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Add an option to override the default physics set (useful for using cvar based physic...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4         #include "../dpdefs/progsdefs.qh"
5     #include "../dpdefs/dpextensions.qh"
6     #include "../warpzonelib/mathlib.qh"
7     #include "../warpzonelib/server.qh"
8     #include "../common/constants.qh"
9     #include "../common/util.qh"
10     #include "../common/animdecide.qh"
11     #include "../common/monsters/sv_monsters.qh"
12     #include "../common/weapons/weapons.qh"
13     #include "t_items.qh"
14     #include "autocvars.qh"
15     #include "defs.qh"
16     #include "../common/notifications.qh"
17     #include "mutators/mutators_include.qh"
18     #include "../common/mapinfo.qh"
19     #include "../csqcmodellib/sv_model.qh"
20     #include "anticheat.qh"
21     #include "cheats.qh"
22     #include "g_hook.qh"
23     #include "race.qh"
24     #include "playerdemo.qh"
25 #endif
26
27 .float race_penalty;
28 .float restart_jump;
29
30 .float ladder_time;
31 .entity ladder_entity;
32 .float gravity;
33 .float swamp_slowdown;
34 .int lastflags;
35 .float lastground;
36 .float wasFlying;
37 .float spectatorspeed;
38
39 // client side physics
40 float Physics_Valid(string thecvar)
41 {
42         if(!autocvar_g_physics_clientselect) { return false; }
43
44         string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
45
46         if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
47                 return true;
48
49         return false;
50 }
51
52 float Physics_ClientOption(entity pl, string option)
53 {
54         if(Physics_Valid(pl.cvar_cl_physics))
55         {
56                 string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
57                 if(cvar_type(var) & 1)
58                         return cvar(var);
59         }
60         if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
61         {
62                 string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
63                 if(cvar_type(var) & 1)
64                         return cvar(var);
65         }
66         return cvar(strcat("sv_", option));
67 }
68
69 /*
70 =============
71 PlayerJump
72
73 When you press the jump key
74 returns true if handled
75 =============
76 */
77 float PlayerJump (void)
78 {
79         if(self.frozen)
80                 return true; // no jumping in freezetag when frozen
81
82         if(self.player_blocked)
83                 return true; // no jumping while blocked
84
85         bool doublejump = false;
86         float mjumpheight = self.stat_sv_jumpvelocity;
87
88         player_multijump = doublejump;
89         player_jumpheight = mjumpheight;
90         if(MUTATOR_CALLHOOK(PlayerJump))
91                 return true;
92
93         doublejump = player_multijump;
94         mjumpheight = player_jumpheight;
95
96         if (autocvar_sv_doublejump)
97         {
98                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
99                 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
100                 {
101                         doublejump = true;
102
103                         // we MUST clip velocity here!
104                         float f;
105                         f = self.velocity * trace_plane_normal;
106                         if(f < 0)
107                                 self.velocity -= f * trace_plane_normal;
108                 }
109         }
110
111         if (self.waterlevel >= WATERLEVEL_SWIMMING)
112         {
113                 self.velocity_z = self.stat_sv_maxspeed * 0.7;
114                 return true;
115         }
116
117         if (!doublejump)
118                 if (!(self.flags & FL_ONGROUND))
119                         return !(self.flags & FL_JUMPRELEASED);
120
121         if(self.cvar_cl_movement_track_canjump)
122                 if (!(self.flags & FL_JUMPRELEASED))
123                         return true;
124
125         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
126         // velocity bounds.  Final velocity is bound between (jumpheight *
127         // min + jumpheight) and (jumpheight * max + jumpheight);
128
129         if(autocvar_sv_jumpspeedcap_min != "")
130         {
131                 float minjumpspeed;
132
133                 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
134
135                 if (self.velocity.z < minjumpspeed)
136                         mjumpheight += minjumpspeed - self.velocity.z;
137         }
138
139         if(autocvar_sv_jumpspeedcap_max != "")
140         {
141                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
142                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
143
144                 if(!(trace_fraction < 1 && trace_plane_normal.z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
145                 {
146                         float maxjumpspeed;
147
148                         maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
149
150                         if (self.velocity.z > maxjumpspeed)
151                                 mjumpheight -= self.velocity.z - maxjumpspeed;
152                 }
153         }
154
155         if(!(self.lastflags & FL_ONGROUND))
156         {
157                 if(autocvar_speedmeter)
158                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
159                 if(self.lastground < time - 0.3)
160                 {
161                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
162                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
163                 }
164                 if(self.jumppadcount > 1)
165                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
166                 self.jumppadcount = 0;
167         }
168
169         self.velocity_z = self.velocity.z + mjumpheight;
170         self.oldvelocity_z = self.velocity.z;
171
172         self.flags &= ~FL_ONGROUND;
173         self.flags &= ~FL_JUMPRELEASED;
174
175         animdecide_setaction(self, ANIMACTION_JUMP, true);
176
177         if(autocvar_g_jump_grunt)
178                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
179
180         self.restart_jump = -1; // restart jump anim next time
181         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
182         return true;
183 }
184 void CheckWaterJump()
185 {
186         vector start, end;
187
188 // check for a jump-out-of-water
189         makevectors (self.angles);
190         start = self.origin;
191         start.z = start.z + 8;
192         v_forward.z = 0;
193         normalize(v_forward);
194         end = start + v_forward*24;
195         traceline (start, end, true, self);
196         if (trace_fraction < 1)
197         {       // solid at waist
