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1 #include "physics.qh"
2 #include "triggers/include.qh"
3 #include "viewloc.qh"
4
5 #ifdef SVQC
6
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
9
10 // client side physics
11 bool Physics_Valid(string thecvar)
12 {
13         return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
14 }
15
16 float Physics_ClientOption(entity pl, string option)
17 {
18         if(Physics_Valid(pl.cvar_cl_physics))
19         {
20                 string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
21                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
22                         return cvar(s);
23         }
24         if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
25         {
26                 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
28                         return cvar(s);
29         }
30         return cvar(strcat("sv_", option));
31 }
32
33 void Physics_AddStats()
34 {
35         // static view offset and hitbox vectors
36         // networked for all you bandwidth pigs out there
37         addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
38         addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
39         addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
40         addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
41         addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
42         addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
43
44         addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
45         addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
46         addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
47         addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
48         addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
49         addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
50         addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
51         addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
52         addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
53         addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
54         addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
55         addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
56
57         // g_movementspeed hack
58         addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
59         addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
60         addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
61         addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
62         addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
63
64         // jet pack
65         addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
66         addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
67         addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
68         addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
69         addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
70         addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
71
72         // hack to fix track_canjump
73         addstat(STAT_MOVEVARS_CL_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
74         addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, stat_sv_track_canjump);
75
76         // double jump
77         addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
78
79         // jump speed caps
80         addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
81
82         // hacks
83         addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
84         addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
85         addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
86
87         // new properties
88         addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
89         addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
90         addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
91         addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
92         addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
93         addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
94         addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
95         addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
96         addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
97         addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
98         addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
99         addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
100         addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
101         addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
102         addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
103         addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
104         addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
105         addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
106         addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
107
108         addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
109 }
110
111 void Physics_UpdateStats(float maxspd_mod)
112 {SELFPARAM();
113         // blah
114         self.stat_pl_view_ofs = PL_VIEW_OFS;
115         self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
116
117         self.stat_pl_min = PL_MIN;
118         self.stat_pl_max = PL_MAX;
119         self.stat_pl_crouch_min = PL_CROUCH_MIN;
120         self.stat_pl_crouch_max = PL_CROUCH_MAX;
121
122
123         self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
124         if(Physics_ClientOption(self, "airstrafeaccel_qw"))
125                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
126         else
127                 self.stat_sv_airstrafeaccel_qw = 0;
128         self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
129         self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
130         self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
131
132         self.stat_doublejump = PHYS_DOUBLEJUMP;
133
134         self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
135         self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
136         self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
137         self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
138         self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
139         self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
140
141         self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
142
143         self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
144         self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
145
146         self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
147
148
149         // old stats
150         // fix some new settings
151         self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
152         self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
153         self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
154         self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
155         self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
156         self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
157         self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
158         self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
159         self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
160         self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
161         self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
162         self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
163         self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
164         self.stat_sv_friction = Physics_ClientOption(self, "friction");
165         self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
166         self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
167         self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
168         self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
169         self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
170
171         self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
172
173         self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
174 }
175 #endif
176
177 float IsMoveInDirection(vector mv, float ang) // key mix factor
178 {
179         if (mv_x == 0 && mv_y == 0)
180                 return 0; // avoid division by zero
181         ang -= RAD2DEG * atan2(mv_y, mv_x);
182         ang = remainder(ang, 360) / 45;
183         return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
184 }
185
186 float GeomLerp(float a, float lerp, float b)
187 {
188         return a == 0 ? (lerp < 1 ? 0 : b)
189                 : b == 0 ? (lerp > 0 ? 0 : a)
190                 : a * pow(fabs(b / a), lerp);
191 }
192
193 noref float pmove_waterjumptime;
194
195 const float unstick_count = 27;
196 vector unstick_offsets[unstick_count] =
197 {
198 // 1 no nudge (just return the original if this test passes)
199         '0.000   0.000  0.000',
200 // 6 simple nudges
201         ' 0.000  0.000  0.125', '0.000  0.000 -0.125',
202         '-0.125  0.000  0.000', '0.125  0.000  0.000',
203         ' 0.000 -0.125  0.000', '0.000  0.125  0.000',
204 // 4 diagonal flat nudges
205         '-0.125 -0.125  0.000', '0.125 -0.125  0.000',
206         '-0.125  0.125  0.000', '0.125  0.125  0.000',
207 // 8 diagonal upward nudges
208         '-0.125  0.000  0.125', '0.125  0.000  0.125',
209         ' 0.000 -0.125  0.125', '0.000  0.125  0.125',
210         '-0.125 -0.125  0.125', '0.125 -0.125  0.125',
211         '-0.125  0.125  0.125', '0.125  0.125  0.125',
212 // 8 diagonal downward nudges
213         '-0.125  0.000 -0.125', '0.125  0.000 -0.125',
214         ' 0.000 -0.125 -0.125', '0.000  0.125 -0.125',
215         '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
216         '-0.125  0.125 -0.125', '0.125  0.125 -0.125',
217 };
218
219 void PM_ClientMovement_Unstick()
220 {SELFPARAM();
221         float i;
222         for (i = 0; i < unstick_count; i++)
223         {
224                 vector neworigin = unstick_offsets[i] + self.origin;
225                 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
226                 if (!trace_startsolid)
227                 {
228                         setorigin(self, neworigin);
229                         return;// true;
230                 }
231         }
232 }
233
234 void PM_ClientMovement_UpdateStatus(bool ground)
235 {SELFPARAM();
236         // make sure player is not stuck
237         PM_ClientMovement_Unstick();
238
239         // set crouched
240         if (PHYS_INPUT_BUTTON_CROUCH(self))
241         {
242                 // wants to crouch, this always works..
