mult = forward / (800 + forward);
 +
 +      if (ret > 180)
 +              return ret * angle_mult + 360 * (1 - angle_mult);
 +      else
 +              return ret * angle_mult;
 +}
 +
 +void RaceCarPhysics()
 +{
 +#ifdef SVQC
 +      // using this move type for "big rigs"
 +      // the engine does not push the entity!
 +
 +      vector rigvel;
 +
 +      vector angles_save = self.angles;
 +      float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
 +      float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
 +
 +      if (g_bugrigs_reverse_speeding)
 +      {
 +              if (accel < 0)
 +              {
 +                      // back accel is DIGITAL
 +                      // to prevent speedhack
 +                      if (accel < -0.5)
 +                              accel = -1;
 +                      else
 +                              accel = 0;
 +              }
 +      }
 +
 +      self.angles_x = 0;
 +      self.angles_z = 0;
 +      makevectors(self.angles); // new forward direction!
 +
 +      if (IS_ONGROUND(self) || g_bugrigs_air_steering)
 +      {
 +              float myspeed = self.velocity * v_forward;
 +              float upspeed = self.velocity * v_up;
 +
 +              // responsiveness factor for steering and acceleration
 +              float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
 +              //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
 +
 +              float steerfactor;
 +              if (myspeed < 0 && g_bugrigs_reverse_spinning)
 +                      steerfactor = -myspeed * g_bugrigs_steer;
 +              else
 +                      steerfactor = -myspeed * f * g_bugrigs_steer;
 +
 +              float accelfactor;
 +              if (myspeed < 0 && g_bugrigs_reverse_speeding)
 +                      accelfactor = g_bugrigs_accel;
 +              else
 +                      accelfactor = f * g_bugrigs_accel;
 +              //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
 +
 +              if (accel < 0)
 +              {
 +                      if (myspeed > 0)
 +                      {
 +                              myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
 +                      }
 +                      else
 +                      {
 +                              if (!g_bugrigs_reverse_speeding)
 +                                      myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
 +                      }
 +              }
 +              else
 +              {
 +                      if (myspeed >= 0)
 +                      {
 +                              myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
 +                      }
 +                      else
 +                      {
 +                              if (g_bugrigs_reverse_stopping)
 +                                      myspeed = 0;
 +                              else
 +                                      myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
 +                      }
 +              }
 +              // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
 +              //MAXIMA: friction(v) := g_bugrigs_friction_floor;
 +
 +              self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
 +              makevectors(self.angles); // new forward direction!
 +
 +              myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
 +
 +              rigvel = myspeed * v_forward + '0 0 1' * upspeed;
 +      }
 +      else
 +      {
 +              float myspeed = vlen(self.velocity);
 +
 +              // responsiveness factor for steering and acceleration
 +              float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
 +              float steerfactor = -myspeed * f;
 +              self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
 +
 +              rigvel = self.velocity;
 +              makevectors(self.angles); // new forward direction!
 +      }
 +
 +      rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
 +      //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
 +      //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
 +      //MAXIMA: solve(total_acceleration(v) = 0, v);
 +
 +      if (g_bugrigs_planar_movement)
 +      {
 +              vector rigvel_xy, neworigin, up;
 +              float mt;
 +
 +              rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
 +              rigvel_xy = vec2(rigvel);
 +
 +              if (g_bugrigs_planar_movement_car_jumping)
 +                      mt = MOVE_NORMAL;
 +              else
 +                      mt = MOVE_NOMONSTERS;
 +
 +              tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
 +              up = trace_endpos - self.origin;
 +
 +              // BUG RIGS: align the move to the surface instead of doing collision testing
 +              // can we move?