198                 start.z = start.z + self.maxs.z - 8;
199                 end = start + v_forward*24;
200                 self.movedir = trace_plane_normal * -50;
201                 traceline (start, end, true, self);
202                 if (trace_fraction == 1)
203                 {       // open at eye level
204                         self.flags |= FL_WATERJUMP;
205                         self.velocity_z = 225;
206                         self.flags &= ~FL_JUMPRELEASED;
207                         self.teleport_time = time + 2;  // safety net
208                         return;
209                 }
210         }
211 }
212
213 .float jetpack_stopped;
214 // Hack: shouldn't need to know about this
215 .float multijump_count;
216 void CheckPlayerJump()
217 {
218         float was_flying = self.items & IT_USING_JETPACK;
219
220         if (self.cvar_cl_jetpack_jump < 2)
221                 self.items &= ~IT_USING_JETPACK;
222
223         if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
224         {
225                 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
226                 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
227                 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
228                 if (!(self.items & IT_JETPACK)) { }
229                 else if (self.jetpack_stopped) { }
230                 else if (!has_fuel)
231                 {
232                         if (was_flying) // TODO: ran out of fuel message
233                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
234                         else if (activate)
235                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
236                         self.jetpack_stopped = true;
237                         self.items &= ~IT_USING_JETPACK;
238                 }
239                 else if (activate && !self.frozen)
240                         self.items |= IT_USING_JETPACK;
241         }
242         else
243         {
244                 self.jetpack_stopped = false;
245                 self.items &= ~IT_USING_JETPACK;
246         }
247         if (!self.BUTTON_JUMP)
248                 self.flags |= FL_JUMPRELEASED;
249
250         if (self.waterlevel == WATERLEVEL_SWIMMING)
251                 CheckWaterJump ();
252 }
253
254 float racecar_angle(float forward, float down)
255 {
256         float ret, angle_mult;
257
258         if(forward < 0)
259         {
260                 forward = -forward;
261                 down = -down;
262         }
263
264         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
265
266         angle_mult = forward / (800 + forward);
267
268         if(ret > 180)
269                 return ret * angle_mult + 360 * (1 - angle_mult);
270         else
271                 return ret * angle_mult;
272 }
273
274 void RaceCarPhysics()
275 {
276         // using this move type for "big rigs"
277         // the engine does not push the entity!
278
279         float accel, steer, f, myspeed, steerfactor;
280         vector angles_save, rigvel;
281
282         angles_save = self.angles;
283         accel = bound(-1, self.movement.x / self.stat_sv_maxspeed, 1);
284         steer = bound(-1, self.movement.y / self.stat_sv_maxspeed, 1);
285
286         if(g_bugrigs_reverse_speeding)
287         {
288                 if(accel < 0)
289                 {
290                         // back accel is DIGITAL
291                         // to prevent speedhack
292                         if(accel < -0.5)
293                                 accel = -1;
294                         else
295                                 accel = 0;
296                 }
297         }
298
299         self.angles_x = 0;
300         self.angles_z = 0;
301         makevectors(self.angles); // new forward direction!
302
303         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
304         {
305                 float upspeed, accelfactor;
306
307                 myspeed = self.velocity * v_forward;
308                 upspeed = self.velocity * v_up;
309
310                 // responsiveness factor for steering and acceleration
311                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
312                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
313
314                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
315                         steerfactor = -myspeed * g_bugrigs_steer;
316                 else
317                         steerfactor = -myspeed * f * g_bugrigs_steer;
318
319                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
320                         accelfactor = g_bugrigs_accel;
321                 else
322                         accelfactor = f * g_bugrigs_accel;
323                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
324
325                 if(accel < 0)
326                 {
327                         if(myspeed > 0)
328                         {
329                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
330                         }
331                         else
332                         {
333                                 if(!g_bugrigs_reverse_speeding)
334                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
335                         }
336                 }
337                 else
338                 {
339                         if(myspeed >= 0)
340                         {
341                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
342                         }
343                         else
344                         {
345                                 if(g_bugrigs_reverse_stopping)
346                                         myspeed = 0;
347                                 else
348                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
349                         }
350                 }
351                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
352                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
353
354                 self.angles_y += steer * frametime * steerfactor; // apply steering
355                 makevectors(self.angles); // new forward direction!
356
357                 myspeed += accel * accelfactor * frametime;
358
359                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
360         }
361         else
362         {
363                 myspeed = vlen(self.velocity);
364
365                 // responsiveness factor for steering and acceleration
366                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
367                 steerfactor = -myspeed * f;
368                 self.angles_y += steer * frametime * steerfactor; // apply steering
369
370                 rigvel = self.velocity;
371                 makevectors(self.angles); // new forward direction!