243                 if (!IS_DUCKED(self))
244                         SET_DUCKED(self);
245         }
246         else
247         {
248                 // wants to stand, if currently crouching we need to check for a
249                 // low ceiling first
250                 if (IS_DUCKED(self))
251                 {
252                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
253                         if (!trace_startsolid)
254                                 UNSET_DUCKED(self);
255                 }
256         }
257
258         // set onground
259         vector origin1 = self.origin + '0 0 1';
260         vector origin2 = self.origin - '0 0 1';
261
262         if(ground)
263         {
264                 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
265                 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
266                 {
267                         SET_ONGROUND(self);
268
269                         // this code actually "predicts" an impact; so let's clip velocity first
270                         float f = self.velocity * trace_plane_normal;
271                         self.velocity -= f * trace_plane_normal;
272                 }
273                 else
274                         UNSET_ONGROUND(self);
275         }
276
277         // set watertype/waterlevel
278         origin1 = self.origin;
279         origin1_z += self.mins_z + 1;
280         self.waterlevel = WATERLEVEL_NONE;
281
282         int thepoint = pointcontents(origin1);
283
284         self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
285
286         if(self.watertype)
287         {
288                 self.waterlevel = WATERLEVEL_WETFEET;
289                 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
290                 thepoint = pointcontents(origin1);
291                 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
292                 {
293                         self.waterlevel = WATERLEVEL_SWIMMING;
294                         origin1_z = self.origin_z + 22;
295                         thepoint = pointcontents(origin1);
296                         if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
297                                 self.waterlevel = WATERLEVEL_SUBMERGED;
298                 }
299         }
300
301         if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
302                 pmove_waterjumptime = 0;
303 }
304
305 void PM_ClientMovement_Move()
306 {SELFPARAM();
307 #ifdef CSQC
308         int bump;
309         float t;
310         float f;
311         vector neworigin;
312         vector currentorigin2;
313         vector neworigin2;
314         vector primalvelocity;
315
316         vector trace1_endpos = '0 0 0';
317         vector trace2_endpos = '0 0 0';
318         vector trace3_endpos = '0 0 0';
319         float trace1_fraction = 0;
320         float trace2_fraction = 0;
321         float trace3_fraction = 0;
322         vector trace1_plane_normal = '0 0 0';
323         vector trace2_plane_normal = '0 0 0';
324         vector trace3_plane_normal = '0 0 0';
325
326
327         PM_ClientMovement_UpdateStatus(false);
328         primalvelocity = self.velocity;
329         for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
330         {
331                 neworigin = self.origin + t * self.velocity;
332                 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
333                 trace1_endpos = trace_endpos;
334                 trace1_fraction = trace_fraction;
335                 trace1_plane_normal = trace_plane_normal;
336                 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
337                 {
338                         // may be a step or wall, try stepping up
339                         // first move forward at a higher level
340                         currentorigin2 = self.origin;
341                         currentorigin2_z += PHYS_STEPHEIGHT;
342                         neworigin2 = neworigin;
343                         neworigin2_z += PHYS_STEPHEIGHT;
344                         tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
345                         trace2_endpos = trace_endpos;
346                         trace2_fraction = trace_fraction;
347                         trace2_plane_normal = trace_plane_normal;
348                         if(!trace_startsolid)
349                         {
350                                 // then move down from there
351                                 currentorigin2 = trace2_endpos;
352                                 neworigin2 = trace2_endpos;
353                                 neworigin2_z = self.origin_z;
354                                 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
355                                 trace3_endpos = trace_endpos;
356                                 trace3_fraction = trace_fraction;
357                                 trace3_plane_normal = trace_plane_normal;
358                                 // accept the new trace if it made some progress
359                                 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
360                                 {
361                                         trace1_endpos = trace2_endpos;
362                                         trace1_fraction = trace2_fraction;
363                                         trace1_plane_normal = trace2_plane_normal;
364                                         trace1_endpos = trace3_endpos;
365                                 }
366                         }
367                 }
368
369                 // check if it moved at all
370                 if(trace1_fraction >= 0.001)
371                         setorigin(self, trace1_endpos);
372
373                 // check if it moved all the way
374                 if(trace1_fraction == 1)
375                         break;
376
377                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
378                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
379                 // this got commented out in a change that supposedly makes the code match QW better
380                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
381                 if(trace1_plane_normal_z > 0.7)
382                         SET_ONGROUND(self);
383
384                 t -= t * trace1_fraction;
385
386                 f = (self.velocity * trace1_plane_normal);
387                 self.velocity = self.velocity + -f * trace1_plane_normal;
388         }
389         if(pmove_waterjumptime > 0)
390                 self.velocity = primalvelocity;
391 #endif
392 }
393
394 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
395 {SELFPARAM();
396         float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
397         if (k <= 0)
398                 return;
399
400         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
401
402         float zspeed = self.velocity_z;
403         self.velocity_z = 0;
404         float xyspeed = vlen(self.velocity);
405         self.velocity = normalize(self.velocity);
406
407         float dot = self.velocity * wishdir;
408
409         if (dot > 0) // we can't change direction while slowing down
410         {
411                 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
412                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
413                 k *= PHYS_AIRCONTROL;
414                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
415         }
416
417         self.velocity = self.velocity * xyspeed;
418         self.velocity_z = zspeed;
419 }
420
421 float AdjustAirAccelQW(float accelqw, float factor)
422 {
423         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
424 }
425
426 // example config for alternate speed clamping:
427 //   sv_airaccel_qw 0.8
428 //   sv_airaccel_sideways_friction 0
429 //   prvm_globalset server speedclamp_mode 1
430 //     (or 2)
431 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
432 {SELFPARAM();
433         float speedclamp = stretchfactor > 0 ? stretchfactor
434         : accelqw < 0 ? 1 // full clamping, no stretch
435         : -1; // no clamping
436
437         accelqw = fabs(accelqw);
438
439         if (GAMEPLAYFIX_Q2AIRACCELERATE)
440                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
441
442         float vel_straight = self.velocity * wishdir;
443         float vel_z = self.velocity_z;
444         vector vel_xy = vec2(self.velocity);
445         vector vel_perpend = vel_xy - vel_straight * wishdir;
446
447         float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
448
449         float vel_xy_current  = vlen(vel_xy);
450         if (speedlimit)
451                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
452         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
453         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
454         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
455         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
456
457         if (sidefric < 0 && (vel_perpend*vel_perpend))
458                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
459         {
460                 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
461                 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
462                 // assume: fmin > 1
463                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
464                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
465                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
466                 // obviously, this cannot be
467                 if (fmin <= 0)
468                         vel_perpend *= f;
469                 else
470                 {
471                         fmin = sqrt(fmin);
472                         vel_perpend *= max(fmin, f);
473                 }
474         }
475         else
476                 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
477
478         vel_xy = vel_straight * wishdir + vel_perpend;
479
480         if (speedclamp >= 0)
481         {
482                 float vel_xy_preclamp;
483                 vel_xy_preclamp = vlen(vel_xy);
484                 if (vel_xy_preclamp > 0) // prevent division by zero
485                 {
486                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
487                         if (vel_xy_current < vel_xy_preclamp)
488                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
489                 }
490         }
491
492         self.velocity = vel_xy + vel_z * '0 0 1';
493 }
494
495 void PM_AirAccelerate(vector wishdir, float wishspeed)
496 {SELFPARAM();
497         if (wishspeed == 0)
498                 return;
499
500         vector curvel = self.velocity;
501         curvel_z = 0;
502         float curspeed = vlen(curvel);
503
504         if (wishspeed > curspeed * 1.01)
505                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
506         else
507         {
508                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
509                 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
510         }
511         vector wishvel = wishdir * wishspeed;
512         vector acceldir = wishvel - curvel;
513         float addspeed = vlen(acceldir);
514         acceldir = normalize(acceldir);
515
516         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
517
518         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
519         {
520                 vector curdir = normalize(curvel);
521                 float dot = acceldir * curdir;
522                 if (dot < 0)
523                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
524         }
525
526         self.velocity += accelspeed * acceldir;
527 }
528
529
530 /*
531 =============
532 PlayerJump
533
534 When you press the jump key
535 returns true if handled
536 =============
537 */
538 bool PlayerJump ()
539 {SELFPARAM();
540         if (PHYS_FROZEN(self))
541                 return true; // no jumping in freezetag when frozen
542
543 #ifdef SVQC
544         if (self.player_blocked)
545                 return true; // no jumping while blocked
546 #endif
547
548         bool doublejump = false;
549         float mjumpheight = PHYS_JUMPVELOCITY;
550 #ifdef CSQC
551         player_multijump = doublejump;
552         player_jumpheight = mjumpheight;
553 #endif
554
555         if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
556 #ifdef CSQC
557                 || PM_multijump_checkjump()
558 #endif
559                 ) { return true; }
560
561         doublejump = player_multijump;
562         mjumpheight = player_jumpheight;
563
564         if (PHYS_DOUBLEJUMP)
565         {
566                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
567                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
568                 {
569                         doublejump = true;
570
571                         // we MUST clip velocity here!