 +              tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
 +
 +              // align to surface
 +              tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
 +
 +              if (trace_fraction < 0.5)
 +              {
 +                      trace_fraction = 1;
 +                      neworigin = self.origin;
 +              }
 +              else
 +                      neworigin = trace_endpos;
 +
 +              if (trace_fraction < 1)
 +              {
 +                      // now set angles_x so that the car points parallel to the surface
 +                      self.angles = vectoangles(
 +                                      '1 0 0' * v_forward_x * trace_plane_normal_z
 +                                      +
 +                                      '0 1 0' * v_forward_y * trace_plane_normal_z
 +                                      +
 +                                      '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
 +                                      );
 +                      SET_ONGROUND(self);
 +              }
 +              else
 +              {
 +                      // now set angles_x so that the car points forward, but is tilted in velocity direction
 +                      UNSET_ONGROUND(self);
 +              }
 +
 +              self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
 +              self.movetype = MOVETYPE_NOCLIP;
 +      }
 +      else
 +      {
 +              rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
 +              self.velocity = rigvel;
 +              self.movetype = MOVETYPE_FLY;
 +      }
 +
 +      trace_fraction = 1;
 +      tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
 +      if (trace_fraction != 1)
 +      {
 +              self.angles = vectoangles2(
 +                              '1 0 0' * v_forward_x * trace_plane_normal_z
 +                              +
 +                              '0 1 0' * v_forward_y * trace_plane_normal_z
 +                              +
 +                              '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
 +                              trace_plane_normal
 +                              );
 +      }
 +      else
 +      {
 +              vector vel_local;
 +
 +              vel_local_x = v_forward * self.velocity;
 +              vel_local_y = v_right * self.velocity;
 +              vel_local_z = v_up * self.velocity;
 +
 +              self.angles_x = racecar_angle(vel_local_x, vel_local_z);
 +              self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
 +      }
 +
 +      // smooth the angles
 +      vector vf1, vu1, smoothangles;
 +      makevectors(self.angles);
 +      float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
 +      if (f == 0)
 +              f = 1;
 +      vf1 = v_forward * f;
 +      vu1 = v_up * f;
 +      makevectors(angles_save);
 +      vf1 = vf1 + v_forward * (1 - f);
 +      vu1 = vu1 + v_up * (1 - f);
 +      smoothangles = vectoangles2(vf1, vu1);
 +      self.angles_x = -smoothangles_x;
 +      self.angles_z =  smoothangles_z;
 +#endif
 +}
 +
 +string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 +.float specialcommand_pos;
 +void SpecialCommand()
 +{
 +#ifdef SVQC
 +#ifdef TETRIS
 +      TetrisImpulse();
 +#else
 +      if (!CheatImpulse(99))
 +              print("A hollow voice says \"Plugh\".\n");
 +#endif
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_speed;
 +string speedaward_holder;
 +string speedaward_uid;
 +#endif
 +void race_send_speedaward(float msg)
 +{
 +#ifdef SVQC
 +      // send the best speed of the round
 +      WriteByte(msg, SVC_TEMPENTITY);
 +      WriteByte(msg, TE_CSQC_RACE);
 +      WriteByte(msg, RACE_NET_SPEED_AWARD);
 +      WriteInt24_t(msg, floor(speedaward_speed+0.5));
 +      WriteString(msg, speedaward_holder);
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_alltimebest;
 +string speedaward_alltimebest_holder;
 +string speedaward_alltimebest_uid;
 +#endif
 +void race_send_speedaward_alltimebest(float msg)
 +{
 +#ifdef SVQC
 +      // send the best speed
 +      WriteByte(msg, SVC_TEMPENTITY);
 +      WriteByte(msg, TE_CSQC_RACE);
 +      WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
 +      WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
 +      WriteString(msg, speedaward_alltimebest_holder);
 +#endif
 +}
 +
 +float PM_check_keepaway(void)
 +{
 +#ifdef SVQC
 +      return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
 +#else
 +      return 1;
 +#endif
 +}
 +
 +void PM_check_race_movetime(void)
 +{
 +#ifdef SVQC
 +      self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
 +      float f = floor(self.race_movetime_frac);