372         }
373
374         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
375         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
376         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
377         //MAXIMA: solve(total_acceleration(v) = 0, v);
378
379         if(g_bugrigs_planar_movement)
380         {
381                 vector rigvel_xy, neworigin, up;
382                 float mt;
383
384                 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
385                 rigvel_xy = vec2(rigvel);
386
387                 if(g_bugrigs_planar_movement_car_jumping)
388                         mt = MOVE_NORMAL;
389                 else
390                         mt = MOVE_NOMONSTERS;
391
392                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
393                 up = trace_endpos - self.origin;
394
395                 // BUG RIGS: align the move to the surface instead of doing collision testing
396                 // can we move?
397                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
398
399                 // align to surface
400                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel.z * frametime, mt, self);
401
402                 if(trace_fraction < 0.5)
403                 {
404                         trace_fraction = 1;
405                         neworigin = self.origin;
406                 }
407                 else
408                         neworigin = trace_endpos;
409
410                 if(trace_fraction < 1)
411                 {
412                         // now set angles_x so that the car points parallel to the surface
413                         self.angles = vectoangles(
414                                         '1 0 0' * v_forward.x * trace_plane_normal.z
415                                         +
416                                         '0 1 0' * v_forward.y * trace_plane_normal.z
417                                         +
418                                         '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
419                                         );
420                         self.flags |= FL_ONGROUND;
421                 }
422                 else
423                 {
424                         // now set angles_x so that the car points forward, but is tilted in velocity direction
425                         self.flags &= ~FL_ONGROUND;
426                 }
427
428                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
429                 self.movetype = MOVETYPE_NOCLIP;
430         }
431         else
432         {
433                 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
434                 self.velocity = rigvel;
435                 self.movetype = MOVETYPE_FLY;
436         }
437
438         trace_fraction = 1;
439         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
440         if(trace_fraction != 1)
441         {
442                 self.angles = vectoangles2(
443                                 '1 0 0' * v_forward.x * trace_plane_normal.z
444                                 +
445                                 '0 1 0' * v_forward.y * trace_plane_normal.z
446                                 +
447                                 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
448                                 trace_plane_normal
449                                 );
450         }
451         else
452         {
453                 vector vel_local;
454
455                 vel_local.x = v_forward * self.velocity;
456                 vel_local.y = v_right * self.velocity;
457                 vel_local.z = v_up * self.velocity;
458
459                 self.angles_x = racecar_angle(vel_local.x, vel_local.z);
460                 self.angles_z = racecar_angle(-vel_local.y, vel_local.z);
461         }
462
463         // smooth the angles
464         vector vf1, vu1, smoothangles;
465         makevectors(self.angles);
466         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
467         if(f == 0)
468                 f = 1;
469         vf1 = v_forward * f;
470         vu1 = v_up * f;
471         makevectors(angles_save);
472         vf1 = vf1 + v_forward * (1 - f);
473         vu1 = vu1 + v_up * (1 - f);
474         smoothangles = vectoangles2(vf1, vu1);
475         self.angles_x = -smoothangles.x;
476         self.angles_z =  smoothangles.z;
477 }
478
479 float IsMoveInDirection(vector mv, float angle) // key mix factor
480 {
481         if(mv.x == 0 && mv.y == 0)
482                 return 0; // avoid division by zero
483         angle -= RAD2DEG * atan2(mv.y, mv.x);
484         angle = remainder(angle, 360) / 45;
485         if(angle >  1)
486                 return 0;
487         if(angle < -1)
488                 return 0;
489         return 1 - fabs(angle);
490 }
491
492 float GeomLerp(float a, float lerp, float b)
493 {
494         if(a == 0)
495         {
496                 if(lerp < 1)
497                         return 0;
498                 else
499                         return b;
500         }
501         if(b == 0)
502         {
503                 if(lerp > 0)
504                         return 0;
505                 else
506                         return a;
507         }
508         return a * pow(fabs(b / a), lerp);
509 }
510
511 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
512 {
513         float zspeed, xyspeed, dot, k;
514
515 #if 0
516         // this doesn't play well with analog input
517         if(self.movement_x == 0 || self.movement.y != 0)
518                 return; // can't control movement if not moving forward or backward
519         k = 32;
520 #else
521         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
522         if(k <= 0)
523                 return;
524 #endif
525
526         k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
527
528         zspeed = self.velocity.z;
529         self.velocity_z = 0;
530         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
531
532         dot = self.velocity * wishdir;
533
534         if(dot > 0) // we can't change direction while slowing down
535         {
536                 k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
537                 xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
538                 k *= self.stat_sv_aircontrol;
539                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
540         }
541
542         self.velocity = self.velocity * xyspeed;
543         self.velocity_z = zspeed;
544 }
545
546 float AdjustAirAccelQW(float accelqw, float factor)
547 {
548         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
549 }
550
551 // example config for alternate speed clamping:
552 //   sv_airaccel_qw 0.8
553 //   sv_airaccel_sideways_friction 0
554 //   prvm_globalset server speedclamp_mode 1
555 //     (or 2)
556 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
557 {
558         float vel_straight;
559         float velZ;
560         vector vel_perpend;
561         float step;
562
563         vector vel_xy;
564         float vel_xy_current;
565         float vel_xy_backward, vel_xy_forward;
566         float speedclamp;
567
568         if(stretchfactor > 0)
569                 speedclamp = stretchfactor;
570         else if(accelqw < 0)
571                 speedclamp = 1; // full clamping, no stretch
572         else
573                 speedclamp = -1; // no clamping
574
575         if(accelqw < 0)
576                 accelqw = -accelqw;
577
578         if(autocvar_sv_gameplayfix_q2airaccelerate)
579                 wishspeed0 = wishspeed;
580
581         vel_straight = self.velocity * wishdir;
