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Better landing
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1 .float race_penalty;
2
3 float sv_accelerate;
4 float sv_friction;
5 float sv_maxspeed;
6 float sv_airaccelerate;
7 float sv_maxairspeed;
8 float sv_stopspeed;
9 float sv_gravity;
10 float sv_airaccel_sideways_friction;
11 float sv_airaccel_qw;
12 float sv_airstopaccelerate;
13 float sv_airstrafeaccelerate;
14 float sv_maxairstrafespeed;
15 float sv_aircontrol;
16 float sv_warsowbunny_airforwardaccel;
17 float sv_warsowbunny_accel;
18 float sv_warsowbunny_topspeed;
19 float sv_warsowbunny_turnaccel;
20 float sv_warsowbunny_backtosideratio;
21
22 .float ladder_time;
23 .entity ladder_entity;
24 .float gravity;
25 .float swamp_slowdown;
26 .float lastflags;
27 .float lastground;
28 .float wasFlying;
29 .float spectatorspeed;
30
31 #define SHTEST_DELTA 10
32 #define SHTEST_THRESHOLD 1.1
33 .float shtest_next;
34 .float shtest_accumulator;
35 .float doublejump_nextjumptime;
36
37 /*
38 =============
39 PlayerJump
40
41 When you press the jump key
42 =============
43 */
44 void PlayerJump (void)
45 {
46         float mjumpheight;
47
48         mjumpheight = cvar("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 (!(self.flags & FL_ONGROUND))
62                 return;
63
64         if(!sv_pogostick)
65                 if (!(self.flags & FL_JUMPRELEASED))
66                         return;
67
68         if(self.health <= g_bloodloss)
69                 return;
70
71         if(sv_doublejump)
72                 if(time < self.doublejump_nextjumptime)
73                         return;
74
75         if(g_runematch)
76         {
77                 if(self.runes & RUNE_SPEED)
78                 {
79                         if(self.runes & CURSE_SLOW)
80                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
81                         else
82                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
83                 }
84                 else if(self.runes & CURSE_SLOW)
85                 {
86                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
87                 }
88         }
89
90         if(g_minstagib && (self.items & IT_INVINCIBLE))
91         {
92                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
93         }
94
95         if(!(self.lastflags & FL_ONGROUND))
96         {
97                 if(cvar("speedmeter"))
98                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
99                 if(self.lastground < time - 0.3)
100                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
101                 if(self.jumppadcount > 1)
102                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
103                 self.jumppadcount = 0;
104         }
105
106         self.velocity_z = self.velocity_z + mjumpheight;
107         self.oldvelocity_z = self.velocity_z;
108
109         self.flags &~= FL_ONGROUND;
110         self.flags &~= FL_JUMPRELEASED;
111
112         if (self.crouch)
113                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
114         else
115                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
116
117         if(g_jump_grunt)
118                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
119
120         if(sv_doublejump)
121         {
122                 // we're moving upwards at self.velocity_z
123                 // only allow jumping after we got 3 units upwards
124                 // so we for sure leave the FL_ONGROUND check
125                 //
126                 // but as this sucks because of factoring in gravity, we'll just do it
127                 // for 4 units, and constant velocity
128                 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
129         }
130 }
131
132 void CheckWaterJump()
133 {
134         local vector start, end;
135
136 // check for a jump-out-of-water
137         makevectors (self.angles);
138         start = self.origin;
139         start_z = start_z + 8;
140         v_forward_z = 0;
141         normalize(v_forward);
142         end = start + v_forward*24;
143         traceline (start, end, TRUE, self);
144         if (trace_fraction < 1)
145         {       // solid at waist
146                 start_z = start_z + self.maxs_z - 8;
147                 end = start + v_forward*24;
148                 self.movedir = trace_plane_normal * -50;
149                 traceline (start, end, TRUE, self);
150                 if (trace_fraction == 1)
151                 {       // open at eye level
152                         self.flags |= FL_WATERJUMP;
153                         self.velocity_z = 225;
154                         self.flags &~= FL_JUMPRELEASED;
155                         self.teleport_time = time + 2;  // safety net
156                         return;
157                 }
158         }
159 };
160
161 float racecar_angle(float forward, float down)
162 {
163         float ret, angle_mult;
164
165         if(forward < 0)
166         {
167                 forward = -forward;
168                 down = -down;
169         }
170
171         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
172
173         angle_mult = forward / (800 + forward);
174
175         if(ret > 180)
176                 return ret * angle_mult + 360 * (1 - angle_mult);
177         else
178                 return ret * angle_mult;
179 }
180
181 void RaceCarPhysics()
182 {
183         // using this move type for "big rigs"
184         // the engine does not push the entity!
