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Clean up some self uses in cheats code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
1 #include "player.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 this, string option)
17 {
18         if(Physics_Valid(this.cvar_cl_physics))
19         {
20                 string s = sprintf("g_physics_%s_%s", this.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_UpdateStats(entity this, float maxspd_mod)
34 {
35         STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
36         STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
37                 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
38                 : 0;
39         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
40         STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
41
42         // old stats
43         // fix some new settings
44         STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
45         STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
46         STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
47         STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
48         STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
49         STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
50         STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
51         STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
52         STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
53         STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
54         STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
55         STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
56         STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
57         STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
58         STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
59         STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
60         STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
61         STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
62         STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
63         STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
64 }
65 #endif
66
67 float IsMoveInDirection(vector mv, float ang) // key mix factor
68 {
69         if (mv_x == 0 && mv_y == 0)
70                 return 0; // avoid division by zero
71         ang -= RAD2DEG * atan2(mv_y, mv_x);
72         ang = remainder(ang, 360) / 45;
73         return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
74 }
75
76 float GeomLerp(float a, float lerp, float b)
77 {
78         return a == 0 ? (lerp < 1 ? 0 : b)
79                 : b == 0 ? (lerp > 0 ? 0 : a)
80                 : a * pow(fabs(b / a), lerp);
81 }
82
83 #define unstick_offsets(X) \
84 /* 1 no nudge (just return the original if this test passes) */ \
85         X(' 0.000  0.000  0.000') \
86 /* 6 simple nudges */ \
87         X(' 0.000  0.000  0.125') X('0.000  0.000 -0.125') \
88         X('-0.125  0.000  0.000') X('0.125  0.000  0.000') \
89         X(' 0.000 -0.125  0.000') X('0.000  0.125  0.000') \
90 /* 4 diagonal flat nudges */ \
91         X('-0.125 -0.125  0.000') X('0.125 -0.125  0.000') \
92         X('-0.125  0.125  0.000') X('0.125  0.125  0.000') \
93 /* 8 diagonal upward nudges */ \
94         X('-0.125  0.000  0.125') X('0.125  0.000  0.125') \
95         X(' 0.000 -0.125  0.125') X('0.000  0.125  0.125') \
96         X('-0.125 -0.125  0.125') X('0.125 -0.125  0.125') \
97         X('-0.125  0.125  0.125') X('0.125  0.125  0.125') \
98 /* 8 diagonal downward nudges */ \
99         X('-0.125  0.000 -0.125') X('0.125  0.000 -0.125') \
100         X(' 0.000 -0.125 -0.125') X('0.000  0.125 -0.125') \
101         X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
102         X('-0.125  0.125 -0.125') X('0.125  0.125 -0.125') \
103 /**/
104
105 void PM_ClientMovement_Unstick(entity this)
106 {
107         #define X(unstick_offset) \
108         { \
109                 vector neworigin = unstick_offset + this.origin; \
110                 tracebox(neworigin, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL), neworigin, MOVE_NORMAL, this); \
111                 if (!trace_startsolid) \
112                 { \
113                         setorigin(this, neworigin); \
114                         return; \
115                 } \
116         }
117         unstick_offsets(X);
118         #undef X
119 }
120
121 void PM_ClientMovement_UpdateStatus(entity this, bool ground)
122 {
123 #ifdef CSQC
124         if(!IS_PLAYER(this))
125                 return;
126         // make sure player is not stuck
127         if(autocvar_cl_movement == 3)
128                 PM_ClientMovement_Unstick(this);
129
130         // set crouched
131         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
132         if(this.hook && !wasfreed(this.hook))
133                 do_crouch = false;
134         if(hud != HUD_NORMAL)
135                 do_crouch = false;
136         if(STAT(FROZEN, this))
137                 do_crouch = false;
138         if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
139                 do_crouch = false;
140
141         if (do_crouch)
142         {
143                 // wants to crouch, this always works
144                 if (!IS_DUCKED(this)) SET_DUCKED(this);
145         }
146         else
147         {
148                 // wants to stand, if currently crouching we need to check for a low ceiling first
149                 if (IS_DUCKED(this))
150                 {
151                         tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
152                         if (!trace_startsolid) UNSET_DUCKED(this);
153                 }
154         }
155
156         // set onground
157         vector origin1 = this.origin + '0 0 1';
158         vector origin2 = this.origin - '0 0 1';
159
160         if (ground && autocvar_cl_movement == 3)
161         {
162                 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
163                 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
164                 {
165                         SET_ONGROUND(this);
166
167                         // this code actually "predicts" an impact; so let's clip velocity first
168                         this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
169                 }
170                 else
171                         UNSET_ONGROUND(this);
172         }
173
174         if(autocvar_cl_movement == 3)
175         {
176                 // set watertype/waterlevel
177                 origin1 = this.origin;
178                 origin1.z += this.mins_z + 1;
179                 this.waterlevel = WATERLEVEL_NONE;
180
181                 int thepoint = pointcontents(origin1);
182
183                 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
184
185                 if (this.watertype)
186                 {
187                         this.waterlevel = WATERLEVEL_WETFEET;
188                         origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
189                         thepoint = pointcontents(origin1);
190                         if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
191                         {
192                                 this.waterlevel = WATERLEVEL_SWIMMING;
193                                 origin1.z = this.origin.z + 22;
194                                 thepoint = pointcontents(origin1);
195                                 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
196                                         this.waterlevel = WATERLEVEL_SUBMERGED;
197                         }
