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cl_physics: an "alternate speed clamping" mode (iffed out until I added support for...
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 float sv_accelerate;
5 float sv_friction;
6 float sv_maxspeed;
7 float sv_airaccelerate;
8 float sv_maxairspeed;
9 float sv_stopspeed;
10 float sv_gravity;
11 float sv_airaccel_sideways_friction;
12 float sv_airaccel_qw;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_aircontrol;
17 float sv_warsowbunny_airforwardaccel;
18 float sv_warsowbunny_accel;
19 float sv_warsowbunny_topspeed;
20 float sv_warsowbunny_turnaccel;
21 float sv_warsowbunny_backtosideratio;
22
23 .float ladder_time;
24 .entity ladder_entity;
25 .float gravity;
26 .float swamp_slowdown;
27 .float lastflags;
28 .float lastground;
29 .float wasFlying;
30 .float spectatorspeed;
31
32 .float doublejump_nextjumptime;
33
34 /*
35 =============
36 PlayerJump
37
38 When you press the jump key
39 =============
40 */
41 void PlayerJump (void)
42 {
43         float mjumpheight;
44
45         mjumpheight = cvar("sv_jumpvelocity");
46         if (self.waterlevel >= WATERLEVEL_SWIMMING)
47         {
48                 if (self.watertype == CONTENT_WATER)
49                         self.velocity_z = 200;
50                 else if (self.watertype == CONTENT_SLIME)
51                         self.velocity_z = 80;
52                 else
53                         self.velocity_z = 50;
54
55                 return;
56         }
57
58         if (!(self.flags & FL_ONGROUND))
59                 return;
60
61         if(!sv_pogostick)
62                 if (!(self.flags & FL_JUMPRELEASED))
63                         return;
64
65         if(self.health <= g_bloodloss)
66                 return;
67
68         if(sv_doublejump)
69                 if(time < self.doublejump_nextjumptime)
70                         return;
71
72         if(g_runematch)
73         {
74                 if(self.runes & RUNE_SPEED)
75                 {
76                         if(self.runes & CURSE_SLOW)
77                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
78                         else
79                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
80                 }
81                 else if(self.runes & CURSE_SLOW)
82                 {
83                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
84                 }
85         }
86
87         if(g_minstagib && (self.items & IT_INVINCIBLE))
88         {
89                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
90         }
91
92         if(!(self.lastflags & FL_ONGROUND))
93         {
94                 if(cvar("speedmeter"))
95                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
96                 if(self.lastground < time - 0.3)
97                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
98                 if(self.jumppadcount > 1)
99                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
100                 self.jumppadcount = 0;
101         }
102
103         self.velocity_z = self.velocity_z + mjumpheight;
104         self.oldvelocity_z = self.velocity_z;
105
106         self.flags &~= FL_ONGROUND;
107         self.flags &~= FL_JUMPRELEASED;
108
109         if (self.crouch)
110                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
111         else
112                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
113
114         if(g_jump_grunt)
115                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
116
117         if(sv_doublejump)
118         {
119                 // we're moving upwards at self.velocity_z
120                 // only allow jumping after we got 3 units upwards
121                 // so we for sure leave the FL_ONGROUND check
122                 //
123                 // but as this sucks because of factoring in gravity, we'll just do it
124                 // for 4 units, and constant velocity
125                 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
126         }
127
128         self.restart_jump = -1; // restart jump anim next time
129         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
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 wishspeed0, float accel, float accelqw, float sidefric)
411 {
412         float vel_straight;
413         float vel_z;
414         vector vel_perpend;
415         float addspeed;
416         float savespeed;
417
418         if(cvar("sv_gameplayfix_q2airaccelerate"))
419                 wishspeed0 = wishspeed;
420
421         savespeed = self.velocity * self.velocity;
422
423         vel_straight = self.velocity * wishdir;
424         vel_z = self.velocity_z;
425         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
426
427 #if 0
428         if(cvar("sv_gameplayfix_alternatespeedclamp"))
429         {
430                 // 1. move as normal, but fake a forward move to get the maximum ALLOWED speed
431                 float vel_xy;
432                 vel_xy = sqrt(vel_straight * vel_straight + vel_perpend * vel_perpend);
433                 addspeed = wishspeed - vel_xy;
434                 if(addspeed > 0)
435                         vel_xy = vel_xy + min(addspeed, accel * frametime * wishspeed0) * accelqw;
436                 if(wishspeed > 0)
437                         vel_xy = vel_xy +               accel * frametime * wishspeed0  * (1 - accelqw);
438                 // 2. accelerate actually, using our acceleration factor and the max allowed forward speed we derived
439                 //    we may add at most a vector length of        min(wishspeed, accel * frametime * wishspeed0) 
440                 //    however, the absolute value must not exceed  vel_xy
441                 addspeed = accel * frametime * wishspeed0;
442                 addspeed = bound(0, sqrt(vel_xy * vel_xy - vel_perpend * vel_perpend) - vel_straight, addspeed);