185
186         float accel, steer, f;
187         vector angles_save, rigvel;
188
189         angles_save = self.angles;
190         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
191         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
192
193         if(g_bugrigs_reverse_speeding)
194         {
195                 if(accel < 0)
196                 {
197                         // back accel is DIGITAL
198                         // to prevent speedhack
199                         if(accel < -0.5)
200                                 accel = -1;
201                         else
202                                 accel = 0;
203                 }
204         }
205
206         self.angles_x = 0;
207         self.angles_z = 0;
208         makevectors(self.angles); // new forward direction!
209
210         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
211         {
212                 float myspeed, upspeed, steerfactor, accelfactor;
213
214                 myspeed = self.velocity * v_forward;
215                 upspeed = self.velocity * v_up;
216
217                 // responsiveness factor for steering and acceleration
218                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
219                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
220
221                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
222                         steerfactor = -myspeed * g_bugrigs_steer;
223                 else
224                         steerfactor = -myspeed * f * g_bugrigs_steer;
225
226                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
227                         accelfactor = g_bugrigs_accel;
228                 else
229                         accelfactor = f * g_bugrigs_accel;
230                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
231
232                 if(accel < 0)
233                 {
234                         if(myspeed > 0)
235                         {
236                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
237                         }
238                         else
239                         {
240                                 if(!g_bugrigs_reverse_speeding)
241                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
242                         }
243                 }
244                 else
245                 {
246                         if(myspeed >= 0)
247                         {
248                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
249                         }
250                         else
251                         {
252                                 if(g_bugrigs_reverse_stopping)
253                                         myspeed = 0;
254                                 else
255                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
256                         }
257                 }
258                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
259                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
260
261                 self.angles_y += steer * frametime * steerfactor; // apply steering
262                 makevectors(self.angles); // new forward direction!
263
264                 myspeed += accel * accelfactor * frametime;
265
266                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
267         }
268         else
269         {
270                 myspeed = vlen(self.velocity);
271
272                 // responsiveness factor for steering and acceleration
273                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
274                 steerfactor = -myspeed * f;
275                 self.angles_y += steer * frametime * steerfactor; // apply steering
276
277                 rigvel = self.velocity;
278                 makevectors(self.angles); // new forward direction!
279         }
280
281         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
282         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
283         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
284         //MAXIMA: solve(total_acceleration(v) = 0, v);
285
286         if(g_bugrigs_planar_movement)
287         {
288                 vector rigvel_xy, neworigin, up;
289                 float mt;
290
291                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
292                 rigvel_xy = rigvel;
293                 rigvel_xy_z = 0;
294
295                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
296                         mt = MOVE_NORMAL;
297                 else
298                         mt = MOVE_NOMONSTERS;
299
300                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301                 up = trace_endpos - self.origin;
302
303                 // BUG RIGS: align the move to the surface instead of doing collision testing
304                 // can we move?
