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Factor out animation decisions and gameplay
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 .float ladder_time;
5 .entity ladder_entity;
6 .float gravity;
7 .float swamp_slowdown;
8 .float lastflags;
9 .float lastground;
10 .float wasFlying;
11 .float spectatorspeed;
12
13 .float multijump_count;
14 .float multijump_ready;
15 .float prevjumpbutton;
16
17 /*
18 =============
19 PlayerJump
20
21 When you press the jump key
22 =============
23 */
24 void PlayerJump (void)
25 {
26         if(self.freezetag_frozen)
27                 return; // no jumping in freezetag when frozen
28
29         float mjumpheight;
30         float doublejump;
31
32         doublejump = FALSE;
33         if (autocvar_sv_doublejump)
34         {
35                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
36                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
37                 {
38                         doublejump = TRUE;
39
40                         // we MUST clip velocity here!
41                         float f;
42                         f = self.velocity * trace_plane_normal;
43                         if(f < 0)
44                                 self.velocity -= f * trace_plane_normal;
45                 }
46         }
47
48         mjumpheight = autocvar_sv_jumpvelocity;
49         if (self.waterlevel >= WATERLEVEL_SWIMMING)
50         {
51                 if (self.watertype == CONTENT_WATER)
52                         self.velocity_z = 200;
53                 else if (self.watertype == CONTENT_SLIME)
54                         self.velocity_z = 80;
55                 else
56                         self.velocity_z = 50;
57
58                 return;
59         }
60
61         if (autocvar_g_multijump)
62         {
63                 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
64                         self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
65                 else
66                         self.multijump_ready = FALSE;
67         }
68
69         if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
70         {
71                 // doublejump = FALSE; // checked above in the if
72                 if (autocvar_g_multijump)
73                 {
74                         if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
75                         {
76                                 if (self.velocity_z < mjumpheight)
77                                 {
78                                         doublejump = TRUE;
79                                         self.velocity_z = 0;
80                                 }
81                         }
82                         else
83                                 doublejump = TRUE;
84
85                         if(doublejump)
86                         {
87                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
88                                 {
89                                         float curspeed;
90                                         vector wishvel, wishdir;
91
92                                         curspeed = max(
93                                                 vlen(vec2(self.velocity)), // current xy speed
94                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
95                                         );
96                                         makevectors(self.v_angle_y * '0 1 0');
97                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
98                                         wishdir = normalize(wishvel);
99
100                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
101                                         self.velocity_y = wishdir_y * curspeed;
102                                         // keep velocity_z unchanged!
103                                 }
104                                 if (autocvar_g_multijump > 0)
105                                         self.multijump_count += 1;
106                         }
107                 }
108                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
109         }
110
111         if (!doublejump)
112                 if (!(self.flags & FL_ONGROUND))
113                         return;
114
115         if(self.cvar_cl_movement_track_canjump)
116                 if (!(self.flags & FL_JUMPRELEASED))
117                         return;
118
119         if(self.health <= g_bloodloss)
120                 return;
121
122         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
123         // velocity bounds.  Final velocity is bound between (jumpheight *
124         // min + jumpheight) and (jumpheight * max + jumpheight);
125
126         if(autocvar_sv_jumpspeedcap_min != "")
127         {
128                 float minjumpspeed;
129
130                 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
131
132                 if (self.velocity_z < minjumpspeed)
133                         mjumpheight += minjumpspeed - self.velocity_z;
134         }
135
136         if(autocvar_sv_jumpspeedcap_max != "")
137         {
138                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
139                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
140
141                 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
142                 {
143                         float maxjumpspeed;
144
145                         maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
146
147                         if (self.velocity_z > maxjumpspeed)
148                                 mjumpheight -= self.velocity_z - maxjumpspeed;
149                 }
150         }
151
152         if(!(self.lastflags & FL_ONGROUND))
153         {
154                 if(autocvar_speedmeter)
155                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
156                 if(self.lastground < time - 0.3)
157                 {
158                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
159                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
160                 }
161                 if(self.jumppadcount > 1)
162                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
163                 self.jumppadcount = 0;
164         }
165
166         self.velocity_z = self.velocity_z + mjumpheight;
167         self.oldvelocity_z = self.velocity_z;
168
169         self.flags &~= FL_ONGROUND;
170         self.flags &~= FL_JUMPRELEASED;
171
172         animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
173
174         if(g_jump_grunt)
175                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
176
177         self.restart_jump = -1; // restart jump anim next time
178         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
179 }
180 void CheckWaterJump()
181 {
182         vector start, end;
183
184 // check for a jump-out-of-water
185         makevectors (self.angles);
186         start = self.origin;
187         start_z = start_z + 8;