198                 }
199         }
200
201         if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
202                 pmove_waterjumptime = 0;
203 #endif
204 }
205
206 void PM_ClientMovement_Move(entity this)
207 {
208 #ifdef CSQC
209
210         PM_ClientMovement_UpdateStatus(this, false);
211         if(autocvar_cl_movement == 1)
212                 return;
213
214         int bump;
215         float t;
216         float f;
217         vector neworigin;
218         vector currentorigin2;
219         vector neworigin2;
220         vector primalvelocity;
221
222         vector trace1_endpos = '0 0 0';
223         vector trace2_endpos = '0 0 0';
224         vector trace3_endpos = '0 0 0';
225         float trace1_fraction = 0;
226         float trace2_fraction = 0;
227         float trace3_fraction = 0;
228         vector trace1_plane_normal = '0 0 0';
229         vector trace2_plane_normal = '0 0 0';
230         vector trace3_plane_normal = '0 0 0';
231
232         primalvelocity = this.velocity;
233         for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
234         {
235                 neworigin = this.origin + t * this.velocity;
236                 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
237                 trace1_endpos = trace_endpos;
238                 trace1_fraction = trace_fraction;
239                 trace1_plane_normal = trace_plane_normal;
240                 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
241                 {
242                         // may be a step or wall, try stepping up
243                         // first move forward at a higher level
244                         currentorigin2 = this.origin;
245                         currentorigin2_z += PHYS_STEPHEIGHT(this);
246                         neworigin2 = neworigin;
247                         neworigin2_z += PHYS_STEPHEIGHT(this);
248                         tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
249                         trace2_endpos = trace_endpos;
250                         trace2_fraction = trace_fraction;
251                         trace2_plane_normal = trace_plane_normal;
252                         if(!trace_startsolid)
253                         {
254                                 // then move down from there
255                                 currentorigin2 = trace2_endpos;
256                                 neworigin2 = trace2_endpos;
257                                 neworigin2_z = this.origin_z;
258                                 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
259                                 trace3_endpos = trace_endpos;
260                                 trace3_fraction = trace_fraction;
261                                 trace3_plane_normal = trace_plane_normal;
262                                 // accept the new trace if it made some progress
263                                 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
264                                 {
265                                         trace1_endpos = trace2_endpos;
266                                         trace1_fraction = trace2_fraction;
267                                         trace1_plane_normal = trace2_plane_normal;
268                                         trace1_endpos = trace3_endpos;
269                                 }
270                         }
271                 }
272
273                 // check if it moved at all
274                 if(trace1_fraction >= 0.001)
275                         setorigin(this, trace1_endpos);
276
277                 // check if it moved all the way
278                 if(trace1_fraction == 1)
279                         break;
280
281                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
282                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
283                 // this got commented out in a change that supposedly makes the code match QW better
284                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
285                 if(trace1_plane_normal_z > 0.7)
286                         SET_ONGROUND(this);
287
288                 t -= t * trace1_fraction;
289
290                 f = (this.velocity * trace1_plane_normal);
291                 this.velocity = this.velocity + -f * trace1_plane_normal;
292         }
293         if(PHYS_TELEPORT_TIME(this) > 0)
294                 this.velocity = primalvelocity;
295 #endif
296 }
297
298 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
299 {
300         float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
301         if (k <= 0)
302                 return;
303
304         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
305
306         float zspeed = this.velocity_z;
307         this.velocity_z = 0;
308         float xyspeed = vlen(this.velocity);
309         this.velocity = normalize(this.velocity);
310
311         float dot = this.velocity * wishdir;
312
313         if (dot > 0) // we can't change direction while slowing down
314         {
315                 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
316                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
317                 k *= PHYS_AIRCONTROL(this);
318                 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
319         }
320
321         this.velocity = this.velocity * xyspeed;
322         this.velocity_z = zspeed;
323 }
324
325 float AdjustAirAccelQW(float accelqw, float factor)
326 {
327         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
328 }
329
330 // example config for alternate speed clamping:
331 //   sv_airaccel_qw 0.8
332 //   sv_airaccel_sideways_friction 0
333 //   prvm_globalset server speedclamp_mode 1
334 //     (or 2)
335 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
336 {
337         float speedclamp = stretchfactor > 0 ? stretchfactor
338         : accelqw < 0 ? 1 // full clamping, no stretch
339         : -1; // no clamping
340
341         accelqw = fabs(accelqw);
342
343         if (GAMEPLAYFIX_Q2AIRACCELERATE)
344                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
345
346         float vel_straight = this.velocity * wishdir;
347         float vel_z = this.velocity_z;
348         vector vel_xy = vec2(this.velocity);
349         vector vel_perpend = vel_xy - vel_straight * wishdir;
350
351         float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
352
353         float vel_xy_current  = vlen(vel_xy);
354         if (speedlimit)
355                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
356         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
357         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
358         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
359         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
360
361         if (sidefric < 0 && (vel_perpend*vel_perpend))
362                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
363         {
364                 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
365                 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
366                 // assume: themin > 1
367                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
368                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
369                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
370                 // obviously, this cannot be
371                 if (themin <= 0)
372                         vel_perpend *= f;
373                 else
374                 {
375                         themin = sqrt(themin);
376                         vel_perpend *= max(themin, f);