305                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
306
307                 // align to surface
308                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
309
310                 if(trace_fraction < 0.5)
311                 {
312                         trace_fraction = 1;
313                         neworigin = self.origin;
314                 }
315                 else
316                         neworigin = trace_endpos;
317
318                 if(trace_fraction < 1)
319                 {
320                         // now set angles_x so that the car points parallel to the surface
321                         self.angles = vectoangles(
322                                         '1 0 0' * v_forward_x * trace_plane_normal_z
323                                         +
324                                         '0 1 0' * v_forward_y * trace_plane_normal_z
325                                         +
326                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
327                                         );
328                         self.flags |= FL_ONGROUND;
329                 }
330                 else
331                 {
332                         // now set angles_x so that the car points forward, but is tilted in velocity direction
333                         self.flags &~= FL_ONGROUND;
334                 }
335
336                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337                 self.movetype = MOVETYPE_NOCLIP;
338         }
339         else
340         {
341                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
342                 self.velocity = rigvel;
343                 self.movetype = MOVETYPE_FLY;
344         }
345
346         trace_fraction = 1;
347         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348         if(trace_fraction != 1)
349         {
350                 self.angles = vectoangles2(
351                                 '1 0 0' * v_forward_x * trace_plane_normal_z
352                                 +
353                                 '0 1 0' * v_forward_y * trace_plane_normal_z
354                                 +
355                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
356                                 trace_plane_normal
357                                 );
358         }
359         else
360         {
361                 vector vel_local;
362
363                 vel_local_x = v_forward * self.velocity;
364                 vel_local_y = v_right * self.velocity;
365                 vel_local_z = v_up * self.velocity;
366
367                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
369         }
370
371         // smooth the angles
372         vector vf1, vu1, smoothangles;
373         makevectors(self.angles);
374         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
375         if(f == 0)
376                 f = 1;
377         vf1 = v_forward * f;
378         vu1 = v_up * f;
379         makevectors(angles_save);
380         vf1 = vf1 + v_forward * (1 - f);
381         vu1 = vu1 + v_up * (1 - f);
382         smoothangles = vectoangles2(vf1, vu1);
383         self.angles_x = -smoothangles_x;
384         self.angles_z =  smoothangles_z;
385 }
386
387 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
388 {
389         float zspeed, xyspeed, dot, k;
390
391         if(self.movement_x == 0 || self.movement_y != 0)
392                 return; // can't control movement if not moving forward or backward
393
394         zspeed = self.velocity_z;
395         self.velocity_z = 0;
396         xyspeed = vlen(self.velocity);
397         self.velocity = normalize(self.velocity);
398
399         dot = self.velocity * wishdir;
400         k = 32;
401         k *= sv_aircontrol*dot*dot*frametime;
402
403         if(dot > 0) // we can't change direction while slowing down
404                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
405
406         self.velocity = self.velocity * xyspeed;
407         self.velocity_z = zspeed;
408 }
409
410 void PM_Accelerate(vector wishdir, float wishspeed, float accel, float accelqw, float sidefric)
411 {
412         float vel_straight;
413         float vel_z;
414         vector vel_perpend;
415         float addspeed;
416
417         vel_straight = self.velocity * wishdir;
418         vel_z = self.velocity_z;
419         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
420
421         addspeed = wishspeed - vel_straight;
422         if(addspeed > 0)
423                 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed) * accelqw;
424         if(wishspeed > 0)
425                 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed) * (1 - accelqw);
426
427         vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
428
429         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
430 }
431
432 void PM_AirAccelerate(vector wishdir, float wishspeed)
433 {
434         vector curvel, wishvel, acceldir, curdir;
435         float addspeed, accelspeed, curspeed, f;
436         float dot;
437
438         if(wishspeed == 0)
439                 return;
440
441         curvel = self.velocity;
442         curvel_z = 0;
443         curspeed = vlen(curvel);
444
445         if(wishspeed > curspeed * 1.01)
446         {
447                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
448         }
449         else
450         {
451                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
452                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
453         }
454         wishvel = wishdir * wishspeed;
455         acceldir = wishvel - curvel;
456         addspeed = vlen(acceldir);
457         acceldir = normalize(acceldir);
458