443                 //                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
444                 // this is how much we can add without exceeding vel_xy
445                 vel_straight += addspeed;
446         }
447         else
448 #endif
449         {
450                 addspeed = wishspeed - vel_straight;
451                 if(addspeed > 0)
452                         vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed0) * accelqw;
453                 if(wishspeed > 0)
454                         vel_straight = vel_straight +               accel * frametime * wishspeed0  * (1 - accelqw);
455         }
456
457         if(sidefric < 0 && (vel_perpend*vel_perpend))
458         {
459                 float f, fminimum;
460                 f = (1 - frametime * wishspeed * sidefric);
461                 fminimum = (savespeed - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
462                 if(fminimum <= 0)
463                         vel_perpend = vel_perpend * f;
464                 else
465                         vel_perpend = vel_perpend * min(1, max(fminimum, f));
466         }
467         else
468                 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
469
470         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
471 }
472
473 void PM_AirAccelerate(vector wishdir, float wishspeed)
474 {
475         vector curvel, wishvel, acceldir, curdir;
476         float addspeed, accelspeed, curspeed, f;
477         float dot;
478
479         if(wishspeed == 0)
480                 return;
481
482         curvel = self.velocity;
483         curvel_z = 0;
484         curspeed = vlen(curvel);
485
486         if(wishspeed > curspeed * 1.01)
487         {
488                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
489         }
490         else
491         {
492                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
493                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
494         }
495         wishvel = wishdir * wishspeed;
496         acceldir = wishvel - curvel;
497         addspeed = vlen(acceldir);
498         acceldir = normalize(acceldir);
499
500         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
501
502         if(sv_warsowbunny_backtosideratio < 1)
503         {
504                 curdir = normalize(curvel);
505                 dot = acceldir * curdir;
506                 if(dot < 0)
507                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
508         }
509
510         self.velocity += accelspeed * acceldir;
511 }
512
513 .vector movement_old;
514 .float buttons_old;
515 .vector v_angle_old;
516 .string lastclassname;
517
518 void Nixnex_GiveCurrentWeapon();
519 .float() PlayerPhysplug;
520
521 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
522 .float specialcommand_pos;
523 void SpecialCommand()
524 {
525 #ifdef TETRIS
526         TetrisImpulse();
527 #else
528         if(!CheatImpulse(99))
529                 print("A hollow voice says \"Plugh\".\n");
530 #endif
531 }
532
533 float speedaward_speed;
534 string speedaward_holder;
535 void race_send_speedaward(float msg)
536 {
537         // send the best speed of the round
538         WriteByte(msg, SVC_TEMPENTITY);
539         WriteByte(msg, TE_CSQC_RACE);
540         WriteByte(msg, RACE_NET_SPEED_AWARD);
541         WriteShort(msg, floor(speedaward_speed+0.5));
542         WriteString(msg, speedaward_holder);
543 }
544
545 float speedaward_alltimebest;
546 string speedaward_alltimebest_holder;
547 void race_send_speedaward_alltimebest(float msg)
548 {
549         // send the best speed
550         WriteByte(msg, SVC_TEMPENTITY);
551         WriteByte(msg, TE_CSQC_RACE);
552         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
553         WriteShort(msg, floor(speedaward_alltimebest+0.5));
554         WriteString(msg, speedaward_alltimebest_holder);
555 }
556
557 string GetMapname(void);
558 float speedaward_lastupdate;
559 float speedaward_lastsent;
560 void SV_PlayerPhysics()
561 {
562         local vector wishvel, wishdir, v;
563         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
564         string temps;
565         float buttons_prev;
566         float not_allowed_to_move;
567         string c;
568
569     if(self.PlayerPhysplug)
570         if(self.PlayerPhysplug())
571             return;
572
573         self.race_movetime_frac += frametime;
574         f = floor(self.race_movetime_frac);
575         self.race_movetime_frac -= f;
576         self.race_movetime_count += f;
577         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
578
579         anticheat_physics();
580
581         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);
582
583         if(!buttons)
584                 c = "x";
585         else if(buttons == 1)
586                 c = "1";
587         else if(buttons == 2)
588                 c = " ";
589         else if(buttons == 128)
590                 c = "s";
591         else if(buttons == 256)
592                 c = "w";
593         else if(buttons == 512)
594                 c = "a";
595         else if(buttons == 1024)
596                 c = "d";
597         else
598                 c = "?";
599
600         if(c == substring(specialcommand, self.specialcommand_pos, 1))
601         {
602                 self.specialcommand_pos += 1;
603                 if(self.specialcommand_pos >= strlen(specialcommand))
604                 {
605                         self.specialcommand_pos = 0;
606                         SpecialCommand();
607                         return;
608                 }
609         }
610         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
611                 self.specialcommand_pos = 0;
612
613         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
614         {
615                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