188         v_forward_z = 0;
189         normalize(v_forward);
190         end = start + v_forward*24;
191         traceline (start, end, TRUE, self);
192         if (trace_fraction < 1)
193         {       // solid at waist
194                 start_z = start_z + self.maxs_z - 8;
195                 end = start + v_forward*24;
196                 self.movedir = trace_plane_normal * -50;
197                 traceline (start, end, TRUE, self);
198                 if (trace_fraction == 1)
199                 {       // open at eye level
200                         self.flags |= FL_WATERJUMP;
201                         self.velocity_z = 225;
202                         self.flags &~= FL_JUMPRELEASED;
203                         self.teleport_time = time + 2;  // safety net
204                         return;
205                 }
206         }
207 }
208 void CheckPlayerJump()
209 {
210         if(self.flags & FL_ONGROUND)
211         {
212                 if (autocvar_g_multijump > 0)
213                         self.multijump_count = 0;
214                 else
215                         self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
216         }
217
218         if (self.BUTTON_JUMP)
219                 PlayerJump ();
220         else
221                 self.flags |= FL_JUMPRELEASED;
222
223         if (self.waterlevel == WATERLEVEL_SWIMMING)
224                 CheckWaterJump ();
225         self.prevjumpbutton = self.BUTTON_JUMP;
226 }
227
228 float racecar_angle(float forward, float down)
229 {
230         float ret, angle_mult;
231
232         if(forward < 0)
233         {
234                 forward = -forward;
235                 down = -down;
236         }
237
238         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
239
240         angle_mult = forward / (800 + forward);
241
242         if(ret > 180)
243                 return ret * angle_mult + 360 * (1 - angle_mult);
244         else
245                 return ret * angle_mult;
246 }
247
248 void RaceCarPhysics()
249 {
250         // using this move type for "big rigs"
251         // the engine does not push the entity!
252
253         float accel, steer, f, myspeed, steerfactor;
254         vector angles_save, rigvel;
255
256         angles_save = self.angles;
257         accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
258         steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
259
260         if(g_bugrigs_reverse_speeding)
261         {
262                 if(accel < 0)
263                 {
264                         // back accel is DIGITAL
265                         // to prevent speedhack
266                         if(accel < -0.5)
267                                 accel = -1;
268                         else
269                                 accel = 0;
270                 }
271         }
272
273         self.angles_x = 0;
274         self.angles_z = 0;
275         makevectors(self.angles); // new forward direction!
276
277         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
278         {
279                 float upspeed, accelfactor;
280
281                 myspeed = self.velocity * v_forward;
282                 upspeed = self.velocity * v_up;
283
284                 // responsiveness factor for steering and acceleration
285                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
286                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
287
288                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
289                         steerfactor = -myspeed * g_bugrigs_steer;
290                 else
291                         steerfactor = -myspeed * f * g_bugrigs_steer;
292
293                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
294                         accelfactor = g_bugrigs_accel;
295                 else
296                         accelfactor = f * g_bugrigs_accel;
297                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
298
299                 if(accel < 0)
300                 {
301                         if(myspeed > 0)
302                         {
303                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
304                         }
305                         else
306                         {
307                                 if(!g_bugrigs_reverse_speeding)
308                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
309                         }
310                 }
311                 else
312                 {
313                         if(myspeed >= 0)
314                         {
315                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
316                         }
317                         else
318                         {
319                                 if(g_bugrigs_reverse_stopping)
320                                         myspeed = 0;
321                                 else
322                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
323                         }
324                 }
325                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
326                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
327
328                 self.angles_y += steer * frametime * steerfactor; // apply steering
329                 makevectors(self.angles); // new forward direction!
330
331                 myspeed += accel * accelfactor * frametime;
332
333                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
334         }
335         else
336         {
337                 myspeed = vlen(self.velocity);
338
339                 // responsiveness factor for steering and acceleration
340                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
341                 steerfactor = -myspeed * f;
342                 self.angles_y += steer * frametime * steerfactor; // apply steering
343
344                 rigvel = self.velocity;
345                 makevectors(self.angles); // new forward direction!
346         }
347
348         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
349         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
350         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
351         //MAXIMA: solve(total_acceleration(v) = 0, v);
352
353         if(g_bugrigs_planar_movement)
354         {
355                 vector rigvel_xy, neworigin, up;
356                 float mt;
357
358                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
359                 rigvel_xy = vec2(rigvel);
360
361                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
362                         mt = MOVE_NORMAL;
363                 else
364                         mt = MOVE_NOMONSTERS;
365
366                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
367                 up = trace_endpos - self.origin;
368
369                 // BUG RIGS: align the move to the surface instead of doing collision testing
370                 // can we move?