459         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
460
461         if(sv_warsowbunny_backtosideratio < 1)
462         {
463                 curdir = normalize(curvel);
464                 dot = acceldir * curdir;
465                 if(dot < 0)
466                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
467         }
468
469         self.velocity += accelspeed * acceldir;
470 }
471
472 .vector movement_old;
473 .float buttons_old;
474 .vector v_angle_old;
475 .string lastclassname;
476
477 void Nixnex_GiveCurrentWeapon();
478 .float() PlayerPhysplug;
479
480 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
481 .float specialcommand_pos;
482 void SpecialCommand()
483 {
484 #ifdef TETRIS
485         TetrisImpulse();
486 #else
487         if(sv_cheats || self.maycheat)
488                 self.impulse = 99;
489         else
490                 print("A hollow voice says \"Plugh\".\n");
491 #endif
492 }
493
494 void SV_PlayerPhysics()
495 {
496         local vector wishvel, wishdir, v;
497         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
498         string temps;
499         float buttons_prev;
500         float not_allowed_to_move;
501         string c;
502         
503         if(g_race || g_cts)
504         {
505                 // if record times matter
506                 // ensure nothing EVIL is being done (i.e. strafebot)
507                 // this hinders joystick users though
508                 // but it still gives SOME analog control
509                 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
510                 wishvel_x = fabs(self.movement_x);
511                 wishvel_y = fabs(self.movement_y);
512                 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
513                 {
514                         wishvel_z = 0;
515                         wishspeed = vlen(wishvel);
516                         if(wishvel_x >= 2 * wishvel_y)
517                         {
518                                 // pure X motion
519                                 if(self.movement_x > 0)
520                                         self.movement_x = wishspeed;
521                                 else
522                                         self.movement_x = -wishspeed;
523                                 self.movement_y = 0;
524                         }
525                         else if(wishvel_y >= 2 * wishvel_x)
526                         {
527                                 // pure Y motion
528                                 self.movement_x = 0;
529                                 if(self.movement_y > 0)
530                                         self.movement_y = wishspeed;
531                                 else
532                                         self.movement_y = -wishspeed;
533                         }
534                         else
535                         {
536                                 // diagonal
537                                 if(self.movement_x > 0)
538                                         self.movement_x = 0.70710678118654752440 * wishspeed;
539                                 else
540                                         self.movement_x = -0.70710678118654752440 * wishspeed;
541                                 if(self.movement_y > 0)
542                                         self.movement_y = 0.70710678118654752440 * wishspeed;
543                                 else
544                                         self.movement_y = -0.70710678118654752440 * wishspeed;
545                         }
546                 }
547         }
548
549         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);
550
551         if(!buttons)
552                 c = "x";
553         else if(buttons == 1)
554                 c = "1";
555         else if(buttons == 2)
556                 c = " ";
557         else if(buttons == 128)
558                 c = "s";
559         else if(buttons == 256)
560                 c = "w";
561         else if(buttons == 512)
562                 c = "a";
563         else if(buttons == 1024)
564                 c = "d";
565         else
566                 c = "?";
567
568         if(c == substring(specialcommand, self.specialcommand_pos, 1))
569         {
570                 self.specialcommand_pos += 1;
571                 if(self.specialcommand_pos >= strlen(specialcommand))
572                 {
573                         self.specialcommand_pos = 0;
574                         SpecialCommand();
575                         return;
576                 }
577         }
578         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
579                 self.specialcommand_pos = 0;
580         
581     if(self.PlayerPhysplug)
582         if(self.PlayerPhysplug())
583             return;
584
585         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
586         {
587                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
588                         self.parm_idlesince = time;
589         }
590         buttons_prev = self.buttons_old;
591         self.buttons_old = buttons;
592         self.movement_old = self.movement;
593         self.v_angle_old = self.v_angle;
594
595         if(time < self.nickspamtime)
596         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
597         {
598                 // slight annoyance for nick change scripts
599                 self.movement = -1 * self.movement;
600                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
601
602                 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
603                 {
604                         self.angles_x = random() * 360;
605                         self.angles_y = random() * 360;
606                         // at least I'm not forcing retardedview by also assigning to angles_z