616                         self.parm_idlesince = time;
617         }
618         buttons_prev = self.buttons_old;
619         self.buttons_old = buttons;
620         self.movement_old = self.movement;
621         self.v_angle_old = self.v_angle;
622
623         if(time < self.nickspamtime)
624         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
625         {
626                 // slight annoyance for nick change scripts
627                 self.movement = -1 * self.movement;
628                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
629
630                 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!
631                 {
632                         self.angles_x = random() * 360;
633                         self.angles_y = random() * 360;
634                         // at least I'm not forcing retardedview by also assigning to angles_z
635                         self.fixangle = 1;
636                 }
637         }
638
639         if (self.punchangle != '0 0 0')
640         {
641                 f = vlen(self.punchangle) - 10 * frametime;
642                 if (f > 0)
643                         self.punchangle = normalize(self.punchangle) * f;
644                 else
645                         self.punchangle = '0 0 0';
646         }
647
648         if (self.punchvector != '0 0 0')
649         {
650                 f = vlen(self.punchvector) - 30 * frametime;
651                 if (f > 0)
652                         self.punchvector = normalize(self.punchvector) * f;
653                 else
654                         self.punchvector = '0 0 0';
655         }
656
657         if (clienttype(self) == CLIENTTYPE_BOT)
658         {
659                 if(playerdemo_read())
660                         return;
661                 bot_think();
662         }
663         
664         self.items &~= IT_USING_JETPACK;
665
666         if(self.classname == "player")
667         {
668                 if(self.race_penalty)
669                         if(time > self.race_penalty)
670                                 self.race_penalty = 0;
671
672                 not_allowed_to_move = 0;
673                 if(self.race_penalty)
674                         not_allowed_to_move = 1;
675                 if(!cvar("sv_ready_restart_after_countdown"))
676                 if(time < game_starttime)
677                         not_allowed_to_move = 1;
678
679                 if(not_allowed_to_move)
680                 {
681                         self.velocity = '0 0 0';
682                         self.movetype = MOVETYPE_NONE;
683                         self.disableclientprediction = 2;
684                 }
685                 else if(self.disableclientprediction == 2)
686                 {
687                         if(self.movetype == MOVETYPE_NONE)
688                                 self.movetype = MOVETYPE_WALK;
689                         self.disableclientprediction = 0;
690                 }
691         }
692
693         if (self.movetype == MOVETYPE_NONE)
694                 return;
695
696         maxspd_mod = 1;
697
698         if(g_runematch)
699         {
700                 if(self.runes & RUNE_SPEED)
701                 {
702                         if(self.runes & CURSE_SLOW)
703                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
704                         else
705                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
706                 }
707                 else if(self.runes & CURSE_SLOW)
708                 {
709                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
710                 }
711         }
712
713         if(g_minstagib && (self.items & IT_INVINCIBLE))
714         {
715                 maxspd_mod = cvar("g_minstagib_speed_moverate");
716         }
717
718         if(g_nexball && self.ballcarried)
719         {
720                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
721         }
722
723         swampspd_mod = 1;
724         if(self.in_swamp) {
725                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
726         }
727
728         if(self.classname != "player")
729         {
730                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
731                 if(!self.spectatorspeed)
732                         self.spectatorspeed = maxspd_mod;
733                 if(self.impulse && self.impulse <= 19)
734                 {
735                         if(self.lastclassname != "player")
736                         {
737                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
738                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
739                                 else if(self.impulse == 11)
740                                         self.spectatorspeed = maxspd_mod;
741                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
742                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
743                                 else if(self.impulse >= 1 && self.impulse <= 9)
744                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
745                         } // otherwise just clear
746                         self.impulse = 0;
747                 }
748                 maxspd_mod = self.spectatorspeed;
749         }
750
751         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
752         if(self.speed != spd)
753         {
754                 self.speed = spd;
755                 temps = ftos(spd);
756                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
757                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
758                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
759                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
760         }
761
762         maxspd_mod *= swampspd_mod; // only one common speed modder please!