 +      self.race_movetime_frac -= f;
 +      self.race_movetime_count += f;
 +      self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
 +#endif
 +}
 +
 +float PM_check_specialcommand(float buttons)
 +{
 +#ifdef SVQC
 +      string c;
 +      if (!buttons)
 +              c = "x";
 +      else if (buttons == 1)
 +              c = "1";
 +      else if (buttons == 2)
 +              c = " ";
 +      else if (buttons == 128)
 +              c = "s";
 +      else if (buttons == 256)
 +              c = "w";
 +      else if (buttons == 512)
 +              c = "a";
 +      else if (buttons == 1024)
 +              c = "d";
 +      else
 +              c = "?";
 +
 +      if (c == substring(specialcommand, self.specialcommand_pos, 1))
 +      {
 +              self.specialcommand_pos += 1;
 +              if (self.specialcommand_pos >= strlen(specialcommand))
 +              {
 +                      self.specialcommand_pos = 0;
 +                      SpecialCommand();
 +                      return TRUE;
 +              }
 +      }
 +      else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
 +              self.specialcommand_pos = 0;
 +#endif
 +      return FALSE;
 +}
 +
 +void PM_check_nickspam(void)
 +{
 +#ifdef SVQC
 +      if (time >= self.nickspamtime)
 +              return;
 +      if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
 +      {
 +              // slight annoyance for nick change scripts
 +              PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
 +              self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
 +
 +              if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
 +              {
 +                      PHYS_INPUT_ANGLES(self)_x = random() * 360;
 +                      PHYS_INPUT_ANGLES(self)_y = random() * 360;
 +                      // at least I'm not forcing retardedview by also assigning to angles_z
 +                      self.fixangle = TRUE;
 +              }
 +      }
 +#endif
 +}
 +
 +void PM_check_punch()
 +{
 +#ifdef SVQC
 +      if (self.punchangle != '0 0 0')
 +      {
 +              float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
 +              if (f > 0)
 +                      self.punchangle = normalize(self.punchangle) * f;
 +              else
 +                      self.punchangle = '0 0 0';
 +      }
 +
 +      if (self.punchvector != '0 0 0')
 +      {
 +              float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
 +              if (f > 0)
 +                      self.punchvector = normalize(self.punchvector) * f;
 +              else
 +                      self.punchvector = '0 0 0';
 +      }
 +#endif
 +}
 +
 +void PM_check_spider(void)
 +{
 +#ifdef SVQC
 +      if (time >= self.spider_slowness)
 +              return;
 +      PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
 +      self.stat_sv_airspeedlimit_nonqw *= 0.5;
 +#endif
 +}
 +
 +// predict frozen movement, as frozen players CAN move in some cases
 +void PM_check_frozen(void)
 +{
 +      if (!PHYS_FROZEN(self))
 +              return;
 +      if (PHYS_DODGING_FROZEN
 +#ifdef SVQC
 +      && IS_REAL_CLIENT(self)
 +#endif
 +      )
 +      {
 +              PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
 +              PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
 +              PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
 +      }
 +      else
 +              PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
 +
 +      vector midpoint = ((self.absmin + self.absmax) * 0.5);
 +      if (pointcontents(midpoint) == CONTENT_WATER)
 +      {
 +              self.velocity = self.velocity * 0.5;
 +
 +              if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
 +                      self.velocity_z = 200;
 +      }
 +}
 +
 +void PM_check_blocked(void)
 +{
 +#ifdef SVQC
 +      if (!self.player_blocked)
 +              return;
 +      PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
 +      self.disableclientprediction = 1;
 +#endif
 +}
 +
 +#ifdef SVQC
 +float speedaward_lastsent;
 +float speedaward_lastupdate;
 +string GetMapname(void);
 +#endif
 +void PM_check_race(void)
 +{
 +#ifdef SVQC
 +      if not(g_cts || g_race)
 +              return;
 +      if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
 +      {
 +              speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
 +              speedaward_holder = self.netname;
 +              speedaward_uid = self.crypto_idfp;
 +              speedaward_lastupdate = time;
 +      }
 +      if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
 +      {
 +              string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