377                 }
378         }
379         else
380                 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
381
382         vel_xy = vel_straight * wishdir + vel_perpend;
383
384         if (speedclamp >= 0)
385         {
386                 float vel_xy_preclamp;
387                 vel_xy_preclamp = vlen(vel_xy);
388                 if (vel_xy_preclamp > 0) // prevent division by zero
389                 {
390                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
391                         if (vel_xy_current < vel_xy_preclamp)
392                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
393                 }
394         }
395
396         this.velocity = vel_xy + vel_z * '0 0 1';
397 }
398
399 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
400 {
401         if (wishspeed == 0)
402                 return;
403
404         vector curvel = this.velocity;
405         curvel_z = 0;
406         float curspeed = vlen(curvel);
407
408         if (wishspeed > curspeed * 1.01)
409                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
410         else
411         {
412                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
413                 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
414         }
415         vector wishvel = wishdir * wishspeed;
416         vector acceldir = wishvel - curvel;
417         float addspeed = vlen(acceldir);
418         acceldir = normalize(acceldir);
419
420         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
421
422         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
423         {
424                 vector curdir = normalize(curvel);
425                 float dot = acceldir * curdir;
426                 if (dot < 0)
427                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
428         }
429
430         this.velocity += accelspeed * acceldir;
431 }
432
433
434 /*
435 =============
436 PlayerJump
437
438 When you press the jump key
439 returns true if handled
440 =============
441 */
442 bool PlayerJump(entity this)
443 {
444         if (PHYS_FROZEN(this))
445                 return true; // no jumping in freezetag when frozen
446
447 #ifdef SVQC
448         if (this.player_blocked)
449                 return true; // no jumping while blocked
450 #endif
451
452         bool doublejump = false;
453         float mjumpheight = PHYS_JUMPVELOCITY(this);
454
455         if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
456                 return true;
457
458         doublejump = player_multijump;
459         mjumpheight = player_jumpheight;
460
461         if (this.waterlevel >= WATERLEVEL_SWIMMING)
462         {
463                 if(this.viewloc)
464                 {
465                         doublejump = true;
466                         mjumpheight *= 0.7;
467                 }
468                 else
469                 {
470                         this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
471                         return true;
472                 }
473         }
474
475         if (!doublejump)
476                 if (!IS_ONGROUND(this))
477                         return IS_JUMP_HELD(this);
478
479         bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
480         if(PHYS_TRACK_CANJUMP(this))
481                 track_jump = true;
482
483         if (track_jump)
484                 if (IS_JUMP_HELD(this))
485                         return true;
486
487         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
488         // velocity bounds.  Final velocity is bound between (jumpheight *
489         // min + jumpheight) and (jumpheight * max + jumpheight);
490
491         if(PHYS_JUMPSPEEDCAP_MIN != "")
492         {
493                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
494
495                 if (this.velocity_z < minjumpspeed)
496                         mjumpheight += minjumpspeed - this.velocity_z;
497         }
498
499         if(PHYS_JUMPSPEEDCAP_MAX != "")
500         {
501                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
502                 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
503
504                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
505                 {
506                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
507
508                         if (this.velocity_z > maxjumpspeed)
509                                 mjumpheight -= this.velocity_z - maxjumpspeed;
510                 }
511         }
512
513         if (!WAS_ONGROUND(this))
514         {
515 #ifdef SVQC
516                 if(autocvar_speedmeter)
517                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
518 #endif
519                 if(this.lastground < time - 0.3)
520                 {
521                         float f = (1 - PHYS_FRICTION_ONLAND(this));
522                         this.velocity_x *= f;
523                         this.velocity_y *= f;
524                 }
525 #ifdef SVQC
526                 if(this.jumppadcount > 1)
527                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
528                 this.jumppadcount = 0;
529 #endif
530         }
531
532         this.velocity_z += mjumpheight;
533
534         UNSET_ONGROUND(this);
535         SET_JUMP_HELD(this);
536
537 #ifdef SVQC
538
539         this.oldvelocity_z = this.velocity_z;
540
541         animdecide_setaction(this, ANIMACTION_JUMP, true);
542
543         if (autocvar_g_jump_grunt)
544                 PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
545 #endif
546         return true;
547 }
548
549 void CheckWaterJump(entity this)
550 {
551 // check for a jump-out-of-water
552         makevectors(this.v_angle);
553         vector start = this.origin;
554         start_z += 8;
555         v_forward_z = 0;
556         normalize(v_forward);
557         vector end = start + v_forward*24;
558         traceline (start, end, true, this);
559         if (trace_fraction < 1)
560         {       // solid at waist
561                 start_z = start_z + this.maxs_z - 8;
562                 end = start + v_forward*24;
563                 this.movedir = trace_plane_normal * -50;
564                 traceline(start, end, true, this);
565                 if (trace_fraction == 1)
566                 {       // open at eye level
567                         this.velocity_z = 225;
568                         this.flags |= FL_WATERJUMP;
569                         SET_JUMP_HELD(this);
570                 #ifdef SVQC
571                         PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
572                 #elif defined(CSQC)
573                         pmove_waterjumptime = 2;
574                 #endif
575                 }
576         }
577 }
578
579
580 #ifdef SVQC
581         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
582 #elif defined(CSQC)
583         float autocvar_cl_jetpack_jump;
584         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
585 #endif
586 .float jetpack_stopped;
587 void CheckPlayerJump(entity this)
588 {
589 #ifdef SVQC
590         float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
591 #endif
592         if (JETPACK_JUMP(this) < 2)
593                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
594
595         if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
596         {
597                 float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
598                 float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
599                 float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
600