371                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
372
373                 // align to surface
374                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
375
376                 if(trace_fraction < 0.5)
377                 {
378                         trace_fraction = 1;
379                         neworigin = self.origin;
380                 }
381                 else
382                         neworigin = trace_endpos;
383
384                 if(trace_fraction < 1)
385                 {
386                         // now set angles_x so that the car points parallel to the surface
387                         self.angles = vectoangles(
388                                         '1 0 0' * v_forward_x * trace_plane_normal_z
389                                         +
390                                         '0 1 0' * v_forward_y * trace_plane_normal_z
391                                         +
392                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
393                                         );
394                         self.flags |= FL_ONGROUND;
395                 }
396                 else
397                 {
398                         // now set angles_x so that the car points forward, but is tilted in velocity direction
399                         self.flags &~= FL_ONGROUND;
400                 }
401
402                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
403                 self.movetype = MOVETYPE_NOCLIP;
404         }
405         else
406         {
407                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
408                 self.velocity = rigvel;
409                 self.movetype = MOVETYPE_FLY;
410         }
411
412         trace_fraction = 1;
413         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
414         if(trace_fraction != 1)
415         {
416                 self.angles = vectoangles2(
417                                 '1 0 0' * v_forward_x * trace_plane_normal_z
418                                 +
419                                 '0 1 0' * v_forward_y * trace_plane_normal_z
420                                 +
421                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
422                                 trace_plane_normal
423                                 );
424         }
425         else
426         {
427                 vector vel_local;
428
429                 vel_local_x = v_forward * self.velocity;
430                 vel_local_y = v_right * self.velocity;
431                 vel_local_z = v_up * self.velocity;
432
433                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
434                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
435         }
436
437         // smooth the angles
438         vector vf1, vu1, smoothangles;
439         makevectors(self.angles);
440         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
441         if(f == 0)
442                 f = 1;
443         vf1 = v_forward * f;
444         vu1 = v_up * f;
445         makevectors(angles_save);
446         vf1 = vf1 + v_forward * (1 - f);
447         vu1 = vu1 + v_up * (1 - f);
448         smoothangles = vectoangles2(vf1, vu1);
449         self.angles_x = -smoothangles_x;
450         self.angles_z =  smoothangles_z;
451 }
452
453 float IsMoveInDirection(vector mv, float angle) // key mix factor
454 {
455         if(mv_x == 0 && mv_y == 0)
456                 return 0; // avoid division by zero
457         angle -= RAD2DEG * atan2(mv_y, mv_x);
458         angle = remainder(angle, 360) / 45;
459         if(angle >  1)
460                 return 0;
461         if(angle < -1)
462                 return 0;
463         return 1 - fabs(angle);
464 }
465
466 float GeomLerp(float a, float lerp, float b)
467 {
468         if(a == 0)
469         {
470                 if(lerp < 1)
471                         return 0;
472                 else
473                         return b;
474         }
475         if(b == 0)
476         {
477                 if(lerp > 0)
478                         return 0;
479                 else
480                         return a;
481         }
482         return a * pow(fabs(b / a), lerp);
483 }
484
485 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
486 {
487         float zspeed, xyspeed, dot, k;
488
489 #if 0
490         // this doesn't play well with analog input
491         if(self.movement_x == 0 || self.movement_y != 0)
492                 return; // can't control movement if not moving forward or backward
493         k = 32;
494 #else
495         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
496         if(k <= 0)
497                 return;
498 #endif
499
500         k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
501
502         zspeed = self.velocity_z;
503         self.velocity_z = 0;
504         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
505
506         dot = self.velocity * wishdir;
507
508         if(dot > 0) // we can't change direction while slowing down
509         {
510                 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
511                 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
512                 k *= autocvar_sv_aircontrol;
513                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
514         }
515
516         self.velocity = self.velocity * xyspeed;
517         self.velocity_z = zspeed;
518 }
519
520 float AdjustAirAccelQW(float accelqw, float factor)
521 {
522         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
523 }
524
525 // example config for alternate speed clamping:
526 //   sv_airaccel_qw 0.8
527 //   sv_airaccel_sideways_friction 0
528 //   prvm_globalset server speedclamp_mode 1
529 //     (or 2)
530 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
531 {
532         float vel_straight;
533         float vel_z;
534         vector vel_perpend;
535         float step;
536
537         vector vel_xy;
538         float vel_xy_current;
539         float vel_xy_backward, vel_xy_forward;
540         float speedclamp;
541
542         if(stretchfactor > 0)
543                 speedclamp = stretchfactor;
544         else if(accelqw < 0)
545                 speedclamp = 1; // full clamping, no stretch
546         else
547                 speedclamp = -1; // no clamping
548
549         if(accelqw < 0)
550                 accelqw = -accelqw;
551
552         if(autocvar_sv_gameplayfix_q2airaccelerate)
553                 wishspeed0 = wishspeed;
554
555         vel_straight = self.velocity * wishdir;
556         vel_z = self.velocity_z;
557         vel_xy = vec2(self.velocity);
558         vel_perpend = vel_xy - vel_straight * wishdir;
559
560         step = accel * frametime * wishspeed0;
561
562         vel_xy_current  = vlen(vel_xy);
563         if(speedlimit)