572                         float f;
573                         f = self.velocity * trace_plane_normal;
574                         if (f < 0)
575                                 self.velocity -= f * trace_plane_normal;
576                 }
577         }
578
579         if (self.waterlevel >= WATERLEVEL_SWIMMING)
580         {
581                 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
582                 return true;
583         }
584
585         if (!doublejump)
586                 if (!IS_ONGROUND(self))
587                         return IS_JUMP_HELD(self);
588
589         bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
590         if(PHYS_TRACK_CANJUMP(self))
591                 track_jump = true;
592
593         if (track_jump)
594                 if (IS_JUMP_HELD(self))
595                         return true;
596
597         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
598         // velocity bounds.  Final velocity is bound between (jumpheight *
599         // min + jumpheight) and (jumpheight * max + jumpheight);
600
601         if(PHYS_JUMPSPEEDCAP_MIN != "")
602         {
603                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
604
605                 if (self.velocity_z < minjumpspeed)
606                         mjumpheight += minjumpspeed - self.velocity_z;
607         }
608
609         if(PHYS_JUMPSPEEDCAP_MAX != "")
610         {
611                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
612                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
613
614                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
615                 {
616                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
617
618                         if (self.velocity_z > maxjumpspeed)
619                                 mjumpheight -= self.velocity_z - maxjumpspeed;
620                 }
621         }
622
623         if (!WAS_ONGROUND(self))
624         {
625 #ifdef SVQC
626                 if(autocvar_speedmeter)
627                         LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
628 #endif
629                 if(self.lastground < time - 0.3)
630                 {
631                         self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
632                         self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
633                 }
634 #ifdef SVQC
635                 if(self.jumppadcount > 1)
636                         LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
637                 self.jumppadcount = 0;
638 #endif
639         }
640
641         self.velocity_z += mjumpheight;
642
643         UNSET_ONGROUND(self);
644         SET_JUMP_HELD(self);
645
646 #ifdef SVQC
647
648         self.oldvelocity_z = self.velocity_z;
649
650         animdecide_setaction(self, ANIMACTION_JUMP, true);
651
652         if (autocvar_g_jump_grunt)
653                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
654 #endif
655         return true;
656 }
657
658 void CheckWaterJump()
659 {SELFPARAM();
660 // check for a jump-out-of-water
661         makevectors(self.v_angle);
662         vector start = self.origin;
663         start_z += 8;
664         v_forward_z = 0;
665         normalize(v_forward);
666         vector end = start + v_forward*24;
667         traceline (start, end, true, self);
668         if (trace_fraction < 1)
669         {       // solid at waist
670                 start_z = start_z + self.maxs_z - 8;
671                 end = start + v_forward*24;
672                 self.movedir = trace_plane_normal * -50;
673                 traceline(start, end, true, self);
674                 if (trace_fraction == 1)
675                 {       // open at eye level
676                         self.velocity_z = 225;
677                         self.flags |= FL_WATERJUMP;
678                         SET_JUMP_HELD(self);
679 #ifdef SVQC
680                         self.teleport_time = time + 2;  // safety net
681 #elif defined(CSQC)
682                         pmove_waterjumptime = time + 2;
683 #endif
684                 }
685         }
686 }
687
688
689 #ifdef SVQC
690         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
691 #elif defined(CSQC)
692         float autocvar_cl_jetpack_jump;
693         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
694 #endif
695 .float jetpack_stopped;
696 // Hack: shouldn't need to know about this
697 .float multijump_count;
698 void CheckPlayerJump()
699 {SELFPARAM();
700 #ifdef SVQC
701         float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
702 #endif
703         if (JETPACK_JUMP(self) < 2)
704                 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
705
706         if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
707         {
708                 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
709                 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
710                 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
711
712                 if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
713                 else if (self.jetpack_stopped) { }
714                 else if (!has_fuel)
715                 {
716 #ifdef SVQC
717                         if (was_flying) // TODO: ran out of fuel message
718                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
719                         else if (activate)
720                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
721 #endif
722                         self.jetpack_stopped = true;
723                         ITEMS_STAT(self) &= ~IT_USING_JETPACK;
724                 }
725                 else if (activate && !PHYS_FROZEN(self))
726                         ITEMS_STAT(self) |= IT_USING_JETPACK;
727         }
728         else
729         {
730                 self.jetpack_stopped = false;
731                 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
732         }
733         if (!PHYS_INPUT_BUTTON_JUMP(self))
734                 UNSET_JUMP_HELD(self);
735
736         if (self.waterlevel == WATERLEVEL_SWIMMING)
737                 CheckWaterJump();
738 }
739
740 float racecar_angle(float forward, float down)
741 {
742         if (forward < 0)
743         {
744                 forward = -forward;
745                 down = -down;
746         }
747
748         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
749
750         float angle_mult = forward / (800 + forward);
751
752         if (ret > 180)
753                 return ret * angle_mult + 360 * (1 - angle_mult);
754         else
755                 return ret * angle_mult;
756 }
757
758 void RaceCarPhysics()
759 {SELFPARAM();
760 #ifdef SVQC
761         // using this move type for "big rigs"
762         // the engine does not push the entity!