763         swampspd_mod = 1;
764
765         // if dead, behave differently
766         if (self.deadflag)
767                 goto end;
768
769         if (!self.fixangle && !g_bugrigs)
770         {
771                 self.angles_x = 0;
772                 self.angles_y = self.v_angle_y;
773                 self.angles_z = 0;
774         }
775
776         if(self.flags & FL_ONGROUND)
777         if(self.wasFlying)
778         {
779                 self.wasFlying = 0;
780
781                 if(self.waterlevel < WATERLEVEL_SWIMMING)
782                 if(time >= self.ladder_time)
783                 if not(self.hook)
784                 {
785                         self.nextstep = time + 0.3 + random() * 0.1;
786                         trace_dphitq3surfaceflags = 0;
787                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
788                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
789                         {
790                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
791                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
792                                 else
793                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
794                         }
795                 }
796         }
797
798         if(IsFlying(self))
799                 self.wasFlying = 1;
800
801         if(self.classname == "player")
802         {
803                 if(sv_doublejump)
804                 {
805                         self.flags &~= FL_ONGROUND;
806                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
807                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
808                                 self.flags |= FL_ONGROUND;
809                 }
810
811                 if (self.BUTTON_JUMP)
812                         PlayerJump ();
813                 else
814                         self.flags |= FL_JUMPRELEASED;
815
816                 if (self.waterlevel == WATERLEVEL_SWIMMING)
817                         CheckWaterJump ();
818         }
819
820         if (self.flags & FL_WATERJUMP )
821         {
822                 self.velocity_x = self.movedir_x;
823                 self.velocity_y = self.movedir_y;
824                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
825                 {
826                         self.flags &~= FL_WATERJUMP;
827                         self.teleport_time = 0;
828                 }
829         }
830         else if (g_bugrigs && self.classname == "player")
831         {
832                 RaceCarPhysics();
833         }
834         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
835         {
836                 // noclipping or flying
837                 self.flags &~= FL_ONGROUND;
838
839                 self.velocity = self.velocity * (1 - frametime * sv_friction);
840                 makevectors(self.v_angle);
841                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
842                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
843                 // acceleration
844                 wishdir = normalize(wishvel);
845                 wishspeed = vlen(wishvel);
846                 if (wishspeed > sv_maxspeed*maxspd_mod)
847                         wishspeed = sv_maxspeed*maxspd_mod;
848                 if (time >= self.teleport_time)
849                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
850         }
851         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
852         {
853                 // swimming
854                 self.flags &~= FL_ONGROUND;
855
856                 makevectors(self.v_angle);
857                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
858                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
859                 if (wishvel == '0 0 0')
860                         wishvel = '0 0 -60'; // drift towards bottom
861
862                 wishdir = normalize(wishvel);
863                 wishspeed = vlen(wishvel);
864                 if (wishspeed > sv_maxspeed*maxspd_mod)
865                         wishspeed = sv_maxspeed*maxspd_mod;
866                 wishspeed = wishspeed * 0.7;
867
868                 // water friction
869                 self.velocity = self.velocity * (1 - frametime * sv_friction);
870
871                 // water acceleration
872                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
873         }
874         else if (time < self.ladder_time)
875         {
876                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
877                 self.flags &~= FL_ONGROUND;
878
879                 self.velocity = self.velocity * (1 - frametime * sv_friction);
880                 makevectors(self.v_angle);
881                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
882                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
883                 if (self.gravity)
884                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
885                 else
886                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
887                 if (self.ladder_entity.classname == "func_water")
888                 {
889                         f = vlen(wishvel);
890                         if (f > self.ladder_entity.speed)
891                                 wishvel = wishvel * (self.ladder_entity.speed / f);
892
893                         self.watertype = self.ladder_entity.skin;
894                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
895                         if ((self.origin_z + self.view_ofs_z) < f)
896                                 self.waterlevel = WATERLEVEL_SUBMERGED;
897                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
898                                 self.waterlevel = WATERLEVEL_SWIMMING;
899                         else if ((self.origin_z + self.mins_z + 1) < f)
900                                 self.waterlevel = WATERLEVEL_WETFEET;
901                         else