607                         self.fixangle = 1;
608                 }
609         }
610
611         if(time > self.shtest_next)
612         {
613                 if(self.shtest_next > 0)
614                 {
615                         // self.shtest_accumulator:
616                         //   started at time - SHTEST_DELTA
617                         //   should be at SHTEST_DELTA
618                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
619                         if(shtest_score > SHTEST_THRESHOLD)
620                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
621                         else if(cvar("developer_shtest"))
622                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
623                 }
624                 self.shtest_next = time + SHTEST_DELTA;
625                 self.shtest_accumulator = 0;
626         }
627         self.shtest_accumulator += frametime;
628
629         if (clienttype(self) == CLIENTTYPE_BOT)
630                 bot_think();
631
632         self.items &~= IT_USING_JETPACK;
633
634         if(self.classname == "player")
635         {
636                 if(self.race_penalty)
637                         if(time > self.race_penalty)
638                                 self.race_penalty = 0;
639
640                 not_allowed_to_move = 0;
641                 if(self.race_penalty)
642                         not_allowed_to_move = 1;
643                 if(!cvar("sv_ready_restart_after_countdown"))
644                 if(time < game_starttime)
645                         not_allowed_to_move = 1;
646
647                 if(not_allowed_to_move)
648                 {
649                         self.velocity = '0 0 0';
650                         self.movetype = MOVETYPE_NONE;
651                         self.disableclientprediction = 2;
652                 }
653                 else if(self.disableclientprediction == 2)
654                 {
655                         if(self.movetype == MOVETYPE_NONE)
656                                 self.movetype = MOVETYPE_WALK;
657                         self.disableclientprediction = 0;
658                 }
659         }
660
661         if (self.movetype == MOVETYPE_NONE)
662                 return;
663
664         if (self.punchangle != '0 0 0')
665         {
666                 f = vlen(self.punchangle) - 10 * frametime;
667                 if (f > 0)
668                         self.punchangle = normalize(self.punchangle) * f;
669                 else
670                         self.punchangle = '0 0 0';
671         }
672
673         if (self.punchvector != '0 0 0')
674         {
675                 f = vlen(self.punchvector) - 30 * frametime;
676                 if (f > 0)
677                         self.punchvector = normalize(self.punchvector) * f;
678                 else
679                         self.punchvector = '0 0 0';
680         }
681
682         maxspd_mod = 1;
683
684         if(g_runematch)
685         {
686                 if(self.runes & RUNE_SPEED)
687                 {
688                         if(self.runes & CURSE_SLOW)
689                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
690                         else
691                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
692                 }
693                 else if(self.runes & CURSE_SLOW)
694                 {
695                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
696                 }
697         }
698
699         if(g_minstagib && (self.items & IT_INVINCIBLE))
700         {
701                 maxspd_mod = cvar("g_minstagib_speed_moverate");
702         }
703
704         if(g_nexball && self.ballcarried)
705         {
706                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
707         }
708
709         swampspd_mod = 1;
710         if(self.in_swamp) {
711                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
712         }
713
714         if(self.classname != "player")
715         {
716                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
717                 if(!self.spectatorspeed)
718                         self.spectatorspeed = maxspd_mod;
719                 if(self.impulse && self.impulse <= 19)
720                 {
721                         if(self.lastclassname != "player")
722                         {
723                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
724                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
725                                 else if(self.impulse == 11)
726                                         self.spectatorspeed = maxspd_mod;
727                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
728                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
729                                 else if(self.impulse >= 1 && self.impulse <= 9)
730                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
731                         } // otherwise just clear
732                         self.impulse = 0;
733                 }
734                 maxspd_mod = self.spectatorspeed;
735         }
736
737         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
738         if(self.speed != spd)
739         {
740                 self.speed = spd;
741                 temps = ftos(spd);
742                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
743                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
744                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
745                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
746         }
747
748         maxspd_mod *= swampspd_mod; // only one common speed modder please!