763
764         vector rigvel;
765
766         vector angles_save = self.angles;
767         float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
768         float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
769
770         if (g_bugrigs_reverse_speeding)
771         {
772                 if (accel < 0)
773                 {
774                         // back accel is DIGITAL
775                         // to prevent speedhack
776                         if (accel < -0.5)
777                                 accel = -1;
778                         else
779                                 accel = 0;
780                 }
781         }
782
783         self.angles_x = 0;
784         self.angles_z = 0;
785         makevectors(self.angles); // new forward direction!
786
787         if (IS_ONGROUND(self) || g_bugrigs_air_steering)
788         {
789                 float myspeed = self.velocity * v_forward;
790                 float upspeed = self.velocity * v_up;
791
792                 // responsiveness factor for steering and acceleration
793                 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
794                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
795
796                 float steerfactor;
797                 if (myspeed < 0 && g_bugrigs_reverse_spinning)
798                         steerfactor = -myspeed * g_bugrigs_steer;
799                 else
800                         steerfactor = -myspeed * f * g_bugrigs_steer;
801
802                 float accelfactor;
803                 if (myspeed < 0 && g_bugrigs_reverse_speeding)
804                         accelfactor = g_bugrigs_accel;
805                 else
806                         accelfactor = f * g_bugrigs_accel;
807                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
808
809                 if (accel < 0)
810                 {
811                         if (myspeed > 0)
812                         {
813                                 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
814                         }
815                         else
816                         {
817                                 if (!g_bugrigs_reverse_speeding)
818                                         myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
819                         }
820                 }
821                 else
822                 {
823                         if (myspeed >= 0)
824                         {
825                                 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
826                         }
827                         else
828                         {
829                                 if (g_bugrigs_reverse_stopping)
830                                         myspeed = 0;
831                                 else
832                                         myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
833                         }
834                 }
835                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
836                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
837
838                 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
839                 makevectors(self.angles); // new forward direction!
840
841                 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
842
843                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
844         }
845         else
846         {
847                 float myspeed = vlen(self.velocity);
848
849                 // responsiveness factor for steering and acceleration
850                 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
851                 float steerfactor = -myspeed * f;
852                 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
853
854                 rigvel = self.velocity;
855                 makevectors(self.angles); // new forward direction!
856         }
857
858         rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
859         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
860         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
861         //MAXIMA: solve(total_acceleration(v) = 0, v);
862
863         if (g_bugrigs_planar_movement)
864         {
865                 vector rigvel_xy, neworigin, up;
866                 float mt;
867
868                 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
869                 rigvel_xy = vec2(rigvel);
870
871                 if (g_bugrigs_planar_movement_car_jumping)
872                         mt = MOVE_NORMAL;
873                 else
874                         mt = MOVE_NOMONSTERS;
875
876                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
877                 up = trace_endpos - self.origin;
878
879                 // BUG RIGS: align the move to the surface instead of doing collision testing
880                 // can we move?
881                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
882
883                 // align to surface
884                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
885
886                 if (trace_fraction < 0.5)
887                 {
888                         trace_fraction = 1;
889                         neworigin = self.origin;
890                 }
891                 else
892                         neworigin = trace_endpos;
893
894                 if (trace_fraction < 1)
895                 {
896                         // now set angles_x so that the car points parallel to the surface
897                         self.angles = vectoangles(
898                                         '1 0 0' * v_forward_x * trace_plane_normal_z
899                                         +
900                                         '0 1 0' * v_forward_y * trace_plane_normal_z
901                                         +
902                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
903                                         );
904                         SET_ONGROUND(self);
905                 }
906                 else
907                 {
908                         // now set angles_x so that the car points forward, but is tilted in velocity direction
909                         UNSET_ONGROUND(self);
910                 }
911
912                 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
913                 self.movetype = MOVETYPE_NOCLIP;
914         }
915         else
916         {
917                 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
918                 self.velocity = rigvel;
919                 self.movetype = MOVETYPE_FLY;
920         }
921
922         trace_fraction = 1;
923         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
924         if (trace_fraction != 1)
925         {
926                 self.angles = vectoangles2(
927                                 '1 0 0' * v_forward_x * trace_plane_normal_z
928                                 +
929                                 '0 1 0' * v_forward_y * trace_plane_normal_z
930                                 +
931                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
932                                 trace_plane_normal
933                                 );
934         }
935         else
936         {
937                 vector vel_local;
938
939                 vel_local_x = v_forward * self.velocity;
940                 vel_local_y = v_right * self.velocity;
941                 vel_local_z = v_up * self.velocity;
942
943                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
944                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
945         }
946
947         // smooth the angles
948         vector vf1, vu1, smoothangles;
949         makevectors(self.angles);
950         float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
951         if (f == 0)
952                 f = 1;
953         vf1 = v_forward * f;
954         vu1 = v_up * f;
955         makevectors(angles_save);
956         vf1 = vf1 + v_forward * (1 - f);
957         vu1 = vu1 + v_up * (1 - f);
958         smoothangles = vectoangles2(vf1, vu1);
959         self.angles_x = -smoothangles_x;
960         self.angles_z =  smoothangles_z;
961 #endif
962 }
963
964 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
965 .float specialcommand_pos;
966 void SpecialCommand()
967 {
968 #ifdef SVQC
969 #ifdef TETRIS
970         TetrisImpulse();
971 #else
972         if (!CheatImpulse(99))
973                 LOG_INFO("A hollow voice says \"Plugh\".\n");
974 #endif
975 #endif
976 }
977
978 float PM_check_specialcommand(float buttons)
979 {SELFPARAM();
980 #ifdef SVQC
981         string c;
982         if (!buttons)
983                 c = "x";
984         else if (buttons == 1)
985                 c = "1";
986         else if (buttons == 2)
987                 c = " ";
988         else if (buttons == 128)
989                 c = "s";
990         else if (buttons == 256)
991                 c = "w";
992         else if (buttons == 512)
993                 c = "a";
994         else if (buttons == 1024)
995                 c = "d";
996         else
997                 c = "?";
998
999         if (c == substring(specialcommand, self.specialcommand_pos, 1))
1000         {
1001                 self.specialcommand_pos += 1;
1002                 if (self.specialcommand_pos >= strlen(specialcommand))
1003                 {
1004                         self.specialcommand_pos = 0;
1005                         SpecialCommand();
1006                         return true;
1007                 }
1008         }
1009         else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1010                 self.specialcommand_pos = 0;
1011 #endif
1012         return false;
1013 }
1014
1015 void PM_check_nickspam()
1016 {SELFPARAM();
1017 #ifdef SVQC
1018         if (time >= self.nickspamtime)
1019                 return;
1020         if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1021         {
1022                 // slight annoyance for nick change scripts
1023                 self.movement = -1 * self.movement;
1024                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1025
1026                 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!