582         velZ = self.velocity.z;
583         vel_xy = vec2(self.velocity);
584         vel_perpend = vel_xy - vel_straight * wishdir;
585
586         step = accel * frametime * wishspeed0;
587
588         vel_xy_current  = vlen(vel_xy);
589         if(speedlimit)
590                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
591         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
592         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
593         if(vel_xy_backward < 0)
594                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
595
596         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
597
598         if(sidefric < 0 && (vel_perpend*vel_perpend))
599                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
600         {
601                 float f, fminimum;
602                 f = max(0, 1 + frametime * wishspeed * sidefric);
603                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
604                 // this cannot be > 1
605                 if(fminimum <= 0)
606                         vel_perpend = vel_perpend * max(0, f);
607                 else
608                 {
609                         fminimum = sqrt(fminimum);
610                         vel_perpend = vel_perpend * max(fminimum, f);
611                 }
612         }
613         else
614                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
615
616         vel_xy = vel_straight * wishdir + vel_perpend;
617
618         if(speedclamp >= 0)
619         {
620                 float vel_xy_preclamp;
621                 vel_xy_preclamp = vlen(vel_xy);
622                 if(vel_xy_preclamp > 0) // prevent division by zero
623                 {
624                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
625                         if(vel_xy_current < vel_xy_preclamp)
626                                 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
627                 }
628         }
629
630         self.velocity = vel_xy + velZ * '0 0 1';
631 }
632
633 void PM_AirAccelerate(vector wishdir, float wishspeed)
634 {
635         vector curvel, wishvel, acceldir, curdir;
636         float addspeed, accelspeed, curspeed, f;
637         float dot;
638
639         if(wishspeed == 0)
640                 return;
641
642         curvel = self.velocity;
643         curvel.z = 0;
644         curspeed = vlen(curvel);
645
646         if(wishspeed > curspeed * 1.01)
647         {
648                 wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
649         }
650         else
651         {
652                 f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
653                 wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
654         }
655         wishvel = wishdir * wishspeed;
656         acceldir = wishvel - curvel;
657         addspeed = vlen(acceldir);
658         acceldir = normalize(acceldir);
659
660         accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
661
662         if(self.stat_sv_warsowbunny_backtosideratio < 1)
663         {
664                 curdir = normalize(curvel);
665                 dot = acceldir * curdir;
666                 if(dot < 0)
667                         acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
668         }
669
670         self.velocity += accelspeed * acceldir;
671 }
672
673 .vector movement_old;
674 .float buttons_old;
675 .vector v_angle_old;
676 .string lastclassname;
677
678 .float() PlayerPhysplug;
679
680 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
681 .float specialcommand_pos;
682 void SpecialCommand()
683 {
684 #ifdef TETRIS
685         TetrisImpulse();
686 #else
687         if(!CheatImpulse(99))
688                 print("A hollow voice says \"Plugh\".\n");
689 #endif
690 }
691
692 float speedaward_speed;
693 string speedaward_holder;
694 string speedaward_uid;
695 void race_send_speedaward(float msg)
696 {
697         // send the best speed of the round
698         WriteByte(msg, SVC_TEMPENTITY);
699         WriteByte(msg, TE_CSQC_RACE);
700         WriteByte(msg, RACE_NET_SPEED_AWARD);
701         WriteInt24_t(msg, floor(speedaward_speed+0.5));
702         WriteString(msg, speedaward_holder);
703 }
704
705 float speedaward_alltimebest;
706 string speedaward_alltimebest_holder;
707 string speedaward_alltimebest_uid;
708 void race_send_speedaward_alltimebest(float msg)
709 {
710         // send the best speed
711         WriteByte(msg, SVC_TEMPENTITY);
712         WriteByte(msg, TE_CSQC_RACE);
713         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
714         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
715         WriteString(msg, speedaward_alltimebest_holder);
716 }
717
718 string GetMapname(void);
719 float speedaward_lastupdate;
720 float speedaward_lastsent;
721 void SV_PlayerPhysics()
722 {
723         vector wishvel, wishdir, v;
724         float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
725         string temps;
726         int buttons_prev;
727         float not_allowed_to_move;
728         string c;
729
730         WarpZone_PlayerPhysics_FixVAngle();
731
732         maxspd_mod = 1;
733         if(self.ballcarried)
734                 if(g_keepaway)
735                         maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
736
737         maxspd_mod *= autocvar_g_movement_highspeed;
738
739         // fix physics stats for g_movement_highspeed
740         // TODO maybe rather use maxairspeed? needs testing
741         self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
742         if(Physics_ClientOption(self, "airstrafeaccel_qw"))
743                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
744         else
745                 self.stat_sv_airstrafeaccel_qw = 0;
746         self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
747         self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
748         
749         // fix some new settings
750         self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
751         self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
752         self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
753         self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
754         self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
755         self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
756         self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
757         self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
758         self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
759         self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
760         self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
761         self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
762         self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
763         self.stat_sv_friction = Physics_ClientOption(self, "friction");
764         self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
765         self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
766         self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
767         self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
768         self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
769
770     if(self.PlayerPhysplug)
771         if(self.PlayerPhysplug())
772             return;
773
774         self.race_movetime_frac += frametime;
775         f = floor(self.race_movetime_frac);
776         self.race_movetime_frac -= f;
777         self.race_movetime_count += f;
778         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
779