749         swampspd_mod = 1;
750
751         // if dead, behave differently
752         if (self.deadflag)
753                 goto end;
754
755         if (!self.fixangle && !g_bugrigs)
756         {
757                 self.angles_x = 0;
758                 self.angles_y = self.v_angle_y;
759                 self.angles_z = 0;
760         }
761
762         if(self.flags & FL_ONGROUND)
763         if(self.wasFlying)
764         {
765                 self.wasFlying = 0;
766
767                 if(self.waterlevel < WATERLEVEL_SWIMMING)
768                 if(time >= self.ladder_time)
769                 if not(self.hook)
770                 {
771                         self.nextstep = time + 0.3 + random() * 0.1;
772                         trace_dphitq3surfaceflags = 0;
773                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
774                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
775                         {
776                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
777                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
778                                 else
779                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
780                         }
781                 }
782         }
783
784         if(IsFlying(self))
785                 self.wasFlying = 1;
786
787         if(self.classname == "player")
788         {
789                 if(sv_doublejump)
790                 {
791                         self.flags &~= FL_ONGROUND;
792                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
793                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
794                                 self.flags |= FL_ONGROUND;
795                 }
796
797                 if (self.BUTTON_JUMP)
798                         PlayerJump ();
799                 else
800                         self.flags |= FL_JUMPRELEASED;
801
802                 if (self.waterlevel == WATERLEVEL_SWIMMING)
803                         CheckWaterJump ();
804         }
805
806         if (self.flags & FL_WATERJUMP )
807         {
808                 self.velocity_x = self.movedir_x;
809                 self.velocity_y = self.movedir_y;
810                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
811                 {
812                         self.flags &~= FL_WATERJUMP;
813                         self.teleport_time = 0;
814                 }
815         }
816         else if (g_bugrigs && self.classname == "player")
817         {
818                 RaceCarPhysics();
819         }
820         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
821         {
822                 // noclipping or flying
823                 self.flags &~= FL_ONGROUND;
824
825                 self.velocity = self.velocity * (1 - frametime * sv_friction);
826                 makevectors(self.v_angle);
827                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
828                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
829                 // acceleration
830                 wishdir = normalize(wishvel);
831                 wishspeed = vlen(wishvel);
832                 if (wishspeed > sv_maxspeed*maxspd_mod)
833                         wishspeed = sv_maxspeed*maxspd_mod;
834                 if (time >= self.teleport_time)
835                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
836         }
837         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
838         {
839                 // swimming
840                 self.flags &~= FL_ONGROUND;
841
842                 makevectors(self.v_angle);
843                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
844                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
845                 if (wishvel == '0 0 0')
846                         wishvel = '0 0 -60'; // drift towards bottom
847
848                 wishdir = normalize(wishvel);
849                 wishspeed = vlen(wishvel);
850                 if (wishspeed > sv_maxspeed*maxspd_mod)
851                         wishspeed = sv_maxspeed*maxspd_mod;
852                 wishspeed = wishspeed * 0.7;
853
854                 // water friction
855                 self.velocity = self.velocity * (1 - frametime * sv_friction);
856
857                 // water acceleration
858                 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
859         }
860         else if (time < self.ladder_time)
861         {
862                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
863                 self.flags &~= FL_ONGROUND;
864
865                 self.velocity = self.velocity * (1 - frametime * sv_friction);
866                 makevectors(self.v_angle);
867                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
868                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
869                 if (self.gravity)
870                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
871                 else
872                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
873                 if (self.ladder_entity.classname == "func_water")
874                 {
875                         f = vlen(wishvel);
876                         if (f > self.ladder_entity.speed)
877                                 wishvel = wishvel * (self.ladder_entity.speed / f);
878
879                         self.watertype = self.ladder_entity.skin;
880                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
881                         if ((self.origin_z + self.view_ofs_z) < f)
882                                 self.waterlevel = WATERLEVEL_SUBMERGED;
883                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