1027                 {
1028                         self.v_angle_x = random() * 360;
1029                         self.v_angle_y = random() * 360;
1030                         // at least I'm not forcing retardedview by also assigning to angles_z
1031                         self.fixangle = true;
1032                 }
1033         }
1034 #endif
1035 }
1036
1037 void PM_check_punch()
1038 {SELFPARAM();
1039 #ifdef SVQC
1040         if (self.punchangle != '0 0 0')
1041         {
1042                 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1043                 if (f > 0)
1044                         self.punchangle = normalize(self.punchangle) * f;
1045                 else
1046                         self.punchangle = '0 0 0';
1047         }
1048
1049         if (self.punchvector != '0 0 0')
1050         {
1051                 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1052                 if (f > 0)
1053                         self.punchvector = normalize(self.punchvector) * f;
1054                 else
1055                         self.punchvector = '0 0 0';
1056         }
1057 #endif
1058 }
1059
1060 void PM_check_spider()
1061 {SELFPARAM();
1062 #ifdef SVQC
1063         if (time >= self.spider_slowness)
1064                 return;
1065         PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1066         PHYS_MAXAIRSPEED(self) *= 0.5;
1067         PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1068         PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1069 #endif
1070 }
1071
1072 // predict frozen movement, as frozen players CAN move in some cases
1073 void PM_check_frozen()
1074 {SELFPARAM();
1075         if (!PHYS_FROZEN(self))
1076                 return;
1077         if (PHYS_DODGING_FROZEN
1078 #ifdef SVQC
1079         && IS_REAL_CLIENT(self)
1080 #endif
1081         )
1082         {
1083                 self.movement_x = bound(-5, self.movement.x, 5);
1084                 self.movement_y = bound(-5, self.movement.y, 5);
1085                 self.movement_z = bound(-5, self.movement.z, 5);
1086         }
1087         else
1088                 self.movement = '0 0 0';
1089
1090         vector midpoint = ((self.absmin + self.absmax) * 0.5);
1091         if (pointcontents(midpoint) == CONTENT_WATER)
1092         {
1093                 self.velocity = self.velocity * 0.5;
1094
1095                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1096                         self.velocity_z = 200;
1097         }
1098 }
1099
1100 void PM_check_hitground()
1101 {SELFPARAM();
1102 #ifdef SVQC
1103         if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
1104         if (!IS_ONGROUND(this)) return;
1105         if (!this.wasFlying) return;
1106     this.wasFlying = false;
1107     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
1108     if (time < this.ladder_time) return;
1109     if (this.hook) return;
1110     this.nextstep = time + 0.3 + random() * 0.1;
1111     trace_dphitq3surfaceflags = 0;
1112     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1113     if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
1114     entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
1115     GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1116 #endif
1117 }
1118
1119 void PM_check_blocked()
1120 {SELFPARAM();
1121 #ifdef SVQC
1122         if (!self.player_blocked)
1123                 return;
1124         self.movement = '0 0 0';
1125         self.disableclientprediction = 1;
1126 #endif
1127 }
1128
1129 void PM_check_vortex()
1130 {SELFPARAM();
1131 #ifdef SVQC
1132         // WEAPONTODO
1133         float xyspeed = vlen(vec2(self.velocity));
1134         if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1135         {
1136                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1137                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1138                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1139                 // add the extra charge
1140                 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1141         }
1142 #endif
1143 }
1144
1145 void PM_fly(float maxspd_mod)
1146 {SELFPARAM();
1147         // noclipping or flying
1148         UNSET_ONGROUND(self);
1149
1150         self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1151         makevectors(self.v_angle);
1152         //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1153         vector wishvel = v_forward * self.movement.x
1154                                         + v_right * self.movement.y
1155                                         + '0 0 1' * self.movement.z;
1156         // acceleration
1157         vector wishdir = normalize(wishvel);
1158         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1159 #ifdef SVQC
1160         if (time >= self.teleport_time)
1161 #endif
1162                 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1163         PM_ClientMovement_Move();
1164 }
1165
1166 void PM_swim(float maxspd_mod)
1167 {SELFPARAM();
1168         // swimming
1169         UNSET_ONGROUND(self);
1170
1171         float jump = PHYS_INPUT_BUTTON_JUMP(self);
1172         // water jump only in certain situations
1173         // this mimics quakeworld code
1174         if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1175         {
1176                 vector yawangles = '0 1 0' * self.v_angle.y;
1177                 makevectors(yawangles);
1178                 vector forward = v_forward;
1179                 vector spot = self.origin + 24 * forward;
1180                 spot_z += 8;
1181                 traceline(spot, spot, MOVE_NOMONSTERS, self);
1182                 if (trace_startsolid)
1183                 {
1184                         spot_z += 24;
1185                         traceline(spot, spot, MOVE_NOMONSTERS, self);
1186                         if (!trace_startsolid)
1187                         {
1188                                 self.velocity = forward * 50;
1189                                 self.velocity_z = 310;
1190                                 pmove_waterjumptime = 2;
1191                                 UNSET_ONGROUND(self);
1192                                 SET_JUMP_HELD(self);
1193                         }
1194                 }
1195         }
1196         makevectors(self.v_angle);
1197         //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1198         vector wishvel = v_forward * self.movement.x
1199                                         + v_right * self.movement.y
1200                                         + '0 0 1' * self.movement.z;
1201         if (wishvel == '0 0 0')
1202                 wishvel = '0 0 -60'; // drift towards bottom
1203
1204         vector wishdir = normalize(wishvel);
1205         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1206
1207         if (IS_DUCKED(self))
1208         wishspeed *= 0.5;
1209
1210 //      if (pmove_waterjumptime <= 0) // TODO: use
1211     {
1212                 // water friction
1213                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1214                 f = min(max(0, f), 1);
1215                 self.velocity *= f;
1216
1217                 f = wishspeed - self.velocity * wishdir;
1218                 if (f > 0)
1219                 {
1220                         float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1221                         self.velocity += accelspeed * wishdir;
1222                 }
1223
1224                 // holding jump button swims upward slowly
1225                 if (jump)
1226                 {
1227 #if 0
1228                         if (self.watertype & CONTENT_LAVA)
1229                                 self.velocity_z =  50;
1230                         else if (self.watertype & CONTENT_SLIME)
1231                                 self.velocity_z =  80;
1232                         else
1233                         {
1234                                 if (IS_NEXUIZ_DERIVED(gamemode))
1235 #endif
1236                                         self.velocity_z = 200;
1237 #if 0
1238                                 else
1239                                         self.velocity_z = 100;
1240                         }
1241 #endif
1242                 }
1243         }
1244         // water acceleration
1245         PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1246         PM_ClientMovement_Move();
1247 }
1248
1249 void PM_ladder(float maxspd_mod)
1250 {SELFPARAM();
1251         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1252         UNSET_ONGROUND(self);
1253
1254         float g;
1255         g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1256         if (PHYS_ENTGRAVITY(self))