 +              race_send_speedaward(MSG_ALL);
 +              speedaward_lastsent = speedaward_speed;
 +              if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
 +              {
 +                      speedaward_alltimebest = speedaward_speed;
 +                      speedaward_alltimebest_holder = speedaward_holder;
 +                      speedaward_alltimebest_uid = speedaward_uid;
 +                      db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
 +                      db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
 +                      race_send_speedaward_alltimebest(MSG_ALL);
 +              }
 +      }
 +#endif
 +}
 +
 +void PM_check_vortex(void)
 +{
 +#ifdef SVQC
 +      // WEAPONTODO
 +      float xyspeed = vlen(vec2(self.velocity));
 +      if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
 +      {
 +              // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
 +              xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
 +              float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
 +              // add the extra charge
 +              self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
 +      }
 +#endif
 +}
 +
 +void PM_fly(float maxspd_mod)
 +{
 +      // noclipping or flying
 +      UNSET_ONGROUND(self);
 +
 +      self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
 +      if (time >= self.teleport_time)
 +              PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_swim(float maxspd_mod)
 +{
 +      // swimming
 +      UNSET_ONGROUND(self);
 +
 +      float jump = PHYS_INPUT_BUTTON_JUMP(self);
 +      // water jump only in certain situations
 +      // this mimics quakeworld code
 +      if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
 +      {
 +              vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
 +              makevectors(yawangles);
 +              vector forward = v_forward;
 +              vector spot = self.origin + 24 * forward;
 +              spot_z += 8;
 +              traceline(spot, spot, MOVE_NOMONSTERS, self);
 +              if (trace_startsolid)
 +              {
 +                      spot_z += 24;
 +                      traceline(spot, spot, MOVE_NOMONSTERS, self);
 +                      if (!trace_startsolid)
 +                      {
 +                              self.velocity = forward * 50;
 +                              self.velocity_z = 310;
 +                              pmove_waterjumptime = 2;
 +                              UNSET_ONGROUND(self);
 +                              SET_JUMP_HELD(self);
 +                      }
 +              }
 +      }
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self).y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
 +      if (wishvel == '0 0 0')
 +              wishvel = '0 0 -60'; // drift towards bottom
 +
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
 +
 +      if (IS_DUCKED(self))
 +      wishspeed *= 0.5;
 +
 +//    if (pmove_waterjumptime <= 0) // TODO: use
 +    {
 +              // water friction
 +              float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
 +              f = min(max(0, f), 1);
 +              self.velocity *= f;
 +
 +              f = wishspeed - self.velocity * wishdir;
 +              if (f > 0)
 +              {
 +                      float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
 +                      self.velocity += accelspeed * wishdir;
 +              }
 +
 +              // holding jump button swims upward slowly
 +              if (jump)
 +              {
 +#if 0
 +                      if (self.watertype & CONTENT_LAVA)
 +                              self.velocity_z =  50;
 +                      else if (self.watertype & CONTENT_SLIME)
 +                              self.velocity_z =  80;
 +                      else
 +                      {
 +                              if (IS_NEXUIZ_DERIVED(gamemode))
 +#endif
 +                                      self.velocity_z = 200;
 +#if 0
 +                              else
 +                                      self.velocity_z = 100;
 +                      }
 +#endif
 +              }
 +      }
 +      PM_ClientMovement_Move();
 +      // water acceleration
 +      PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_ladder(float maxspd_mod)
 +{
 +      // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
 +      UNSET_ONGROUND(self);
 +
 +      float g;
 +      g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
 +      if (PHYS_ENTGRAVITY(self))
 +              g *= PHYS_ENTGRAVITY(self);
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +      {
 +              g *= 0.5;
 +              self.velocity_z += g;