601                 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
602                 else if (this.jetpack_stopped) { }
603                 else if (!has_fuel)
604                 {
605 #ifdef SVQC
606                         if (was_flying) // TODO: ran out of fuel message
607                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
608                         else if (activate)
609                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
610 #endif
611                         this.jetpack_stopped = true;
612                         ITEMS_STAT(this) &= ~IT_USING_JETPACK;
613                 }
614                 else if (activate && !PHYS_FROZEN(this))
615                         ITEMS_STAT(this) |= IT_USING_JETPACK;
616         }
617         else
618         {
619                 this.jetpack_stopped = false;
620                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
621         }
622         if (!PHYS_INPUT_BUTTON_JUMP(this))
623                 UNSET_JUMP_HELD(this);
624
625         if (this.waterlevel == WATERLEVEL_SWIMMING)
626                 CheckWaterJump(this);
627 }
628
629 float racecar_angle(float forward, float down)
630 {
631         if (forward < 0)
632         {
633                 forward = -forward;
634                 down = -down;
635         }
636
637         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
638
639         float angle_mult = forward / (800 + forward);
640
641         if (ret > 180)
642                 return ret * angle_mult + 360 * (1 - angle_mult);
643         else
644                 return ret * angle_mult;
645 }
646
647 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
648 .float specialcommand_pos;
649 void SpecialCommand(entity this)
650 {
651 #ifdef SVQC
652         if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
653                 LOG_INFO("A hollow voice says \"Plugh\".\n");
654 #endif
655 }
656
657 bool PM_check_specialcommand(entity this, int buttons)
658 {
659 #ifdef SVQC
660         string c;
661         if (!buttons)
662                 c = "x";
663         else if (buttons == 1)
664                 c = "1";
665         else if (buttons == 2)
666                 c = " ";
667         else if (buttons == 128)
668                 c = "s";
669         else if (buttons == 256)
670                 c = "w";
671         else if (buttons == 512)
672                 c = "a";
673         else if (buttons == 1024)
674                 c = "d";
675         else
676                 c = "?";
677
678         if (c == substring(specialcommand, this.specialcommand_pos, 1))
679         {
680                 this.specialcommand_pos += 1;
681                 if (this.specialcommand_pos >= strlen(specialcommand))
682                 {
683                         this.specialcommand_pos = 0;
684                         SpecialCommand(this);
685                         return true;
686                 }
687         }
688         else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
689                 this.specialcommand_pos = 0;
690 #endif
691         return false;
692 }
693
694 void PM_check_nickspam(entity this)
695 {
696 #ifdef SVQC
697         if (time >= this.nickspamtime)
698                 return;
699         if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
700         {
701                 // slight annoyance for nick change scripts
702                 this.movement = -1 * this.movement;
703                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
704
705                 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
706                 {
707                         this.v_angle_x = random() * 360;
708                         this.v_angle_y = random() * 360;
709                         // at least I'm not forcing retardedview by also assigning to angles_z
710                         this.fixangle = true;
711                 }
712         }
713 #endif
714 }
715
716 void PM_check_punch(entity this)
717 {
718 #ifdef SVQC
719         if (this.punchangle != '0 0 0')
720         {
721                 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
722                 if (f > 0)
723                         this.punchangle = normalize(this.punchangle) * f;
724                 else
725                         this.punchangle = '0 0 0';
726         }
727
728         if (this.punchvector != '0 0 0')
729         {
730                 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
731                 if (f > 0)
732                         this.punchvector = normalize(this.punchvector) * f;
733                 else
734                         this.punchvector = '0 0 0';
735         }
736 #endif
737 }
738
739 // predict frozen movement, as frozen players CAN move in some cases
740 void PM_check_frozen(entity this)
741 {
742         if (!PHYS_FROZEN(this))
743                 return;
744         if (PHYS_DODGING_FROZEN(this)
745 #ifdef SVQC
746         && IS_REAL_CLIENT(this)
747 #endif
748         )
749         {
750                 this.movement_x = bound(-5, this.movement.x, 5);
751                 this.movement_y = bound(-5, this.movement.y, 5);
752                 this.movement_z = bound(-5, this.movement.z, 5);
753         }
754         else
755                 this.movement = '0 0 0';
756
757         vector midpoint = ((this.absmin + this.absmax) * 0.5);
758         if (pointcontents(midpoint) == CONTENT_WATER)
759         {
760                 this.velocity = this.velocity * 0.5;
761
762                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
763                         this.velocity_z = 200;
764         }
765 }
766
767 void PM_check_hitground(entity this)
768 {
769 #ifdef SVQC
770         if (!this.wasFlying) return;
771     this.wasFlying = false;
772     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
773     if (time < this.ladder_time) return;
774     if (this.hook) return;
775     this.nextstep = time + 0.3 + random() * 0.1;
776     trace_dphitq3surfaceflags = 0;
777     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
778     if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
779     entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
780         ? GS_FALL_METAL
781         : GS_FALL;
782     GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
783 #endif
784 }
785
786 void PM_Footsteps(entity this)
787 {
788 #ifdef SVQC
789         if (!g_footsteps) return;
790         if (IS_DUCKED(this)) return;
791         if (time >= this.lastground + 0.2) return;
792         if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
793         if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
794         {
795                 this.nextstep = time + 0.3 + random() * 0.1;
796                 trace_dphitq3surfaceflags = 0;
797                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
798                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
799                 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
800                         ? GS_STEP_METAL
801                         : GS_STEP;
802                 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
803         }
804 #endif
805 }
806
807 void PM_check_blocked(entity this)
808 {
809 #ifdef SVQC
810         if (!this.player_blocked)
811                 return;
812         this.movement = '0 0 0';
813         this.disableclientprediction = 1;
814 #endif
815 }
816
817 void PM_fly(entity this, float maxspd_mod)
818 {
819         // noclipping or flying
820         UNSET_ONGROUND(this);
821
822         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
823         makevectors(this.v_angle);
824         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