1257                 g *= PHYS_ENTGRAVITY(self);
1258         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1259         {
1260                 g *= 0.5;
1261                 self.velocity_z += g;
1262         }
1263
1264         self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1265         makevectors(self.v_angle);
1266         //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1267         vector wishvel = v_forward * self.movement_x
1268                                         + v_right * self.movement_y
1269                                         + '0 0 1' * self.movement_z;
1270         self.velocity_z += g;
1271         if (self.ladder_entity.classname == "func_water")
1272         {
1273                 float f = vlen(wishvel);
1274                 if (f > self.ladder_entity.speed)
1275                         wishvel *= (self.ladder_entity.speed / f);
1276
1277                 self.watertype = self.ladder_entity.skin;
1278                 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1279                 if ((self.origin_z + self.view_ofs_z) < f)
1280                         self.waterlevel = WATERLEVEL_SUBMERGED;
1281                 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1282                         self.waterlevel = WATERLEVEL_SWIMMING;
1283                 else if ((self.origin_z + self.mins_z + 1) < f)
1284                         self.waterlevel = WATERLEVEL_WETFEET;
1285                 else
1286                 {
1287                         self.waterlevel = WATERLEVEL_NONE;
1288                         self.watertype = CONTENT_EMPTY;
1289                 }
1290         }
1291         // acceleration
1292         vector wishdir = normalize(wishvel);
1293         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1294 #ifdef SVQC
1295         if (time >= self.teleport_time)
1296 #endif
1297                 // water acceleration
1298                 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1299         PM_ClientMovement_Move();
1300 }
1301
1302 void PM_jetpack(float maxspd_mod)
1303 {SELFPARAM();
1304         //makevectors(self.v_angle.y * '0 1 0');
1305         makevectors(self.v_angle);
1306         vector wishvel = v_forward * self.movement_x
1307                                         + v_right * self.movement_y;
1308         // add remaining speed as Z component
1309         float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1310         // fix speedhacks :P
1311         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1312         // add the unused velocity as up component
1313         wishvel_z = 0;
1314
1315         // if (self.BUTTON_JUMP)
1316                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1317
1318         // it is now normalized, so...
1319         float a_side = PHYS_JETPACK_ACCEL_SIDE;
1320         float a_up = PHYS_JETPACK_ACCEL_UP;
1321         float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1322
1323         wishvel_x *= a_side;
1324         wishvel_y *= a_side;
1325         wishvel_z *= a_up;
1326         wishvel_z += a_add;
1327
1328         float best = 0;
1329         //////////////////////////////////////////////////////////////////////////////////////
1330         // finding the maximum over all vectors of above form
1331         // with wishvel having an absolute value of 1
1332         //////////////////////////////////////////////////////////////////////////////////////
1333         // we're finding the maximum over
1334         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1335         // for z in the range from -1 to 1
1336         //////////////////////////////////////////////////////////////////////////////////////
1337         // maximum is EITHER attained at the single extreme point:
1338         float a_diff = a_side * a_side - a_up * a_up;
1339         float f;
1340         if (a_diff != 0)
1341         {
1342                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1343                 if (f > -1 && f < 1) // can it be attained?
1344                 {
1345                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1346                         //print("middle\n");
1347                 }
1348         }
1349         // OR attained at z = 1:
1350         f = (a_up + a_add) * (a_up + a_add);
1351         if (f > best)
1352         {
1353                 best = f;
1354                 //print("top\n");
1355         }
1356         // OR attained at z = -1:
1357         f = (a_up - a_add) * (a_up - a_add);
1358         if (f > best)
1359         {
1360                 best = f;
1361                 //print("bottom\n");
1362         }
1363         best = sqrt(best);
1364         //////////////////////////////////////////////////////////////////////////////////////
1365
1366         //print("best possible acceleration: ", ftos(best), "\n");
1367
1368         float fxy, fz;
1369         fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1370         if (wishvel_z - PHYS_GRAVITY > 0)
1371                 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1372         else
1373                 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1374
1375         float fvel;
1376         fvel = vlen(wishvel);
1377         wishvel_x *= fxy;
1378         wishvel_y *= fxy;
1379         wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1380
1381         fvel = min(1, vlen(wishvel) / best);
1382         if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1383                 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1384         else
1385                 f = 1;
1386
1387         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1388
1389         if (f > 0 && wishvel != '0 0 0')
1390         {
1391                 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1392                 UNSET_ONGROUND(self);
1393
1394 #ifdef SVQC
1395                 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1396                         self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1397
1398                 ITEMS_STAT(self) |= IT_USING_JETPACK;
1399
1400                 // jetpack also inhibits health regeneration, but only for 1 second
1401                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1402 #endif
1403         }
1404
1405 #ifdef CSQC
1406         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1407         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1408                 self.velocity_z -= g * 0.5;
1409         else
1410                 self.velocity_z -= g;
1411         PM_ClientMovement_Move();
1412         if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1413                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1414                         self.velocity_z -= g * 0.5;
1415 #endif
1416 }
1417
1418 void PM_walk(float buttons_prev, float maxspd_mod)
1419 {SELFPARAM();
1420         if (!WAS_ONGROUND(self))
1421         {
1422 #ifdef SVQC
1423                 if (autocvar_speedmeter)
1424                         LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1425 #endif
1426                 if (self.lastground < time - 0.3)
1427                         self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1428 #ifdef SVQC
1429                 if (self.jumppadcount > 1)
1430                         LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1431                 self.jumppadcount = 0;
1432 #endif
1433         }
1434
1435         // walking
1436         makevectors(self.v_angle.y * '0 1 0');
1437         vector wishvel = v_forward * self.movement.x
1438                                         + v_right * self.movement.y;
1439         // acceleration
1440         vector wishdir = normalize(wishvel);
1441         float wishspeed = vlen(wishvel);
1442
1443         wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1444         if (IS_DUCKED(self))
1445                 wishspeed *= 0.5;
1446
1447         // apply edge friction
1448         float f = vlen(vec2(self.velocity));
1449         if (f > 0)
1450         {
1451                 float realfriction;
1452                 trace_dphitq3surfaceflags = 0;
1453                 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1454                 // TODO: apply edge friction
1455                 // apply ground friction
1456                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1457                         realfriction = PHYS_FRICTION_SLICK;
1458                 else
1459                         realfriction = PHYS_FRICTION;
1460
1461                 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1462                 f = max(0, f);
1463                 self.velocity *= f;