 +      }
 +
 +      self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self)_y
 +                                      + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
 +      self.velocity_z += g;
 +      if (self.ladder_entity.classname == "func_water")
 +      {
 +              float f = vlen(wishvel);
 +              if (f > self.ladder_entity.speed)
 +                      wishvel *= (self.ladder_entity.speed / f);
 +
 +              self.watertype = self.ladder_entity.skin;
 +              f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
 +              if ((self.origin_z + self.view_ofs_z) < f)
 +                      self.waterlevel = WATERLEVEL_SUBMERGED;
 +              else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
 +                      self.waterlevel = WATERLEVEL_SWIMMING;
 +              else if ((self.origin_z + self.mins_z + 1) < f)
 +                      self.waterlevel = WATERLEVEL_WETFEET;
 +              else
 +              {
 +                      self.waterlevel = WATERLEVEL_NONE;
 +                      self.watertype = CONTENT_EMPTY;
 +              }
 +      }
 +      // acceleration
 +      vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
 +      PM_ClientMovement_Move();
 +#ifdef SVQC
 +      if (time >= self.teleport_time)
 +#endif
 +              // water acceleration
 +              PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
 +}
 +
 +void PM_check_jumppad()
 +{
 +#ifdef CSQC
 +      entity oldself = self;
 +
 +      for(self = world; (self = find(self, classname, "jumppad")); )
 +              trigger_push_draw();
 +
 +      self = oldself;
 +#endif
 +}
 +
 +void PM_jetpack(float maxspd_mod)
 +{
 +      //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
 +      makevectors(PHYS_INPUT_ANGLES(self));
 +      vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
 +                                      + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
 +      // add remaining speed as Z component
 +      float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
 +      // fix speedhacks :P
 +      wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
 +      // add the unused velocity as up component
 +      wishvel_z = 0;
 +
 +      // if (self.BUTTON_JUMP)
 +              wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
 +
 +      // it is now normalized, so...
 +      float a_side = PHYS_JETPACK_ACCEL_SIDE;
 +      float a_up = PHYS_JETPACK_ACCEL_UP;
 +      float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
 +
 +      wishvel_x *= a_side;
 +      wishvel_y *= a_side;
 +      wishvel_z *= a_up;
 +      wishvel_z += a_add;
 +
 +      float best = 0;
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // finding the maximum over all vectors of above form
 +      // with wishvel having an absolute value of 1
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // we're finding the maximum over
 +      //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
 +      // for z in the range from -1 to 1
 +      //////////////////////////////////////////////////////////////////////////////////////
 +      // maximum is EITHER attained at the single extreme point:
 +      float a_diff = a_side * a_side - a_up * a_up;
 +      float f;
 +      if (a_diff != 0)
 +      {
 +              f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
 +              if (f > -1 && f < 1) // can it be attained?
 +              {
 +                      best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
 +                      //print("middle\n");
 +              }
 +      }
 +      // OR attained at z = 1:
 +      f = (a_up + a_add) * (a_up + a_add);
 +      if (f > best)
 +      {
 +              best = f;
 +              //print("top\n");
 +      }
 +      // OR attained at z = -1:
 +      f = (a_up - a_add) * (a_up - a_add);
 +      if (f > best)
 +      {
 +              best = f;
 +              //print("bottom\n");
 +      }
 +      best = sqrt(best);
 +      //////////////////////////////////////////////////////////////////////////////////////
 +
 +      //print("best possible acceleration: ", ftos(best), "\n");
 +
 +      float fxy, fz;
 +      fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
 +      if (wishvel_z - PHYS_GRAVITY > 0)
 +              fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 +      else
 +              fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 +
 +      float fvel;
 +      fvel = vlen(wishvel);
 +      wishvel_x *= fxy;
 +      wishvel_y *= fxy;
 +      wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
 +
 +      fvel = min(1, vlen(wishvel) / best);