564                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
565         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
566         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
567         if(vel_xy_backward < 0)
568                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
569
570         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
571
572         if(sidefric < 0 && (vel_perpend*vel_perpend))
573                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
574         {
575                 float f, fminimum;
576                 f = max(0, 1 + frametime * wishspeed * sidefric);
577                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
578                 // this cannot be > 1
579                 if(fminimum <= 0)
580                         vel_perpend = vel_perpend * max(0, f);
581                 else
582                 {
583                         fminimum = sqrt(fminimum);
584                         vel_perpend = vel_perpend * max(fminimum, f);
585                 }
586         }
587         else
588                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
589         
590         vel_xy = vel_straight * wishdir + vel_perpend;
591         
592         if(speedclamp >= 0)
593         {
594                 float vel_xy_preclamp;
595                 vel_xy_preclamp = vlen(vel_xy);
596                 if(vel_xy_preclamp > 0) // prevent division by zero
597                 {
598                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
599                         if(vel_xy_current < vel_xy_preclamp)
600                                 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
601                 }
602         }
603
604         self.velocity = vel_xy + vel_z * '0 0 1';
605 }
606
607 void PM_AirAccelerate(vector wishdir, float wishspeed)
608 {
609         vector curvel, wishvel, acceldir, curdir;
610         float addspeed, accelspeed, curspeed, f;
611         float dot;
612
613         if(wishspeed == 0)
614                 return;
615
616         curvel = self.velocity;
617         curvel_z = 0;
618         curspeed = vlen(curvel);
619
620         if(wishspeed > curspeed * 1.01)
621         {
622                 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
623         }
624         else
625         {
626                 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
627                 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
628         }
629         wishvel = wishdir * wishspeed;
630         acceldir = wishvel - curvel;
631         addspeed = vlen(acceldir);
632         acceldir = normalize(acceldir);
633
634         accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
635
636         if(autocvar_sv_warsowbunny_backtosideratio < 1)
637         {
638                 curdir = normalize(curvel);
639                 dot = acceldir * curdir;
640                 if(dot < 0)
641                         acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
642         }
643
644         self.velocity += accelspeed * acceldir;
645 }
646
647 .vector movement_old;
648 .float buttons_old;
649 .vector v_angle_old;
650 .string lastclassname;
651
652 .float() PlayerPhysplug;
653
654 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
655 .float specialcommand_pos;
656 void SpecialCommand()
657 {
658 #ifdef TETRIS
659         TetrisImpulse();
660 #else
661         if(!CheatImpulse(99))
662                 print("A hollow voice says \"Plugh\".\n");
663 #endif
664 }
665
666 float speedaward_speed;
667 string speedaward_holder;
668 string speedaward_uid;
669 void race_send_speedaward(float msg)
670 {
671         // send the best speed of the round
672         WriteByte(msg, SVC_TEMPENTITY);
673         WriteByte(msg, TE_CSQC_RACE);
674         WriteByte(msg, RACE_NET_SPEED_AWARD);
675         WriteInt24_t(msg, floor(speedaward_speed+0.5));
676         WriteString(msg, speedaward_holder);
677 }
678
679 float speedaward_alltimebest;
680 string speedaward_alltimebest_holder;
681 string speedaward_alltimebest_uid;
682 void race_send_speedaward_alltimebest(float msg)
683 {
684         // send the best speed
685         WriteByte(msg, SVC_TEMPENTITY);
686         WriteByte(msg, TE_CSQC_RACE);
687         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
688         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
689         WriteString(msg, speedaward_alltimebest_holder);
690 }
691
692 string GetMapname(void);
693 float speedaward_lastupdate;
694 float speedaward_lastsent;
695 void SV_PlayerPhysics()
696 {
697         vector wishvel, wishdir, v;
698         float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
699         string temps;
700         float buttons_prev;
701         float not_allowed_to_move;
702         string c;
703
704         WarpZone_PlayerPhysics_FixVAngle();
705         
706         maxspd_mod = 1;
707         if(g_minstagib && (self.items & IT_INVINCIBLE))
708                 maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
709         if(self.ballcarried)
710                 if(g_nexball)
711                         maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
712                 else if(g_keepaway)
713                         maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
714
715         if(g_runematch)
716         {
717                 if(self.runes & RUNE_SPEED)
718                 {
719                         if(self.runes & CURSE_SLOW)
720                                 maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
721                         else
722                                 maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
723                 }
724                 else if(self.runes & CURSE_SLOW)
725                 {
726                         maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
727                 }
728         }
729         maxspd_mod *= autocvar_g_movement_highspeed;
730
731         // fix physics stats for g_movement_highspeed
732         // TODO maybe rather use maxairspeed? needs testing
733         self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
734         if(autocvar_sv_airstrafeaccel_qw)
735                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
736         else
737                 self.stat_sv_airstrafeaccel_qw = 0;
738         self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
739         self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
740
741     if(self.PlayerPhysplug)
742         if(self.PlayerPhysplug())
743             return;
744
745         self.race_movetime_frac += frametime;
746         f = floor(self.race_movetime_frac);
747         self.race_movetime_frac -= f;
748         self.race_movetime_count += f;
749         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
750