825         vector wishvel = v_forward * this.movement.x
826                                         + v_right * this.movement.y
827                                         + '0 0 1' * this.movement.z;
828         // acceleration
829         vector wishdir = normalize(wishvel);
830         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
831 #ifdef SVQC
832         if(time >= PHYS_TELEPORT_TIME(this))
833 #endif
834                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
835         PM_ClientMovement_Move(this);
836 }
837
838 void PM_swim(entity this, float maxspd_mod)
839 {
840         // swimming
841         UNSET_ONGROUND(this);
842
843         float jump = PHYS_INPUT_BUTTON_JUMP(this);
844         // water jump only in certain situations
845         // this mimics quakeworld code
846         if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
847         {
848                 vector yawangles = '0 1 0' * this.v_angle.y;
849                 makevectors(yawangles);
850                 vector forward = v_forward;
851                 vector spot = this.origin + 24 * forward;
852                 spot_z += 8;
853                 traceline(spot, spot, MOVE_NOMONSTERS, this);
854                 if (trace_startsolid)
855                 {
856                         spot_z += 24;
857                         traceline(spot, spot, MOVE_NOMONSTERS, this);
858                         if (!trace_startsolid)
859                         {
860                                 this.velocity = forward * 50;
861                                 this.velocity_z = 310;
862                         #ifdef CSQC
863                                 pmove_waterjumptime = 2;
864                         #endif
865                                 UNSET_ONGROUND(this);
866                                 SET_JUMP_HELD(this);
867                         }
868                 }
869         }
870         makevectors(this.v_angle);
871         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
872         vector wishvel = v_forward * this.movement.x
873                                         + v_right * this.movement.y
874                                         + '0 0 1' * this.movement.z;
875         if(this.viewloc)
876                 wishvel.z = -160; // drift anyway
877         else if (wishvel == '0 0 0')
878                 wishvel = '0 0 -60'; // drift towards bottom
879
880
881         vector wishdir = normalize(wishvel);
882         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
883
884         if (IS_DUCKED(this))
885         wishspeed *= 0.5;
886
887 //      if (pmove_waterjumptime <= 0) // TODO: use
888     {
889                 // water friction
890                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
891                 f = min(max(0, f), 1);
892                 this.velocity *= f;
893
894                 f = wishspeed - this.velocity * wishdir;
895                 if (f > 0)
896                 {
897                         float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
898                         this.velocity += accelspeed * wishdir;
899                 }
900
901                 // holding jump button swims upward slowly
902                 if (jump && !this.viewloc)
903                 {
904 #if 0
905                         if (this.watertype & CONTENT_LAVA)
906                                 this.velocity_z =  50;
907                         else if (this.watertype & CONTENT_SLIME)
908                                 this.velocity_z =  80;
909                         else
910                         {
911                                 if (IS_NEXUIZ_DERIVED(gamemode))
912 #endif
913                                         this.velocity_z = 200;
914 #if 0
915                                 else
916                                         this.velocity_z = 100;
917                         }
918 #endif
919                 }
920         }
921         if(this.viewloc)
922         {
923                 const float addspeed = wishspeed - this.velocity * wishdir;
924                 if (addspeed > 0)
925                 {
926                         const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
927                         this.velocity += accelspeed * wishdir;
928                 }
929         }
930         else
931         {
932                 // water acceleration
933                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
934                 PM_ClientMovement_Move(this);
935         }
936 }
937
938 .vector oldmovement;
939 void PM_ladder(entity this, float maxspd_mod)
940 {
941         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
942         UNSET_ONGROUND(this);
943
944         float g;
945         g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
946         if (PHYS_ENTGRAVITY(this))
947                 g *= PHYS_ENTGRAVITY(this);
948         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
949         {
950                 g *= 0.5;
951                 this.velocity_z += g;
952         }
953
954         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
955         makevectors(this.v_angle);
956         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
957         vector wishvel = v_forward * this.movement_x
958                                         + v_right * this.movement_y
959                                         + '0 0 1' * this.movement_z;
960         if(this.viewloc)
961                 wishvel.z = this.oldmovement.x;
962         this.velocity_z += g;
963         if (this.ladder_entity.classname == "func_water")
964         {
965                 float f = vlen(wishvel);
966                 if (f > this.ladder_entity.speed)
967                         wishvel *= (this.ladder_entity.speed / f);
968
969                 this.watertype = this.ladder_entity.skin;
970                 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
971                 if ((this.origin_z + this.view_ofs_z) < f)
972                         this.waterlevel = WATERLEVEL_SUBMERGED;
973                 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
974                         this.waterlevel = WATERLEVEL_SWIMMING;
975                 else if ((this.origin_z + this.mins_z + 1) < f)
976                         this.waterlevel = WATERLEVEL_WETFEET;
977                 else
978                 {
979                         this.waterlevel = WATERLEVEL_NONE;
980                         this.watertype = CONTENT_EMPTY;
981                 }
982         }
983         // acceleration
984         vector wishdir = normalize(wishvel);
985         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
986         if(time >= PHYS_TELEPORT_TIME(this))
987                 // water acceleration
988                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
989         PM_ClientMovement_Move(this);
990 }
991
992 void PM_jetpack(entity this, float maxspd_mod)
993 {
994         //makevectors(this.v_angle.y * '0 1 0');
995         makevectors(this.v_angle);
996         vector wishvel = v_forward * this.movement_x
997                                         + v_right * this.movement_y;
998         // add remaining speed as Z component
999         float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
1000         // fix speedhacks :P
1001         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1002         // add the unused velocity as up component
1003         wishvel_z = 0;
1004
1005         // if (PHYS_INPUT_BUTTON_JUMP(this))
1006                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1007
1008         // it is now normalized, so...