1464                 /*
1465                    Mathematical analysis time!
1466
1467                    Our goal is to invert this mess.
1468
1469                    For the two cases we get:
1470                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1471                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1472                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1473                    and
1474                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1475                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1476
1477                    These cases would be chosen ONLY if:
1478                         v0 < PHYS_STOPSPEED
1479                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1480                         v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1481                    and, respectively:
1482                         v0 >= PHYS_STOPSPEED
1483                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1484                         v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1485                  */
1486         }
1487         float addspeed = wishspeed - self.velocity * wishdir;
1488         if (addspeed > 0)
1489         {
1490                 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1491                 self.velocity += accelspeed * wishdir;
1492         }
1493         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1494         if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1495                 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1496         if (self.velocity * self.velocity)
1497                 PM_ClientMovement_Move();
1498         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1499                 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1500                         self.velocity_z -= g * 0.5;
1501 }
1502
1503 void PM_air(float buttons_prev, float maxspd_mod)
1504 {SELFPARAM();
1505         makevectors(self.v_angle.y * '0 1 0');
1506         vector wishvel = v_forward * self.movement.x
1507                                         + v_right * self.movement.y;
1508         // acceleration
1509         vector wishdir = normalize(wishvel);
1510         float wishspeed = vlen(wishvel);
1511
1512 #ifdef SVQC
1513         if (time >= self.teleport_time)
1514 #else
1515         if (pmove_waterjumptime <= 0)
1516 #endif
1517         {
1518                 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1519
1520                 // apply air speed limit
1521                 float airaccelqw = PHYS_AIRACCEL_QW(self);
1522                 float wishspeed0 = wishspeed;
1523                 wishspeed = min(wishspeed, maxairspd);
1524                 if (IS_DUCKED(self))
1525                         wishspeed *= 0.5;
1526                 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1527
1528                 float accelerating = (self.velocity * wishdir > 0);
1529                 float wishspeed2 = wishspeed;
1530
1531                 // CPM: air control
1532                 if (PHYS_AIRSTOPACCELERATE)
1533                 {
1534                         vector curdir = normalize(vec2(self.velocity));
1535                         airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1536                 }
1537                 // note that for straight forward jumping:
1538                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1539                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1540                 // -->
1541                 // dv/dt = accel * maxspeed (when slow)
1542                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1543                 // log dv/dt = logaccel + logmaxspeed (when slow)
1544                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1545                 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1546                 if (PHYS_MAXAIRSTRAFESPEED)
1547                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1548                 if (PHYS_AIRSTRAFEACCELERATE(self))
1549                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1550                 if (PHYS_AIRSTRAFEACCEL_QW(self))
1551                         airaccelqw =
1552                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1553                 *
1554                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1555                 // !CPM
1556
1557                 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1558                         PM_AirAccelerate(wishdir, wishspeed2);
1559                 else
1560                         PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1561
1562                 if (PHYS_AIRCONTROL)
1563                         CPM_PM_Aircontrol(wishdir, wishspeed2);
1564         }
1565         float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1566         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1567                 self.velocity_z -= g * 0.5;
1568         else
1569                 self.velocity_z -= g;
1570         PM_ClientMovement_Move();
1571         if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1572                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1573                         self.velocity_z -= g * 0.5;
1574 }
1575
1576 // used for calculating airshots
1577 bool IsFlying(entity a)
1578 {
1579         if(IS_ONGROUND(a))
1580                 return false;
1581         if(a.waterlevel >= WATERLEVEL_SWIMMING)
1582                 return false;
1583         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1584         if(trace_fraction < 1)
1585                 return false;
1586         return true;
1587 }
1588
1589 void PM_Main()
1590 {SELFPARAM();
1591         int buttons = PHYS_INPUT_BUTTON_MASK(self);
1592 #ifdef CSQC
1593         self.items = getstati(STAT_ITEMS, 0, 24);
1594
1595         self.movement = PHYS_INPUT_MOVEVALUES(self);
1596
1597         vector oldv_angle = self.v_angle;
1598         vector oldangles = self.angles; // we need to save these, as they're abused by other code
1599         self.v_angle = PHYS_INPUT_ANGLES(self);
1600         self.angles = PHYS_WORLD_ANGLES(self);
1601
1602         self.team = myteam + 1; // is this correct?