751         anticheat_physics();
752
753         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);
754
755         if(!buttons)
756                 c = "x";
757         else if(buttons == 1)
758                 c = "1";
759         else if(buttons == 2)
760                 c = " ";
761         else if(buttons == 128)
762                 c = "s";
763         else if(buttons == 256)
764                 c = "w";
765         else if(buttons == 512)
766                 c = "a";
767         else if(buttons == 1024)
768                 c = "d";
769         else
770                 c = "?";
771
772         if(c == substring(specialcommand, self.specialcommand_pos, 1))
773         {
774                 self.specialcommand_pos += 1;
775                 if(self.specialcommand_pos >= strlen(specialcommand))
776                 {
777                         self.specialcommand_pos = 0;
778                         SpecialCommand();
779                         return;
780                 }
781         }
782         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
783                 self.specialcommand_pos = 0;
784
785         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
786         {
787                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
788                         self.parm_idlesince = time;
789         }
790         buttons_prev = self.buttons_old;
791         self.buttons_old = buttons;
792         self.movement_old = self.movement;
793         self.v_angle_old = self.v_angle;
794
795         if(time < self.nickspamtime)
796         if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
797         {
798                 // slight annoyance for nick change scripts
799                 self.movement = -1 * self.movement;
800                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
801
802                 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!
803                 {
804                         self.angles_x = random() * 360;
805                         self.angles_y = random() * 360;
806                         // at least I'm not forcing retardedview by also assigning to angles_z
807                         self.fixangle = TRUE;
808                 }
809         }
810
811         if (self.punchangle != '0 0 0')
812         {
813                 f = vlen(self.punchangle) - 10 * frametime;
814                 if (f > 0)
815                         self.punchangle = normalize(self.punchangle) * f;
816                 else
817                         self.punchangle = '0 0 0';
818         }
819
820         if (self.punchvector != '0 0 0')
821         {
822                 f = vlen(self.punchvector) - 30 * frametime;
823                 if (f > 0)
824                         self.punchvector = normalize(self.punchvector) * f;
825                 else
826                         self.punchvector = '0 0 0';
827         }
828
829         if (clienttype(self) == CLIENTTYPE_BOT)
830         {
831                 if(playerdemo_read())
832                         return;
833                 bot_think();
834         }
835         
836         self.items &~= IT_USING_JETPACK;
837
838         if(self.classname == "player")
839         {
840                 if(self.race_penalty)
841                         if(time > self.race_penalty)
842                                 self.race_penalty = 0;
843
844                 not_allowed_to_move = 0;
845                 if(self.race_penalty)
846                         not_allowed_to_move = 1;
847                 if(!autocvar_sv_ready_restart_after_countdown)
848                 if(time < game_starttime)
849                         not_allowed_to_move = 1;
850
851                 if(not_allowed_to_move)
852                 {
853                         self.velocity = '0 0 0';
854                         self.movetype = MOVETYPE_NONE;
855                         self.disableclientprediction = 2;
856                 }
857                 else if(self.disableclientprediction == 2)
858                 {
859                         if(self.movetype == MOVETYPE_NONE)
860                                 self.movetype = MOVETYPE_WALK;
861                         self.disableclientprediction = 0;
862                 }
863         }
864
865         if (self.movetype == MOVETYPE_NONE)
866                 return;
867
868         // when we get here, disableclientprediction cannot be 2
869         self.disableclientprediction = 0;
870         if(time < self.ladder_time)
871                 self.disableclientprediction = 1;
872
873         MUTATOR_CALLHOOK(PlayerPhysics);
874
875         if(self.player_blocked)
876         {
877                 self.movement = '0 0 0';
878                 self.disableclientprediction = 1;
879         }
880
881         maxspd_mod = 1;
882
883         swampspd_mod = 1;
884         if(self.in_swamp) {
885                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
886         }
887
888         // conveyors: first fix velocity
889         if(self.conveyor.state)
890                 self.velocity -= self.conveyor.movedir;
891
892         if(self.classname != "player")
893         {
894                 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
895                 if(!self.spectatorspeed)
896                         self.spectatorspeed = maxspd_mod;
897                 if(self.impulse && self.impulse <= 19)
898                 {
899                         if(self.lastclassname != "player")
900                         {
901                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
902                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
903                                 else if(self.impulse == 11)
904                                         self.spectatorspeed = maxspd_mod;
905                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
906                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
907                                 else if(self.impulse >= 1 && self.impulse <= 9)
908                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
909                         } // otherwise just clear
910                         self.impulse = 0;
911                 }
912                 maxspd_mod = self.spectatorspeed;
913         }
914
915         spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
916         if(self.speed != spd)
917         {
918                 self.speed = spd;
919                 temps = ftos(spd);
920                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
921                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
922                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
923                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
924         }
925
926         maxspd_mod *= swampspd_mod; // only one common speed modder please!