1009         float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
1010         float a_up = PHYS_JETPACK_ACCEL_UP(this);
1011         float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
1012
1013         wishvel_x *= a_side;
1014         wishvel_y *= a_side;
1015         wishvel_z *= a_up;
1016         wishvel_z += a_add;
1017
1018         float best = 0;
1019         //////////////////////////////////////////////////////////////////////////////////////
1020         // finding the maximum over all vectors of above form
1021         // with wishvel having an absolute value of 1
1022         //////////////////////////////////////////////////////////////////////////////////////
1023         // we're finding the maximum over
1024         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1025         // for z in the range from -1 to 1
1026         //////////////////////////////////////////////////////////////////////////////////////
1027         // maximum is EITHER attained at the single extreme point:
1028         float a_diff = a_side * a_side - a_up * a_up;
1029         float f;
1030         if (a_diff != 0)
1031         {
1032                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1033                 if (f > -1 && f < 1) // can it be attained?
1034                 {
1035                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1036                         //print("middle\n");
1037                 }
1038         }
1039         // OR attained at z = 1:
1040         f = (a_up + a_add) * (a_up + a_add);
1041         if (f > best)
1042         {
1043                 best = f;
1044                 //print("top\n");
1045         }
1046         // OR attained at z = -1:
1047         f = (a_up - a_add) * (a_up - a_add);
1048         if (f > best)
1049         {
1050                 best = f;
1051                 //print("bottom\n");
1052         }
1053         best = sqrt(best);
1054         //////////////////////////////////////////////////////////////////////////////////////
1055
1056         //print("best possible acceleration: ", ftos(best), "\n");
1057
1058         float fxy, fz;
1059         fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
1060         if (wishvel_z - PHYS_GRAVITY(this) > 0)
1061                 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1062         else
1063                 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1064
1065         float fvel;
1066         fvel = vlen(wishvel);
1067         wishvel_x *= fxy;
1068         wishvel_y *= fxy;
1069         wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1070
1071         fvel = min(1, vlen(wishvel) / best);
1072         if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1073                 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
1074         else
1075                 f = 1;
1076
1077         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1078
1079         if (f > 0 && wishvel != '0 0 0')
1080         {
1081                 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1082                 UNSET_ONGROUND(this);
1083
1084 #ifdef SVQC
1085                 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1086                         this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
1087
1088                 ITEMS_STAT(this) |= IT_USING_JETPACK;
1089
1090                 // jetpack also inhibits health regeneration, but only for 1 second
1091                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1092 #endif
1093         }
1094
1095 #ifdef CSQC
1096         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1097         if(autocvar_cl_movement == 3)
1098         {
1099                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1100                         this.velocity_z -= g * 0.5;
1101                 else
1102                         this.velocity_z -= g;
1103         }
1104         PM_ClientMovement_Move(this);
1105         if(autocvar_cl_movement == 3)
1106         {
1107                 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1108                         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1109                                 this.velocity_z -= g * 0.5;
1110         }
1111 #endif
1112 }
1113
1114 void PM_walk(entity this, float maxspd_mod)
1115 {
1116         if (!WAS_ONGROUND(this))
1117         {
1118 #ifdef SVQC
1119                 if (autocvar_speedmeter)
1120                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1121 #endif
1122                 if (this.lastground < time - 0.3)
1123                         this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
1124 #ifdef SVQC
1125                 if (this.jumppadcount > 1)
1126                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1127                 this.jumppadcount = 0;
1128 #endif
1129         }
1130
1131         // walking
1132         makevectors(this.v_angle.y * '0 1 0');
1133         const vector wishvel = v_forward * this.movement.x
1134                                                 + v_right * this.movement.y;
1135         // acceleration
1136         const vector wishdir = normalize(wishvel);
1137         float wishspeed = vlen(wishvel);
1138         wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1139         if (IS_DUCKED(this)) wishspeed *= 0.5;
1140
1141         // apply edge friction
1142         const float f2 = vlen2(vec2(this.velocity));
1143         if (f2 > 0)
1144         {
1145                 trace_dphitq3surfaceflags = 0;
1146                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1147                 // TODO: apply edge friction
1148                 // apply ground friction
1149                 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1150                         ? PHYS_FRICTION_SLICK(this)
1151                         : PHYS_FRICTION(this);
1152
1153                 float f = sqrt(f2);
1154                 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1155                 f = max(0, f);
1156                 this.velocity *= f;