 +      if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
 +              f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
 +      else
 +              f = 1;
 +
 +      //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
 +
 +      if (f > 0 && wishvel != '0 0 0')
 +      {
 +              self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
 +              UNSET_ONGROUND(self);
 +
 +#ifdef SVQC
 +              if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
 +                      self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
 +
 +              ITEMS(self) |= IT_USING_JETPACK;
 +
 +              // jetpack also inhibits health regeneration, but only for 1 second
 +              self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
 +#endif
 +      }
 +
 +#ifdef CSQC
 +      float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
 +      if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +              self.velocity_z -= g * 0.5;
 +      else
 +              self.velocity_z -= g;
 +      PM_ClientMovement_Move();
 +      if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
 +              if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
 +                      self.velocity_z -= g * 0.5;
 +#endif
 +}
 +#ifdef SVQC
 +void SV_WalkMove ()
 +{
 +      // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice),
 +      // don't move
 +      if (PHYS_INPUT_TIMELENGTH <= 0)
 +              return;
 +
 +//    if (autocvar_sv_gameplayfix_unstickplayers)
 +//            SV_CheckStuck (self);
 +
 +//    applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP);
 +
 +//    hitsupercontentsmask = SV_GenericHitSuperContentsMask(self);
 +
 +//    SV_CheckVelocity(self);
 +
 +      // do a regular slide move unless it looks like you ran into a step
 +//    float oldonground = self.flags & FL_ONGROUND;
 +
 +      vector start_origin = self.origin;
 +      vector start_velocity = self.velocity;
 +
 +      float clip = 0;
 +//    clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0);
 +
 +//    if(sv_gameplayfix_downtracesupportsongroundflag.integer)
 +//    if(!(clip & 1))
 +      {
 +              // only try this if there was no floor in the way in the trace (no,
 +              // this check seems to be not REALLY necessary, because if clip & 1,
 +              // our trace will hit that thing too)
 +              vector upmove = self.origin;
 +              upmove_z++;
 +              vector downmove = self.origin;
 +              upmove_z--;
 +              float type;
 +              if (self.movetype == MOVETYPE_FLYMISSILE)
 +                      type = MOVE_MISSILE;
 +              else if (self.movetype == MOVETYPE_FLY_WORLDONLY)
 +                      type = MOVE_WORLDONLY;
 +              else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT)
 +                      type = MOVE_NOMONSTERS; // only clip against bmodels
 +              else
 +                      type = MOVE_NORMAL;
 +              vector entmins = self.mins;
 +              vector entmaxs = self.maxs;
 +              tracebox(upmove, entmins, entmaxs, downmove, type, self);
 +              if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +                      clip |= 1; // but we HAVE found a floor
 +      }
 +
 +      // if the move did not hit the ground at any point, we're not on ground
 +//    if(!(clip & 1))
 +//            self.flags = self.flags & ~FL_ONGROUND;
 +
 +//    SV_CheckVelocity(self);
 +//    SV_LinkEdict(self);
 +//    SV_LinkEdict_TouchAreaGrid(self);
 +
 +      if(clip & 8) // teleport
 +              return;
 +
 +      if (self.flags & FL_WATERJUMP)
 +              return;
 +
 +//    if (autocvar_sv_nostep)
 +//            return;
 +
 +      vector originalmove_origin = self.origin;
 +      vector originalmove_velocity = self.velocity;
 +      float originalmove_flags = self.flags;
 +      entity originalmove_groundentity = self.groundentity;
 +
 +      // if move didn't block on a step, return
 +      if (clip & 2)
 +      {
 +              // if move was not trying to move into the step, return
 +              if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125)
 +                      return;
 +
 +              if (self.movetype != MOVETYPE_FLY)
 +              {
 +                      // return if gibbed by a trigger
 +                      if (self.movetype != MOVETYPE_WALK)
 +                              return;
 +
 +                      // return if attempting to jump while airborn (unless sv_jumpstep)
 +//                    if (!autocvar_sv_jumpstep)
 +//                            if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0)
 +//                                    return;