927         swampspd_mod = 1;
928
929         // if dead, behave differently
930         if (self.deadflag)
931                 goto end;
932
933         if (!self.fixangle && !g_bugrigs)
934         {
935                 self.angles_x = 0;
936                 self.angles_y = self.v_angle_y;
937                 self.angles_z = 0;
938         }
939
940         if(self.flags & FL_ONGROUND)
941         if(self.classname == "player") // no fall sounds for observers thank you very much
942         if(self.wasFlying)
943         {
944                 self.wasFlying = 0;
945
946                 if(self.waterlevel < WATERLEVEL_SWIMMING)
947                 if(time >= self.ladder_time)
948                 if not(self.hook)
949                 {
950                         self.nextstep = time + 0.3 + random() * 0.1;
951                         trace_dphitq3surfaceflags = 0;
952                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
953                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
954                         {
955                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
956                                         GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
957                                 else
958                                         GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
959                         }
960                 }
961         }
962
963         if(IsFlying(self))
964                 self.wasFlying = 1;
965
966         if(self.classname == "player")
967                 CheckPlayerJump();
968
969         if (self.flags & FL_WATERJUMP )
970         {
971                 self.velocity_x = self.movedir_x;
972                 self.velocity_y = self.movedir_y;
973                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
974                 {
975                         self.flags &~= FL_WATERJUMP;
976                         self.teleport_time = 0;
977                 }
978         }
979         else if (g_bugrigs && self.classname == "player")
980         {
981                 RaceCarPhysics();
982         }
983         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
984         {
985                 // noclipping or flying
986                 self.flags &~= FL_ONGROUND;
987
988                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
989                 makevectors(self.v_angle);
990                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
991                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
992                 // acceleration
993                 wishdir = normalize(wishvel);
994                 wishspeed = vlen(wishvel);
995                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
996                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
997                 if (time >= self.teleport_time)
998                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
999         }
1000         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1001         {
1002                 // swimming
1003                 self.flags &~= FL_ONGROUND;
1004
1005                 makevectors(self.v_angle);
1006                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1007                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1008                 if (wishvel == '0 0 0')
1009                         wishvel = '0 0 -60'; // drift towards bottom
1010
1011                 wishdir = normalize(wishvel);
1012                 wishspeed = vlen(wishvel);
1013                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1014                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1015                 wishspeed = wishspeed * 0.7;
1016
1017                 // water friction
1018                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1019
1020                 // water acceleration
1021                 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1022         }
1023         else if (time < self.ladder_time)
1024         {
1025                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1026                 self.flags &~= FL_ONGROUND;
1027
1028                 float g;
1029                 g = autocvar_sv_gravity * frametime;
1030                 if(self.gravity)
1031                         g *= self.gravity;
1032                 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1033                 {
1034                         g *= 0.5;
1035                         self.velocity_z += g;
1036                 }
1037
1038                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1039                 makevectors(self.v_angle);
1040                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1041                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1042                 self.velocity_z += g;
1043                 if (self.ladder_entity.classname == "func_water")
1044                 {
1045                         f = vlen(wishvel);
1046                         if (f > self.ladder_entity.speed)
1047                                 wishvel = wishvel * (self.ladder_entity.speed / f);
1048
1049                         self.watertype = self.ladder_entity.skin;
1050                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1051                         if ((self.origin_z + self.view_ofs_z) < f)
1052                                 self.waterlevel = WATERLEVEL_SUBMERGED;
1053                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1054                                 self.waterlevel = WATERLEVEL_SWIMMING;
1055                         else if ((self.origin_z + self.mins_z + 1) < f)
1056                                 self.waterlevel = WATERLEVEL_WETFEET;
1057                         else
1058                         {
1059                                 self.waterlevel = WATERLEVEL_NONE;
1060                                 self.watertype = CONTENT_EMPTY;
1061                         }
1062                 }
1063                 // acceleration
1064                 wishdir = normalize(wishvel);
1065                 wishspeed = vlen(wishvel);
1066                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1067                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1068                 if (time >= self.teleport_time)
1069                 {
1070                         // water acceleration
1071                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1072                 }
1073         }
1074         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
1075         {
1076                 //makevectors(self.v_angle_y * '0 1 0');
1077                 makevectors(self.v_angle);
1078                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1079                 // add remaining speed as Z component
1080                 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1081                 // fix speedhacks :P
1082                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1083                 // add the unused velocity as up component
1084                 wishvel_z = 0;
1085
1086                 // if(self.BUTTON_JUMP)
1087                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1088
1089                 // it is now normalized, so...