780         anticheat_physics();
781
782         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement.x < 0) + 256 * (self.movement.x > 0) + 512 * (self.movement.y < 0) + 1024 * (self.movement.y > 0);
783
784         if(!buttons)
785                 c = "x";
786         else if(buttons == 1)
787                 c = "1";
788         else if(buttons == 2)
789                 c = " ";
790         else if(buttons == 128)
791                 c = "s";
792         else if(buttons == 256)
793                 c = "w";
794         else if(buttons == 512)
795                 c = "a";
796         else if(buttons == 1024)
797                 c = "d";
798         else
799                 c = "?";
800
801         if(c == substring(specialcommand, self.specialcommand_pos, 1))
802         {
803                 self.specialcommand_pos += 1;
804                 if(self.specialcommand_pos >= strlen(specialcommand))
805                 {
806                         self.specialcommand_pos = 0;
807                         SpecialCommand();
808                         return;
809                 }
810         }
811         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
812                 self.specialcommand_pos = 0;
813
814         if(sv_maxidle > 0)
815         {
816                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
817                         self.parm_idlesince = time;
818         }
819         buttons_prev = self.buttons_old;
820         self.buttons_old = buttons;
821         self.movement_old = self.movement;
822         self.v_angle_old = self.v_angle;
823
824         if(time < self.nickspamtime)
825         if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
826         {
827                 // slight annoyance for nick change scripts
828                 self.movement = -1 * self.movement;
829                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
830
831                 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!
832                 {
833                         self.angles_x = random() * 360;
834                         self.angles_y = random() * 360;
835                         // at least I'm not forcing retardedview by also assigning to angles_z
836                         self.fixangle = true;
837                 }
838         }
839
840         if (self.punchangle != '0 0 0')
841         {
842                 f = vlen(self.punchangle) - 10 * frametime;
843                 if (f > 0)
844                         self.punchangle = normalize(self.punchangle) * f;
845                 else
846                         self.punchangle = '0 0 0';
847         }
848
849         if (self.punchvector != '0 0 0')
850         {
851                 f = vlen(self.punchvector) - 30 * frametime;
852                 if (f > 0)
853                         self.punchvector = normalize(self.punchvector) * f;
854                 else
855                         self.punchvector = '0 0 0';
856         }
857
858         if (IS_BOT_CLIENT(self))
859         {
860                 if(playerdemo_read())
861                         return;
862                 bot_think();
863         }
864
865         if(IS_PLAYER(self))
866         {
867                 if(self.race_penalty)
868                         if(time > self.race_penalty)
869                                 self.race_penalty = 0;
870
871                 not_allowed_to_move = 0;
872                 if(self.race_penalty)
873                         not_allowed_to_move = 1;
874                 if(time < game_starttime)
875                         not_allowed_to_move = 1;
876
877                 if(not_allowed_to_move)
878                 {
879                         self.velocity = '0 0 0';
880                         self.movetype = MOVETYPE_NONE;
881                         self.disableclientprediction = 2;
882                 }
883                 else if(self.disableclientprediction == 2)
884                 {
885                         if(self.movetype == MOVETYPE_NONE)
886                                 self.movetype = MOVETYPE_WALK;
887                         self.disableclientprediction = 0;
888                 }
889         }
890
891         if (self.movetype == MOVETYPE_NONE)
892                 return;
893
894         // when we get here, disableclientprediction cannot be 2
895         self.disableclientprediction = 0;
896         if(time < self.ladder_time)
897                 self.disableclientprediction = 1;
898
899         if(time < self.spider_slowness)
900         {
901                 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
902                 self.stat_sv_airspeedlimit_nonqw *= 0.5;
903         }
904
905         if(self.frozen)
906         {
907                 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
908                 {
909                         self.movement_x = bound(-5, self.movement.x, 5);
910                         self.movement_y = bound(-5, self.movement.y, 5);
911                         self.movement_z = bound(-5, self.movement.z, 5);
912                 }
913                 else
914                         self.movement = '0 0 0';
915                 self.disableclientprediction = 1;
916
917                 vector midpoint = ((self.absmin + self.absmax) * 0.5);
918                 if(pointcontents(midpoint) == CONTENT_WATER)
919                 {
920                         self.velocity = self.velocity * 0.5;
921
922                         if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
923                                 { self.velocity_z = 200; }
924                 }
925         }
926
927         MUTATOR_CALLHOOK(PlayerPhysics);
928
929         if(self.player_blocked)
930         {
931                 self.movement = '0 0 0';
932                 self.disableclientprediction = 1;
933         }
934
935         maxspd_mod = 1;
936
937         swampspd_mod = 1;
938         if(self.in_swamp) {
939                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
940         }
941
942         // conveyors: first fix velocity
943         if(self.conveyor.state)
944                 self.velocity -= self.conveyor.movedir;
945
946         if (!IS_PLAYER(self))
947         {
948                 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
949                 if(!self.spectatorspeed)
950                         self.spectatorspeed = maxspd_mod;
951                 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
952                 {
953                         if(self.lastclassname != "player")
954                         {
955                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
956                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
957                                 else if(self.impulse == 11)
958                                         self.spectatorspeed = maxspd_mod;
959                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
960                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
961                                 else if(self.impulse >= 1 && self.impulse <= 9)
962                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
963                         } // otherwise just clear
964                         self.impulse = 0;
965                 }
966                 maxspd_mod = self.spectatorspeed;
967         }
968
969         spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
970         if(self.speed != spd)
971         {
972                 self.speed = spd;
973                 temps = ftos(spd);
974                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