884                                 self.waterlevel = WATERLEVEL_SWIMMING;
885                         else if ((self.origin_z + self.mins_z + 1) < f)
886                                 self.waterlevel = WATERLEVEL_WETFEET;
887                         else
888                         {
889                                 self.waterlevel = WATERLEVEL_NONE;
890                                 self.watertype = CONTENT_EMPTY;
891                         }
892                 }
893                 // acceleration
894                 wishdir = normalize(wishvel);
895                 wishspeed = vlen(wishvel);
896                 if (wishspeed > sv_maxspeed*maxspd_mod)
897                         wishspeed = sv_maxspeed*maxspd_mod;
898                 if (time >= self.teleport_time)
899                 {
900                         // water acceleration
901                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
902                 }
903         }
904         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
905         {
906                 //makevectors(self.v_angle_y * '0 1 0');
907                 makevectors(self.v_angle);
908                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
909                 // add remaining speed as Z component
910                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
911                 // fix speedhacks :P
912                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
913                 // add the unused velocity as up component
914                 wishvel_z = 0;
915
916                 // if(self.BUTTON_JUMP)
917                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
918
919                 // it is now normalized, so...
920                 float a_side, a_up, a_add, a_diff;
921                 a_side = cvar("g_jetpack_acceleration_side");
922                 a_up = cvar("g_jetpack_acceleration_up");
923                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
924
925                 wishvel_x *= a_side;
926                 wishvel_y *= a_side;
927                 wishvel_z *= a_up;
928                 wishvel_z += a_add;
929
930                 float best;
931                 best = 0;
932                 //////////////////////////////////////////////////////////////////////////////////////
933                 // finding the maximum over all vectors of above form
934                 // with wishvel having an absolute value of 1
935                 //////////////////////////////////////////////////////////////////////////////////////
936                 // we're finding the maximum over
937                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
938                 // for z in the range from -1 to 1
939                 //////////////////////////////////////////////////////////////////////////////////////
940                 // maximum is EITHER attained at the single extreme point:
941                 a_diff = a_side * a_side - a_up * a_up;
942                 if(a_diff != 0)
943                 {
944                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
945                         if(f > -1 && f < 1) // can it be attained?
946                         {
947                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
948                                 //print("middle\n");
949                         }
950                 }
951                 // OR attained at z = 1:
952                 f = (a_up + a_add) * (a_up + a_add);
953                 if(f > best)
954                 {
955                         best = f;
956                         //print("top\n");
957                 }
958                 // OR attained at z = -1:
959                 f = (a_up - a_add) * (a_up - a_add);
960                 if(f > best)
961                 {
962                         best = f;
963                         //print("bottom\n");
964                 }
965                 best = sqrt(best);
966                 //////////////////////////////////////////////////////////////////////////////////////
967
968                 //print("best possible acceleration: ", ftos(best), "\n");
969
970                 float fxy, fz;
971                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
972                 if(wishvel_z - sv_gravity > 0)
973                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
974                 else
975                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
976
977                 float fvel;
978                 fvel = vlen(wishvel);
979                 wishvel_x *= fxy;
980                 wishvel_y *= fxy;
981                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
982
983                 fvel = min(1, vlen(wishvel) / best);
984                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
985                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
986                 else
987                         f = 1;
988
989                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
990
991                 if (f > 0 && wishvel != '0 0 0')
992                 {
993                         self.velocity = self.velocity + wishvel * f * frametime;
994                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
995                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
996                         self.flags &~= FL_ONGROUND;
997                         self.items |= IT_USING_JETPACK;
998
999                         // jetpack also inhibits health regeneration, but only for 1 second
1000                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1001                 }
1002         }
1003         else if (self.flags & FL_ONGROUND)
1004         {
1005                 // we get here if we ran out of ammo