1090                 float a_side, a_up, a_add, a_diff;
1091                 a_side = autocvar_g_jetpack_acceleration_side;
1092                 a_up = autocvar_g_jetpack_acceleration_up;
1093                 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1094
1095                 wishvel_x *= a_side;
1096                 wishvel_y *= a_side;
1097                 wishvel_z *= a_up;
1098                 wishvel_z += a_add;
1099
1100                 float best;
1101                 best = 0;
1102                 //////////////////////////////////////////////////////////////////////////////////////
1103                 // finding the maximum over all vectors of above form
1104                 // with wishvel having an absolute value of 1
1105                 //////////////////////////////////////////////////////////////////////////////////////
1106                 // we're finding the maximum over
1107                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1108                 // for z in the range from -1 to 1
1109                 //////////////////////////////////////////////////////////////////////////////////////
1110                 // maximum is EITHER attained at the single extreme point:
1111                 a_diff = a_side * a_side - a_up * a_up;
1112                 if(a_diff != 0)
1113                 {
1114                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1115                         if(f > -1 && f < 1) // can it be attained?
1116                         {
1117                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1118                                 //print("middle\n");
1119                         }
1120                 }
1121                 // OR attained at z = 1:
1122                 f = (a_up + a_add) * (a_up + a_add);
1123                 if(f > best)
1124                 {
1125                         best = f;
1126                         //print("top\n");
1127                 }
1128                 // OR attained at z = -1:
1129                 f = (a_up - a_add) * (a_up - a_add);
1130                 if(f > best)
1131                 {
1132                         best = f;
1133                         //print("bottom\n");
1134                 }
1135                 best = sqrt(best);
1136                 //////////////////////////////////////////////////////////////////////////////////////
1137
1138                 //print("best possible acceleration: ", ftos(best), "\n");
1139
1140                 float fxy, fz;
1141                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1142                 if(wishvel_z - autocvar_sv_gravity > 0)
1143                         fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1144                 else
1145                         fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1146
1147                 float fvel;
1148                 fvel = vlen(wishvel);
1149                 wishvel_x *= fxy;
1150                 wishvel_y *= fxy;
1151                 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1152
1153                 fvel = min(1, vlen(wishvel) / best);
1154                 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1155                         f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1156                 else
1157                         f = 1;
1158
1159                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1160
1161                 if (f > 0 && wishvel != '0 0 0')
1162                 {
1163                         self.velocity = self.velocity + wishvel * f * frametime;
1164                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1165                                 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1166                         self.flags &~= FL_ONGROUND;
1167                         self.items |= IT_USING_JETPACK;
1168
1169                         // jetpack also inhibits health regeneration, but only for 1 second
1170                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1171                 }
1172         }
1173         else if (self.flags & FL_ONGROUND)
1174         {
1175                 // we get here if we ran out of ammo
1176                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1177                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1178
1179                 // walking
1180                 makevectors(self.v_angle_y * '0 1 0');
1181                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1182
1183                 if(!(self.lastflags & FL_ONGROUND))
1184                 {
1185                         if(autocvar_speedmeter)
1186                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1187                         if(self.lastground < time - 0.3)
1188                                 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1189                         if(self.jumppadcount > 1)
1190                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1191                         self.jumppadcount = 0;
1192                 }
1193
1194 #ifdef LETS_TEST_FTEQCC
1195                 if(self.velocity_x || self.velocity_y)
1196                 {
1197                         // good
1198                 }
1199                 else
1200                 {
1201                         if(self.velocity_x)
1202                                 checkclient();
1203                         if(self.velocity_y)
1204                                 checkclient();
1205                 }
1206 #endif
1207
1208                 v = self.velocity;
1209                 v_z = 0;
1210                 f = vlen(v);
1211                 if(f > 0)
1212                 {
1213                         if (f < autocvar_sv_stopspeed)
1214                                 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1215                         else
1216                                 f = 1 - frametime * autocvar_sv_friction;
1217                         if (f > 0)
1218                                 self.velocity = self.velocity * f;
1219                         else
1220                                 self.velocity = '0 0 0';