975                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
976                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
977                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
978         }
979
980         maxspd_mod *= swampspd_mod; // only one common speed modder please!
981         swampspd_mod = 1;
982
983         // if dead, behave differently
984         if (self.deadflag)
985                 goto end;
986
987         if (!self.fixangle && !g_bugrigs)
988         {
989                 self.angles_x = 0;
990                 self.angles_y = self.v_angle.y;
991                 self.angles_z = 0;
992         }
993
994         if(self.flags & FL_ONGROUND)
995         if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
996         if(self.wasFlying)
997         {
998                 self.wasFlying = 0;
999
1000                 if(self.waterlevel < WATERLEVEL_SWIMMING)
1001                 if(time >= self.ladder_time)
1002                 if (!self.hook)
1003                 {
1004                         self.nextstep = time + 0.3 + random() * 0.1;
1005                         trace_dphitq3surfaceflags = 0;
1006                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1007                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1008                         {
1009                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1010                                         GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1011                                 else
1012                                         GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1013                         }
1014                 }
1015         }
1016
1017         if(IsFlying(self))
1018                 self.wasFlying = 1;
1019
1020         if(IS_PLAYER(self))
1021                 CheckPlayerJump();
1022
1023         if (self.flags & FL_WATERJUMP )
1024         {
1025                 self.velocity_x = self.movedir.x;
1026                 self.velocity_y = self.movedir.y;
1027                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1028                 {
1029                         self.flags &= ~FL_WATERJUMP;
1030                         self.teleport_time = 0;
1031                 }
1032         }
1033         else if (g_bugrigs && IS_PLAYER(self))
1034         {
1035                 RaceCarPhysics();
1036         }
1037         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1038         {
1039                 // noclipping or flying
1040                 self.flags &= ~FL_ONGROUND;
1041
1042                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1043                 makevectors(self.v_angle);
1044                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1045                 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1046                 // acceleration
1047                 wishdir = normalize(wishvel);
1048                 wishspeed = vlen(wishvel);
1049                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1050                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1051                 if (time >= self.teleport_time)
1052                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1053         }
1054         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1055         {
1056                 // swimming
1057                 self.flags &= ~FL_ONGROUND;
1058
1059                 makevectors(self.v_angle);
1060                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1061                 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1062                 if (wishvel == '0 0 0')
1063                         wishvel = '0 0 -60'; // drift towards bottom
1064
1065                 wishdir = normalize(wishvel);
1066                 wishspeed = vlen(wishvel);
1067                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1068                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1069                 wishspeed = wishspeed * 0.7;
1070
1071                 // water friction
1072                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1073
1074                 // water acceleration
1075                 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1076         }
1077         else if (time < self.ladder_time)
1078         {
1079                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1080                 self.flags &= ~FL_ONGROUND;
1081
1082                 float g;
1083                 g = autocvar_sv_gravity * frametime;
1084                 if(self.gravity)
1085                         g *= self.gravity;
1086                 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1087                 {
1088                         g *= 0.5;
1089                         self.velocity_z += g;
1090                 }
1091
1092                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1093                 makevectors(self.v_angle);
1094                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1095                 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1096                 self.velocity_z += g;
1097                 if (self.ladder_entity.classname == "func_water")
1098                 {
1099                         f = vlen(wishvel);
1100                         if (f > self.ladder_entity.speed)
1101                                 wishvel = wishvel * (self.ladder_entity.speed / f);
1102
1103                         self.watertype = self.ladder_entity.skin;
1104                         f = self.ladder_entity.origin.z + self.ladder_entity.maxs.z;
1105                         if ((self.origin.z + self.view_ofs.z) < f)
1106                                 self.waterlevel = WATERLEVEL_SUBMERGED;
1107                         else if ((self.origin.z + (self.mins.z + self.maxs.z) * 0.5) < f)
1108                                 self.waterlevel = WATERLEVEL_SWIMMING;
1109                         else if ((self.origin.z + self.mins.z + 1) < f)
1110                                 self.waterlevel = WATERLEVEL_WETFEET;
1111                         else
1112                         {
1113                                 self.waterlevel = WATERLEVEL_NONE;
1114                                 self.watertype = CONTENT_EMPTY;
1115                         }
1116                 }
1117                 // acceleration
1118                 wishdir = normalize(wishvel);
1119                 wishspeed = vlen(wishvel);
1120                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1121                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1122                 if (time >= self.teleport_time)
1123                 {
1124                         // water acceleration
1125                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1126                 }
1127         }
1128         else if (self.items & IT_USING_JETPACK)
1129         {
1130                 //makevectors(self.v_angle_y * '0 1 0');
1131                 makevectors(self.v_angle);
1132                 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1133                 // add remaining speed as Z component
1134                 maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
1135                 // fix speedhacks :P
1136                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1137                 // add the unused velocity as up component
1138                 wishvel.z = 0;
1139
1140                 // if(self.BUTTON_JUMP)
1141                         wishvel.z = sqrt(max(0, 1 - wishvel * wishvel));
1142
1143                 // it is now normalized, so...