 +              }
 +
 +              // try moving up and forward to go up a step
 +              // back to start pos
 +              self.origin = start_origin;
 +              self.velocity = start_velocity;
 +
 +              // move up
 +              vector upmove = '0 0 0';
 +              upmove_z = autocvar_sv_stepheight;
 +//            if(!SV_PushEntity(&trace, self, upmove, true))
 +//            {
 +//                    // we got teleported when upstepping... must abort the move
 +//                    return;
 +//            }
 +
 +              // move forward
 +              self.velocity_z = 0;
 +//            clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0);
 +              self.velocity_z += start_velocity_z;
 +//            if(clip & 8)
 +//            {
 +//                    // we got teleported when upstepping... must abort the move
 +//                    // note that z velocity handling may not be what QC expects here, but we cannot help it
 +//                    return;
 +//            }
 +
 +//            SV_CheckVelocity(self);
 +//            SV_LinkEdict(self);
 +//            SV_LinkEdict_TouchAreaGrid(self);
 +
 +              // check for stuckness, possibly due to the limited precision of floats
 +              // in the clipping hulls
 +              if (clip
 +               && fabs(originalmove_origin_y - self.origin_y < 0.03125)
 +               && fabs(originalmove_origin_x - self.origin_x < 0.03125))
 +              {
 +                      //Con_Printf("wall\n");
 +                      // stepping up didn't make any progress, revert to original move
 +                      self.origin = originalmove_origin;
 +                      self.velocity = originalmove_velocity;
 +                      self.flags = originalmove_flags;
 +                      self.groundentity = originalmove_groundentity;
 +                      return;
 +              }
 +
 +              //Con_Printf("step - ");
 +
 +              // extra friction based on view angle
 +//            if (clip & 2 && sv_wallfriction.integer)
 +//                    SV_WallFriction (self, stepnormal);
 +      }
 +      // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
 +//    else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND))
 +//            return;
 +
 +      // move down
 +      vector downmove = '0 0 0';
 +      downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH;
 +//    if(!SV_PushEntity (&downtrace, self, downmove, true))
 +//    {
 +//            // we got teleported when downstepping... must abort the move
 +//            return;
 +//    }
 +
 +      if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
 +      {
 +              // this has been disabled so that you can't jump when you are stepping
 +              // up while already jumping (also known as the Quake2 double jump bug)
 +      }
 +      else
 +      {
 +              //Con_Printf("slope\n");
 +              // if the push down didn't end up on good ground, use the move without
 +              // the step up.  This happens near wall / slope combinations, and can
 +              // cause the player to hop up higher on a slope too steep to climb
 +              self.origin = originalmove_origin;
 +              self.velocity = originalmove_velocity;
 +              self.flags = originalmove_flags;
 +              self.groundentity = originalmove_groundentity;
 +      }
 +
 +//    SV_CheckVelocity(self);
 +//    SV_LinkEdict(self);
 +//    SV_LinkEdict_TouchAreaGrid(self);
 +}
 +#endif
 +void PM_walk(float buttons_prev, float maxspd_mod)
 +{
 +      if (!WAS_ONGROUND(self))
 +      {
 +              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 - PHYS_FRICTION_ONLAND);
 +              if (self.jumppadcount > 1)
 +                      dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
 +              self.jumppadcount = 0;
 +      }
 +      // 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)
 +      {
 +              float realfriction;
 +              trace_dphitq3surfaceflags = 0;
 +              tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
 +              // TODO: apply edge friction
 +              // apply ground friction
 +              if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
 +                      realfriction = PHYS_FRICTION_SLICK;
 +              else
 +                      realfriction = PHYS_FRICTION;
 +
 +              f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
 +              f = max(0, f);
 +              self.velocity *= f;
 +              /*
 +                 Mathematical analysis time!
 +
 +                 Our goal is to invert this mess.