1157                 /*
1158                    Mathematical analysis time!
1159
1160                    Our goal is to invert this mess.
1161
1162                    For the two cases we get:
1163                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1164                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1165                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1166                    and
1167                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1168                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1169
1170                    These cases would be chosen ONLY if:
1171                         v0 < PHYS_STOPSPEED(this)
1172                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1173                         v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1174                    and, respectively:
1175                         v0 >= PHYS_STOPSPEED(this)
1176                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1177                         v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1178                  */
1179         }
1180         const float addspeed = wishspeed - this.velocity * wishdir;
1181         if (addspeed > 0)
1182         {
1183                 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1184                 this.velocity += accelspeed * wishdir;
1185         }
1186 #ifdef CSQC
1187         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1188         if(autocvar_cl_movement == 3)
1189         {
1190                 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1191                         this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1192         }
1193         if (vdist(this.velocity, >, 0))
1194                 PM_ClientMovement_Move(this);
1195         if(autocvar_cl_movement == 3)
1196         {
1197                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1198                         if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1199                                 this.velocity_z -= g * 0.5;
1200         }
1201 #endif
1202 }
1203
1204 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1205 {
1206         makevectors(this.v_angle.y * '0 1 0');
1207         vector wishvel = v_forward * this.movement.x
1208                                         + v_right * this.movement.y;
1209         // acceleration
1210         vector wishdir = normalize(wishvel);
1211         float wishspeed = vlen(wishvel);
1212
1213 #ifdef SVQC
1214         if(time >= PHYS_TELEPORT_TIME(this))
1215 #elif defined(CSQC)
1216         if(pmove_waterjumptime <= 0)
1217 #endif
1218         {
1219                 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1220
1221                 // apply air speed limit
1222                 float airaccelqw = PHYS_AIRACCEL_QW(this);
1223                 float wishspeed0 = wishspeed;
1224                 wishspeed = min(wishspeed, maxairspd);
1225                 if (IS_DUCKED(this))
1226                         wishspeed *= 0.5;
1227                 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1228
1229                 float accelerating = (this.velocity * wishdir > 0);
1230                 float wishspeed2 = wishspeed;
1231
1232                 // CPM: air control
1233                 if (PHYS_AIRSTOPACCELERATE(this))
1234                 {
1235                         vector curdir = normalize(vec2(this.velocity));
1236                         airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1237                 }
1238                 // note that for straight forward jumping:
1239                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1240                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1241                 // -->
1242                 // dv/dt = accel * maxspeed (when slow)
1243                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1244                 // log dv/dt = logaccel + logmaxspeed (when slow)
1245                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1246                 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1247                 if (PHYS_MAXAIRSTRAFESPEED(this))
1248                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1249                 if (PHYS_AIRSTRAFEACCELERATE(this))
1250                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1251                 if (PHYS_AIRSTRAFEACCEL_QW(this))
1252                         airaccelqw =
1253                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1254                 *
1255                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1256                 // !CPM
1257
1258                 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1259                         PM_AirAccelerate(this, wishdir, wishspeed2);
1260                 else {
1261                     float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
1262                         PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
1263         }
1264
1265                 if (PHYS_AIRCONTROL(this))
1266                         CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1267         }
1268 #ifdef CSQC
1269         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1270         if(autocvar_cl_movement == 3)
1271         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1272                 this.velocity_z -= g * 0.5;
1273         else
1274                 this.velocity_z -= g;
1275 #endif
1276         PM_ClientMovement_Move(this);
1277 #ifdef CSQC
1278         if(autocvar_cl_movement == 3)
1279         if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1280                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1281                         this.velocity_z -= g * 0.5;
1282 #endif
1283 }
1284
1285 // used for calculating airshots
1286 bool IsFlying(entity this)
1287 {
1288         if(IS_ONGROUND(this))
1289                 return false;
1290         if(this.waterlevel >= WATERLEVEL_SWIMMING)
1291                 return false;
1292         traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1293         if(trace_fraction < 1)
1294                 return false;
1295         return true;
1296 }
1297
1298 void PM_Main(entity this)
1299 {
1300         int buttons = PHYS_INPUT_BUTTON_MASK(this);
1301 #ifdef CSQC
1302         this.items = STAT(ITEMS);
1303
1304         this.movement = PHYS_INPUT_MOVEVALUES(this);
1305
1306         this.spectatorspeed = STAT(SPECTATORSPEED);
1307
1308         this.team = myteam + 1; // is this correct?