1144                 float a_side, a_up, a_add, a_diff;
1145                 a_side = autocvar_g_jetpack_acceleration_side;
1146                 a_up = autocvar_g_jetpack_acceleration_up;
1147                 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1148
1149                 wishvel.x *= a_side;
1150                 wishvel.y *= a_side;
1151                 wishvel.z *= a_up;
1152                 wishvel.z += a_add;
1153
1154                 float best;
1155                 best = 0;
1156                 //////////////////////////////////////////////////////////////////////////////////////
1157                 // finding the maximum over all vectors of above form
1158                 // with wishvel having an absolute value of 1
1159                 //////////////////////////////////////////////////////////////////////////////////////
1160                 // we're finding the maximum over
1161                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1162                 // for z in the range from -1 to 1
1163                 //////////////////////////////////////////////////////////////////////////////////////
1164                 // maximum is EITHER attained at the single extreme point:
1165                 a_diff = a_side * a_side - a_up * a_up;
1166                 if(a_diff != 0)
1167                 {
1168                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1169                         if(f > -1 && f < 1) // can it be attained?
1170                         {
1171                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1172                                 //print("middle\n");
1173                         }
1174                 }
1175                 // OR attained at z = 1:
1176                 f = (a_up + a_add) * (a_up + a_add);
1177                 if(f > best)
1178                 {
1179                         best = f;
1180                         //print("top\n");
1181                 }
1182                 // OR attained at z = -1:
1183                 f = (a_up - a_add) * (a_up - a_add);
1184                 if(f > best)
1185                 {
1186                         best = f;
1187                         //print("bottom\n");
1188                 }
1189                 best = sqrt(best);
1190                 //////////////////////////////////////////////////////////////////////////////////////
1191
1192                 //print("best possible acceleration: ", ftos(best), "\n");
1193
1194                 float fxy, fz;
1195                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel.x * '1 0 0' + wishvel.y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1196                 if(wishvel.z - autocvar_sv_gravity > 0)
1197                         fz = bound(0, 1 - self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1198                 else
1199                         fz = bound(0, 1 + self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1200
1201                 wishvel.x *= fxy;
1202                 wishvel.y *= fxy;
1203                 wishvel.z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1204
1205                 float fvel;
1206                 fvel = min(1, vlen(wishvel) / best);
1207                 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1208                         f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1209                 else
1210                         f = 1;
1211
1212                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1213
1214                 if (f > 0 && wishvel != '0 0 0')
1215                 {
1216                         self.velocity = self.velocity + wishvel * f * frametime;
1217                         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1218                                 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1219                         self.flags &= ~FL_ONGROUND;
1220                         self.items |= IT_USING_JETPACK;
1221
1222                         // jetpack also inhibits health regeneration, but only for 1 second
1223                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1224                 }
1225         }
1226         else if (self.flags & FL_ONGROUND)
1227         {
1228                 // we get here if we ran out of ammo
1229                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1230                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1231
1232                 // walking
1233                 makevectors(self.v_angle.y * '0 1 0');
1234                 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1235
1236                 if(!(self.lastflags & FL_ONGROUND))
1237                 {
1238                         if(autocvar_speedmeter)
1239                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1240                         if(self.lastground < time - 0.3)
1241                                 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1242                         if(self.jumppadcount > 1)
1243                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1244                         self.jumppadcount = 0;
1245                 }
1246
1247                 v = self.velocity;
1248                 v.z = 0;
1249                 f = vlen(v);
1250                 if(f > 0)
1251                 {
1252                         if (f < self.stat_sv_stopspeed)
1253                                 f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
1254                         else
1255                                 f = 1 - frametime * self.stat_sv_friction;
1256                         if (f > 0)
1257                                 self.velocity = self.velocity * f;
1258                         else
1259                                 self.velocity = '0 0 0';