 +
 +                 For the two cases we get:
 +                      v = v0 * (1 - 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)
 +{
 +      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();
 +      }
 +
 +      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 (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
 +
 +      // conveyors: first fix velocity
 +      if (self.conveyor.state)
 +              self.velocity -= self.conveyor.movedir;
 +
 +#ifdef SVQC
 +      MUTATOR_CALLHOOK(PlayerPhysics);
 +#endif
 +#ifdef CSQC
 +      PM_multijump();
 +#endif
 +
 +//    float forcedodge = 1;
 +//    if(forcedodge) {
 +//#ifdef CSQC
 +//            PM_dodging_checkpressedkeys();
 +//#endif
 +//            PM_dodging();
 +//            PM_ClientMovement_Move();
 +//            return;
 +//    }
 +
 +#ifdef SVQC
 +      if (!IS_PLAYER(self))
 +      {
 +              maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
 +              if (!self.spectatorspeed)
 +                      self.spectatorspeed = maxspeed_mod;
 +              if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
 +              {
 +                      if (self.lastclassname != "player")
 +                      {
 +                              if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
 +                                      self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
 +                              else if (self.impulse == 11)
 +                                      self.spectatorspeed = maxspeed_mod;
 +                              else if (self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
 +                                      self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
 +                              else if (self.impulse >= 1 && self.impulse <= 9)
 +                                      self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
 +                      } // otherwise just clear
 +                      self.impulse = 0;
 +              }
 +              maxspeed_mod *= self.spectatorspeed;
 +      }
 +#endif
 +
 +#ifdef SVQC
 +      // if dead, behave differently
 +      // in CSQC, physics don't handle dead player
 +      if (self.deadflag)
 +              goto end;
 +#endif
 +
 +#ifdef SVQC
 +      if (!self.fixangle && !g_bugrigs)
 +              self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
 +#endif
 +
 +#ifdef SVQC
 +      if (IS_ONGROUND(self))
 +      if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
 +      if (self.wasFlying)
 +      {
 +              self.wasFlying = 0;
 +              if (self.waterlevel < WATERLEVEL_SWIMMING)
 +              if (time >= self.ladder_time)
 +              if (!self.hook)
 +              {
 +                      self.nextstep = time + 0.3 + random() * 0.1;
 +                      trace_dphitq3surfaceflags = 0;
 +                      tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
 +                      if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
 +                      {
 +                              if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
 +                                      GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +                              else
 +                                      GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 +                      }
 +              }
 +      }
 +#endif
 +
 +      if (PM_is_flying())
 +              self.wasFlying = 1;
 +
 +#ifdef SVQC
 +      if (IS_PLAYER(self))
 +#endif
 +              CheckPlayerJump();
 +
 +      PM_check_jumppad();
 +
 +      if (self.flags & /* FL_WATERJUMP */ 2048)
 +      {
 +              self.velocity_x = self.movedir_x;
 +              self.velocity_y = self.movedir_y;
 +              if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
 +              {
 +                      self.flags &= ~/* FL_WATERJUMP */ 2048;
 +                      self.teleport_time = 0;
 +              }
 +      }
 +
 +#ifdef SVQC
 +      else if (g_bugrigs && IS_PLAYER(self))
 +              RaceCarPhysics();
 +#endif
 +
 +      else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
 +              PM_fly(maxspeed_mod);
 +
 +      else if (self.waterlevel >= WATERLEVEL_SWIMMING)
 +              PM_swim(maxspeed_mod);
 +
 +      else if (time < self.ladder_time)
 +              PM_ladder(maxspeed_mod);
 +
 +      else if (ITEMS(self) & IT_USING_JETPACK)
 +              PM_jetpack(maxspeed_mod);
 +
 +      else
 +      {
 +              if (IS_ONGROUND(self))
 +                      PM_walk(buttons_prev, maxspeed_mod);
 +              else
 +                      PM_air(buttons_prev, maxspeed_mod);
 +      }
 +
 +#ifdef SVQC
 +      if (!IS_OBSERVER(self))
 +              PM_check_race();
 +#endif
 +      PM_check_vortex();
 +
 +:end
 +      if (IS_ONGROUND(self))
 +              self.lastground = time;
 +
 +      // conveyors: then break velocity again
 +      if (self.conveyor.state)
 +              self.velocity += self.conveyor.movedir;
 +
 +#ifdef SVQC
 +      self.lastflags = self.flags;
 +#elif defined(CSQC)
 +      self.lastflags = self.pmove_flags;
 +#endif
 +      
 +      self.lastclassname = self.classname;
 +}
 +
 +#ifdef SVQC
 +void SV_PlayerPhysics(void)
 +#elif defined(CSQC)
 +void CSQC_ClientMovement_PlayerMove_Frame(void)
 +#endif
 +{
 +      PM_Main();
 +}
Simple merge
Simple merge