1221                         /*
1222                            Mathematical analysis time!
1223
1224                            Our goal is to invert this mess.
1225
1226                            For the two cases we get:
1227                                 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1228                                   = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1229                                 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1230                            and
1231                                 v = v0 * (1 - frametime * autocvar_sv_friction)
1232                                 v0 = v / (1 - frametime * autocvar_sv_friction)
1233
1234                            These cases would be chosen ONLY if:
1235                                 v0 < autocvar_sv_stopspeed
1236                                 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1237                                 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1238                            and, respectively:
1239                                 v0 >= autocvar_sv_stopspeed
1240                                 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1241                                 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1242                          */
1243                 }
1244
1245                 // acceleration
1246                 wishdir = normalize(wishvel);
1247                 wishspeed = vlen(wishvel);
1248                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1249                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1250                 if (self.crouch)
1251                         wishspeed = wishspeed * 0.5;
1252                 if (time >= self.teleport_time)
1253                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1254         }
1255         else
1256         {
1257                 float wishspeed0;
1258                 // we get here if we ran out of ammo
1259                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1260                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1261
1262                 if(maxspd_mod < 1)
1263                 {
1264                         maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1265                         airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1266                 }
1267                 else
1268                 {
1269                         maxairspd = autocvar_sv_maxairspeed;
1270                         airaccel = autocvar_sv_airaccelerate;
1271                 }
1272                 // airborn
1273                 makevectors(self.v_angle_y * '0 1 0');
1274                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1275                 // acceleration
1276                 wishdir = normalize(wishvel);
1277                 wishspeed = wishspeed0 = vlen(wishvel);
1278                 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1279                         wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1280                 if (wishspeed > maxairspd)
1281                         wishspeed = maxairspd;
1282                 if (self.crouch)
1283                         wishspeed = wishspeed * 0.5;
1284                 if (time >= self.teleport_time)
1285                 {
1286                         float accelerating;
1287                         float wishspeed2;
1288                         float airaccelqw;
1289                         float strafity;
1290
1291                         airaccelqw = self.stat_sv_airaccel_qw;
1292                         accelerating = (self.velocity * wishdir > 0);
1293                         wishspeed2 = wishspeed;
1294
1295                         // CPM
1296                         if(autocvar_sv_airstopaccelerate)
1297                         {
1298                                 vector curdir;
1299                                 curdir = self.velocity;
1300                                 curdir_z = 0;
1301                                 curdir = normalize(curdir);
1302                                 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1303                         }
1304                         // note that for straight forward jumping:
1305                         // step = accel * frametime * wishspeed0;
1306                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1307                         // -->
1308                         // dv/dt = accel * maxspeed (when slow)
1309                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1310                         // log dv/dt = logaccel + logmaxspeed (when slow)
1311                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1312                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1313                         if(autocvar_sv_maxairstrafespeed)
1314                                 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1315                         if(autocvar_sv_airstrafeaccelerate)
1316                                 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1317                         if(self.stat_sv_airstrafeaccel_qw)
1318                                 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));
1319                         // !CPM
1320
1321                         if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1322                                 PM_AirAccelerate(wishdir, wishspeed);
1323                         else
1324                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1325
1326                         if(autocvar_sv_aircontrol)
1327                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1328                 }
1329         }
1330
1331         if((g_cts || g_race) && self.classname != "observer") {
1332                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1333                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1334                         speedaward_holder = self.netname;
1335                         speedaward_uid = self.crypto_idfp;
1336                         speedaward_lastupdate = time;
1337                 }
1338                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1339                         string rr;
1340                         if(g_cts)
1341                                 rr = CTS_RECORD;
1342                         else
1343                                 rr = RACE_RECORD;
1344                         race_send_speedaward(MSG_ALL);
1345                         speedaward_lastsent = speedaward_speed;
1346                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1347                                 speedaward_alltimebest = speedaward_speed;
1348                                 speedaward_alltimebest_holder = speedaward_holder;
1349                                 speedaward_alltimebest_uid = speedaward_uid;
1350                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1351                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1352                                 race_send_speedaward_alltimebest(MSG_ALL);
1353                         }
1354                 }
1355         }
1356
1357         float xyspeed;
1358         xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1359         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1360         {
1361                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1362                 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1363                 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1364                 // add the extra charge
1365                 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1366         }
1367 :end
1368         if(self.flags & FL_ONGROUND)
1369                 self.lastground = time;
1370
1371         // conveyors: then break velocity again
1372         if(self.conveyor.state)
1373                 self.velocity += self.conveyor.movedir;
1374
1375         self.lastflags = self.flags;
1376         self.lastclassname = self.classname;
1377 }