1603         if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1604                 UNSET_JUMP_HELD(self); // canjump = true
1605         pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1606
1607         PM_ClientMovement_UpdateStatus(true);
1608 #endif
1609
1610
1611 #ifdef SVQC
1612         WarpZone_PlayerPhysics_FixVAngle();
1613 #endif
1614         float maxspeed_mod = 1;
1615         maxspeed_mod *= PHYS_HIGHSPEED;
1616
1617 #ifdef SVQC
1618         Physics_UpdateStats(maxspeed_mod);
1619
1620         if (self.PlayerPhysplug)
1621                 if (self.PlayerPhysplug())
1622                         return;
1623 #endif
1624
1625 #ifdef SVQC
1626         anticheat_physics();
1627 #endif
1628
1629         if (PM_check_specialcommand(buttons))
1630                 return;
1631 #ifdef SVQC
1632         if (sv_maxidle > 0)
1633         {
1634                 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1635                         self.parm_idlesince = time;
1636         }
1637 #endif
1638         int buttons_prev = self.buttons_old;
1639         self.buttons_old = buttons;
1640         self.movement_old = self.movement;
1641         self.v_angle_old = self.v_angle;
1642
1643         PM_check_nickspam();
1644
1645         PM_check_punch();
1646 #ifdef SVQC
1647         if (IS_BOT_CLIENT(self))
1648         {
1649                 if (playerdemo_read())
1650                         return;
1651                 bot_think();
1652         }
1653
1654         if (IS_PLAYER(self))
1655 #endif
1656         {
1657                 bool not_allowed_to_move = false;
1658 #ifdef SVQC
1659                 if (time < game_starttime)
1660                         not_allowed_to_move = true;
1661 #endif
1662
1663                 if (not_allowed_to_move)
1664                 {
1665                         self.velocity = '0 0 0';
1666                         self.movetype = MOVETYPE_NONE;
1667 #ifdef SVQC
1668                         self.disableclientprediction = 2;
1669 #endif
1670                 }
1671 #ifdef SVQC
1672                 else if (self.disableclientprediction == 2)
1673                 {
1674                         if (self.movetype == MOVETYPE_NONE)
1675                                 self.movetype = MOVETYPE_WALK;
1676                         self.disableclientprediction = 0;
1677                 }
1678 #endif
1679         }
1680
1681 #ifdef SVQC
1682         if (self.movetype == MOVETYPE_NONE)
1683                 return;
1684
1685         // when we get here, disableclientprediction cannot be 2
1686         self.disableclientprediction = 0;
1687 #endif
1688
1689         viewloc_PlayerPhysics();
1690
1691         PM_check_spider();
1692
1693         PM_check_frozen();
1694
1695         PM_check_blocked();
1696
1697         maxspeed_mod = 1;
1698
1699         if (self.in_swamp)
1700                 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1701
1702         // conveyors: first fix velocity
1703         if (self.conveyor.state)
1704                 self.velocity -= self.conveyor.movedir;
1705
1706 #ifdef SVQC
1707         MUTATOR_CALLHOOK(PlayerPhysics);
1708 #endif
1709 #ifdef CSQC
1710         PM_multijump();
1711 #endif
1712
1713 //      float forcedodge = 1;
1714 //      if(forcedodge) {
1715 //#ifdef CSQC
1716 //              PM_dodging_checkpressedkeys();
1717 //#endif
1718 //              PM_dodging();
1719 //              PM_ClientMovement_Move();
1720 //              return;
1721 //      }
1722
1723 #ifdef SVQC
1724         if (!IS_PLAYER(self))
1725         {
1726                 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1727                 if (!self.spectatorspeed)
1728                         self.spectatorspeed = maxspeed_mod;
1729                 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1730                 {
1731                         if (self.lastclassname != "player")
1732                         {
1733                                 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1734                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1735                                 else if (self.impulse == 11)
1736                                         self.spectatorspeed = maxspeed_mod;
1737                                 else if (self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1738                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1739                                 else if (self.impulse >= 1 && self.impulse <= 9)
1740                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1741                         } // otherwise just clear
1742                         self.impulse = 0;
1743                 }
1744                 maxspeed_mod = self.spectatorspeed;
1745         }
1746
1747         float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1748         if(self.speed != spd)
1749         {
1750                 self.speed = spd;
1751                 string temps = ftos(spd);
1752                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1753                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1754                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1755                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1756         }
1757
1758         if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1759         {
1760                 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1761                 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1762         }
1763         if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1764         {
1765                 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1766                 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1767         }
1768 #endif
1769
1770         if(PHYS_DEAD(self))
1771         {
1772                 // handle water here
1773                 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1774                 if(pointcontents(midpoint) == CONTENT_WATER)
1775                 {
1776                         self.velocity = self.velocity * 0.5;
1777
1778                         // do we want this?
1779                         //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1780                                 //{ self.velocity_z = 70; }
1781                 }
1782                 goto end;
1783         }
1784
1785 #ifdef SVQC
1786         if (!self.fixangle && !g_bugrigs)
1787                 self.angles = '0 1 0' * self.v_angle.y;
1788 #endif
1789
1790         PM_check_hitground();
1791
1792         if(IsFlying(self))
1793                 self.wasFlying = 1;
1794
1795         if (IS_PLAYER(self))
1796                 CheckPlayerJump();
1797
1798         if (self.flags & FL_WATERJUMP)
1799         {
1800                 self.velocity_x = self.movedir_x;
1801                 self.velocity_y = self.movedir_y;
1802                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1803                 {
1804                         self.flags &= ~FL_WATERJUMP;
1805                         self.teleport_time = 0;
1806                 }
1807         }
1808
1809 #ifdef SVQC
1810         else if (g_bugrigs && IS_PLAYER(self))
1811                 RaceCarPhysics();
1812 #endif
1813
1814         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1815                 PM_fly(maxspeed_mod);
1816
1817         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1818                 PM_swim(maxspeed_mod);
1819
1820         else if (time < self.ladder_time)
1821                 PM_ladder(maxspeed_mod);
1822
1823         else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1824                 PM_jetpack(maxspeed_mod);
1825
1826         else if (IS_ONGROUND(self))
1827                 PM_walk(buttons_prev, maxspeed_mod);
1828
1829         else
1830                 PM_air(buttons_prev, maxspeed_mod);
1831
1832         PM_check_vortex();
1833
1834 :end
1835         if (IS_ONGROUND(self))
1836                 self.lastground = time;
1837
1838         // conveyors: then break velocity again
1839         if(self.conveyor.state)
1840                 self.velocity += self.conveyor.movedir;
1841
1842         self.lastflags = self.flags;
1843
1844         self.lastclassname = self.classname;
1845
1846 #ifdef CSQC
1847         self.v_angle = oldv_angle;
1848         self.angles = oldangles;
1849 #endif
1850 }
1851
1852 #ifdef SVQC
1853 void SV_PlayerPhysics()
1854 #elif defined(CSQC)
1855 void CSQC_ClientMovement_PlayerMove_Frame()
1856 #endif
1857 {SELFPARAM();
1858         PM_Main();
1859
1860 #ifdef CSQC
1861         self.pmove_flags =
1862                         ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1863                         (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1864                         ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);
1865 #endif
1866 }