1309         if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1310                 UNSET_JUMP_HELD(this); // canjump = true
1311         pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1312
1313         PM_ClientMovement_UpdateStatus(this, true);
1314 #endif
1315
1316         this.oldmovement = this.movement;
1317
1318
1319 #ifdef SVQC
1320         WarpZone_PlayerPhysics_FixVAngle(this);
1321 #endif
1322         float maxspeed_mod = 1;
1323         maxspeed_mod *= PHYS_HIGHSPEED(this);
1324
1325 #ifdef SVQC
1326         Physics_UpdateStats(this, maxspeed_mod);
1327
1328         if (this.PlayerPhysplug)
1329                 if (this.PlayerPhysplug(this))
1330                         return;
1331 #endif
1332
1333 #ifdef SVQC
1334         anticheat_physics(this);
1335 #endif
1336
1337         if (PM_check_specialcommand(this, buttons))
1338                 return;
1339 #ifdef SVQC
1340         if (sv_maxidle > 0)
1341         {
1342                 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1343                         this.parm_idlesince = time;
1344         }
1345 #endif
1346         int buttons_prev = this.buttons_old;
1347         this.buttons_old = buttons;
1348         this.movement_old = this.movement;
1349         this.v_angle_old = this.v_angle;
1350
1351         PM_check_nickspam(this);
1352
1353         PM_check_punch(this);
1354 #ifdef SVQC
1355         if (IS_BOT_CLIENT(this))
1356         {
1357                 if (playerdemo_read(this))
1358                         return;
1359                 bot_think(this);
1360         }
1361 #endif
1362
1363 #ifdef SVQC
1364         if (IS_PLAYER(this))
1365         {
1366                 const bool allowed_to_move = (time >= game_starttime);
1367                 if (!allowed_to_move)
1368                 {
1369                         this.velocity = '0 0 0';
1370                         this.movetype = MOVETYPE_NONE;
1371                         this.disableclientprediction = 2;
1372                 }
1373                 else if (this.disableclientprediction == 2)
1374                 {
1375                         if (this.movetype == MOVETYPE_NONE)
1376                                 this.movetype = MOVETYPE_WALK;
1377                         this.disableclientprediction = 0;
1378                 }
1379         }
1380 #endif
1381
1382 #ifdef SVQC
1383         if (this.movetype == MOVETYPE_NONE)
1384                 return;
1385
1386         // when we get here, disableclientprediction cannot be 2
1387         this.disableclientprediction = 0;
1388 #endif
1389
1390         viewloc_PlayerPhysics(this);
1391
1392         PM_check_frozen(this);
1393
1394         PM_check_blocked(this);
1395
1396         maxspeed_mod = 1;
1397
1398         if (this.in_swamp)
1399                 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1400
1401         // conveyors: first fix velocity
1402         if (this.conveyor.state)
1403                 this.velocity -= this.conveyor.movedir;
1404
1405         MUTATOR_CALLHOOK(PlayerPhysics, this);
1406
1407         if (!IS_PLAYER(this))
1408         {
1409 #ifdef SVQC
1410                 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1411                 if (!this.spectatorspeed)
1412                         this.spectatorspeed = maxspeed_mod;
1413                 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1414                 {
1415                         if (this.lastclassname != STR_PLAYER)
1416                         {
1417                                 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1418                                         this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1419                                 else if (this.impulse == 11)
1420                                         this.spectatorspeed = maxspeed_mod;
1421                                 else if (this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1422                                         this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1423                                 else if (this.impulse >= 1 && this.impulse <= 9)
1424                                         this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1425                         } // otherwise just clear
1426                         this.impulse = 0;
1427                 }
1428 #endif
1429                 maxspeed_mod = this.spectatorspeed;
1430         }
1431 #ifdef SVQC
1432
1433         float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1434         if(this.speed != spd)
1435         {
1436                 this.speed = spd;
1437                 string temps = ftos(spd);
1438                 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1439                 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1440                 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1441                 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1442         }
1443
1444         if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
1445         {
1446                 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
1447                 stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1448         }
1449         if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
1450         {
1451                 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
1452                 stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1453         }
1454 #endif
1455
1456         if(IS_DEAD(this))
1457         {
1458                 // handle water here
1459                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1460                 if(pointcontents(midpoint) == CONTENT_WATER)
1461                 {
1462                         this.velocity = this.velocity * 0.5;
1463
1464                         // do we want this?
1465                         //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1466                                 //{ this.velocity_z = 70; }
1467                 }
1468                 goto end;
1469         }
1470
1471 #ifdef SVQC
1472         if (!this.fixangle)
1473                 this.angles = '0 1 0' * this.v_angle.y;
1474 #endif
1475
1476         if (IS_PLAYER(this) && IS_ONGROUND(this))
1477         {
1478                 PM_check_hitground(this);
1479                 PM_Footsteps(this);
1480         }
1481
1482 #ifdef SVQC
1483         if(IsFlying(this))
1484                 this.wasFlying = 1;
1485 #endif
1486
1487         if (IS_PLAYER(this))
1488                 CheckPlayerJump(this);
1489
1490         if (this.flags & FL_WATERJUMP)
1491         {
1492                 this.velocity_x = this.movedir.x;
1493                 this.velocity_y = this.movedir.y;
1494                 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
1495                 #ifdef CSQC
1496                         || pmove_waterjumptime <= 0
1497                 #endif
1498                         )
1499                 {
1500                         this.flags &= ~FL_WATERJUMP;
1501                         PHYS_TELEPORT_TIME(this) = 0;
1502                 #ifdef CSQC
1503                         pmove_waterjumptime = 0;
1504                 #endif
1505                 }
1506         }
1507
1508         else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1509                 { }
1510
1511 #ifdef SVQC
1512         else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1513 #elif defined(CSQC)
1514         else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1515 #endif
1516                 PM_fly(this, maxspeed_mod);
1517
1518         else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1519                 PM_swim(this, maxspeed_mod);
1520
1521         else if (time < this.ladder_time)
1522                 PM_ladder(this, maxspeed_mod);
1523
1524         else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1525                 PM_jetpack(this, maxspeed_mod);
1526
1527         else if (IS_ONGROUND(this))
1528                 PM_walk(this, maxspeed_mod);
1529
1530         else
1531                 PM_air(this, buttons_prev, maxspeed_mod);
1532
1533 LABEL(end)
1534         if (IS_ONGROUND(this))
1535                 this.lastground = time;
1536
1537         // conveyors: then break velocity again
1538         if(this.conveyor.state)
1539                 this.velocity += this.conveyor.movedir;
1540
1541         this.lastflags = this.flags;
1542
1543         this.lastclassname = this.classname;
1544 }
1545
1546 #if defined(SVQC)
1547 void SV_PlayerPhysics()
1548 #elif defined(CSQC)
1549 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
1550 #endif
1551 {
1552 #ifdef SVQC
1553         SELFPARAM();
1554 #endif
1555         PM_Main(this);
1556 }