1006                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1007                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1008
1009                 // walking
1010                 makevectors(self.v_angle_y * '0 1 0');
1011                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1012
1013                 if(!(self.lastflags & FL_ONGROUND))
1014                 {
1015                         if(cvar("speedmeter"))
1016                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1017                         if(self.lastground < time - 0.3)
1018                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1019                         if(self.jumppadcount > 1)
1020                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1021                         self.jumppadcount = 0;
1022                 }
1023
1024 #ifdef LETS_TEST_FTEQCC
1025                 if(self.velocity_x || self.velocity_y)
1026                 {
1027                         // good
1028                 }
1029                 else
1030                 {
1031                         if(self.velocity_x)
1032                                 checkclient();
1033                         if(self.velocity_y)
1034                                 checkclient();
1035                 }
1036 #endif
1037
1038                 v = self.velocity;
1039                 v_z = 0;
1040                 f = vlen(v);
1041                 if(f > 0)
1042                 {
1043                         if (f < sv_stopspeed)
1044                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1045                         else
1046                                 f = 1 - frametime * sv_friction;
1047                         if (f > 0)
1048                                 self.velocity = self.velocity * f;
1049                         else
1050                                 self.velocity = '0 0 0';
1051                 }
1052
1053                 // acceleration
1054                 wishdir = normalize(wishvel);
1055                 wishspeed = vlen(wishvel);
1056                 if (wishspeed > sv_maxspeed*maxspd_mod)
1057                         wishspeed = sv_maxspeed*maxspd_mod;
1058                 if (self.crouch)
1059                         wishspeed = wishspeed * 0.5;
1060                 if (time >= self.teleport_time)
1061                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1062         }
1063         else
1064         {
1065                 // we get here if we ran out of ammo
1066                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1067                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1068
1069                 if(maxspd_mod < 1)
1070                 {
1071                         maxairspd = sv_maxairspeed*maxspd_mod;
1072                         airaccel = sv_airaccelerate*maxspd_mod;
1073                 }
1074                 else
1075                 {
1076                         maxairspd = sv_maxairspeed;
1077                         airaccel = sv_airaccelerate;
1078                 }
1079                 // airborn
1080                 makevectors(self.v_angle_y * '0 1 0');
1081                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1082                 // acceleration
1083                 wishdir = normalize(wishvel);
1084                 wishspeed = vlen(wishvel);
1085                 if (wishspeed > maxairspd)
1086                         wishspeed = maxairspd;
1087                 if (self.crouch)
1088                         wishspeed = wishspeed * 0.5;
1089                 if (time >= self.teleport_time)
1090                 {
1091                         float accelerating;
1092                         float wishspeed2;
1093                         float airaccelqw;
1094
1095                         airaccelqw = sv_airaccel_qw;
1096                         accelerating = (self.velocity * wishdir > 0);
1097                         wishspeed2 = wishspeed;
1098
1099                         // CPM
1100                         if(sv_airstopaccelerate)
1101                                 if(self.velocity * wishdir < 0)
1102                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1103                         if(self.movement_x == 0 && self.movement_y != 0)
1104                         {
1105                                 if(sv_maxairstrafespeed)
1106                                 {
1107                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1108                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1109                                                 airaccelqw = 1;
1110                                 }
1111                                 if(sv_airstrafeaccelerate)
1112                                 {
1113                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1114                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1115                                                 airaccelqw = 1;
1116                                 }
1117                         }
1118                         // !CPM
1119
1120                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1121                                 PM_AirAccelerate(wishdir, wishspeed);
1122                         else
1123                                 PM_Accelerate(wishdir, wishspeed, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1124
1125                         if(sv_aircontrol)
1126                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1127                 }
1128         }
1129
1130 :end
1131         if(self.flags & FL_ONGROUND)
1132                 self.lastground = time;
1133
1134         self.lastflags = self.flags;
1135         self.lastclassname = self.classname;
1136 };