1260                         /*
1261                            Mathematical analysis time!
1262
1263                            Our goal is to invert this mess.
1264
1265                            For the two cases we get:
1266                                 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1267                                   = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1268                                 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1269                            and
1270                                 v = v0 * (1 - frametime * autocvar_sv_friction)
1271                                 v0 = v / (1 - frametime * autocvar_sv_friction)
1272
1273                            These cases would be chosen ONLY if:
1274                                 v0 < autocvar_sv_stopspeed
1275                                 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1276                                 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1277                            and, respectively:
1278                                 v0 >= autocvar_sv_stopspeed
1279                                 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1280                                 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1281                          */
1282                 }
1283
1284                 // acceleration
1285                 wishdir = normalize(wishvel);
1286                 wishspeed = vlen(wishvel);
1287                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1288                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1289                 if (self.crouch)
1290                         wishspeed = wishspeed * 0.5;
1291                 if (time >= self.teleport_time)
1292                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1293         }
1294         else
1295         {
1296                 float wishspeed0;
1297                 // we get here if we ran out of ammo
1298                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1299                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1300
1301                 if(maxspd_mod < 1)
1302                 {
1303                         maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
1304                         airaccel = self.stat_sv_airaccelerate*maxspd_mod;
1305                 }
1306                 else
1307                 {
1308                         maxairspd = self.stat_sv_maxairspeed;
1309                         airaccel = self.stat_sv_airaccelerate;
1310                 }
1311                 // airborn
1312                 makevectors(self.v_angle.y * '0 1 0');
1313                 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1314                 // acceleration
1315                 wishdir = normalize(wishvel);
1316                 wishspeed = wishspeed0 = vlen(wishvel);
1317                 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1318                         wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1319                 if (wishspeed > maxairspd)
1320                         wishspeed = maxairspd;
1321                 if (self.crouch)
1322                         wishspeed = wishspeed * 0.5;
1323                 if (time >= self.teleport_time)
1324                 {
1325                         float accelerating;
1326                         float wishspeed2;
1327                         float airaccelqw;
1328                         float strafity;
1329
1330                         airaccelqw = self.stat_sv_airaccel_qw;
1331                         accelerating = (self.velocity * wishdir > 0);
1332                         wishspeed2 = wishspeed;
1333
1334                         // CPM
1335                         if(self.stat_sv_airstopaccelerate)
1336                         {
1337                                 vector curdir;
1338                                 curdir = self.velocity;
1339                                 curdir.z = 0;
1340                                 curdir = normalize(curdir);
1341                                 airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1342                         }
1343                         // note that for straight forward jumping:
1344                         // step = accel * frametime * wishspeed0;
1345                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1346                         // -->
1347                         // dv/dt = accel * maxspeed (when slow)
1348                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1349                         // log dv/dt = logaccel + logmaxspeed (when slow)
1350                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1351                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1352                         if(self.stat_sv_maxairstrafespeed)
1353                                 wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
1354                         if(self.stat_sv_airstrafeaccelerate)
1355                                 airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
1356                         if(self.stat_sv_airstrafeaccel_qw)
1357                                 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1358                         // !CPM
1359
1360                         if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
1361                                 PM_AirAccelerate(wishdir, wishspeed);
1362                         else
1363                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, self.stat_sv_airaccel_qw_stretchfactor, self.stat_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1364
1365                         if(self.stat_sv_aircontrol)
1366                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1367                 }
1368         }
1369
1370         if((g_cts || g_race) && !IS_OBSERVER(self))
1371         {
1372                 if(vlen(self.velocity - self.velocity.z * '0 0 1') > speedaward_speed)
1373                 {
1374                         speedaward_speed = vlen(self.velocity - self.velocity.z * '0 0 1');
1375                         speedaward_holder = self.netname;
1376                         speedaward_uid = self.crypto_idfp;
1377                         speedaward_lastupdate = time;
1378                 }
1379                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1380                 {
1381                         string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1382                         race_send_speedaward(MSG_ALL);
1383                         speedaward_lastsent = speedaward_speed;
1384                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1385                         {
1386                                 speedaward_alltimebest = speedaward_speed;
1387                                 speedaward_alltimebest_holder = speedaward_holder;
1388                                 speedaward_alltimebest_uid = speedaward_uid;
1389                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1390                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1391                                 race_send_speedaward_alltimebest(MSG_ALL);
1392                         }
1393                 }
1394         }
1395
1396         // WEAPONTODO
1397         float xyspeed;
1398         xyspeed = vlen('1 0 0' * self.velocity.x + '0 1 0' * self.velocity.y);
1399         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1400         {
1401                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1402                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1403                 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1404                 // add the extra charge
1405                 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1406         }
1407 :end
1408         if(self.flags & FL_ONGROUND)
1409                 self.lastground = time;
1410
1411         // conveyors: then break velocity again
1412         if(self.conveyor.state)
1413                 self.velocity += self.conveyor.movedir;
1414
1415         self.lastflags = self.flags;
1416         self.lastclassname = self.classname;
1417 }