902                         {
903                                 self.waterlevel = WATERLEVEL_NONE;
904                                 self.watertype = CONTENT_EMPTY;
905                         }
906                 }
907                 // acceleration
908                 wishdir = normalize(wishvel);
909                 wishspeed = vlen(wishvel);
910                 if (wishspeed > sv_maxspeed*maxspd_mod)
911                         wishspeed = sv_maxspeed*maxspd_mod;
912                 if (time >= self.teleport_time)
913                 {
914                         // water acceleration
915                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
916                 }
917         }
918         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
919         {
920                 //makevectors(self.v_angle_y * '0 1 0');
921                 makevectors(self.v_angle);
922                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
923                 // add remaining speed as Z component
924                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
925                 // fix speedhacks :P
926                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
927                 // add the unused velocity as up component
928                 wishvel_z = 0;
929
930                 // if(self.BUTTON_JUMP)
931                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
932
933                 // it is now normalized, so...
934                 float a_side, a_up, a_add, a_diff;
935                 a_side = cvar("g_jetpack_acceleration_side");
936                 a_up = cvar("g_jetpack_acceleration_up");
937                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
938
939                 wishvel_x *= a_side;
940                 wishvel_y *= a_side;
941                 wishvel_z *= a_up;
942                 wishvel_z += a_add;
943
944                 float best;
945                 best = 0;
946                 //////////////////////////////////////////////////////////////////////////////////////
947                 // finding the maximum over all vectors of above form
948                 // with wishvel having an absolute value of 1
949                 //////////////////////////////////////////////////////////////////////////////////////
950                 // we're finding the maximum over
951                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
952                 // for z in the range from -1 to 1
953                 //////////////////////////////////////////////////////////////////////////////////////
954                 // maximum is EITHER attained at the single extreme point:
955                 a_diff = a_side * a_side - a_up * a_up;
956                 if(a_diff != 0)
957                 {
958                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
959                         if(f > -1 && f < 1) // can it be attained?
960                         {
961                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
962                                 //print("middle\n");
963                         }
964                 }
965                 // OR attained at z = 1:
966                 f = (a_up + a_add) * (a_up + a_add);
967                 if(f > best)
968                 {
969                         best = f;
970                         //print("top\n");
971                 }
972                 // OR attained at z = -1:
973                 f = (a_up - a_add) * (a_up - a_add);
974                 if(f > best)
975                 {
976                         best = f;
977                         //print("bottom\n");
978                 }
979                 best = sqrt(best);
980                 //////////////////////////////////////////////////////////////////////////////////////
981
982                 //print("best possible acceleration: ", ftos(best), "\n");
983
984                 float fxy, fz;
985                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
986                 if(wishvel_z - sv_gravity > 0)
987                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
988                 else
989                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
990
991                 float fvel;
992                 fvel = vlen(wishvel);
993                 wishvel_x *= fxy;
994                 wishvel_y *= fxy;
995                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
996
997                 fvel = min(1, vlen(wishvel) / best);
998                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
999                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1000                 else
1001                         f = 1;
1002
1003                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1004
1005                 if (f > 0 && wishvel != '0 0 0')
1006                 {
1007                         self.velocity = self.velocity + wishvel * f * frametime;
1008                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1009                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1010                         self.flags &~= FL_ONGROUND;
1011                         self.items |= IT_USING_JETPACK;
1012
1013                         // jetpack also inhibits health regeneration, but only for 1 second
1014                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1015                 }
1016         }
1017         else if (self.flags & FL_ONGROUND)
1018         {
1019                 // we get here if we ran out of ammo
1020                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1021                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1022
1023                 // walking
1024                 makevectors(self.v_angle_y * '0 1 0');
1025                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1026
1027                 if(!(self.lastflags & FL_ONGROUND))
1028                 {
1029                         if(cvar("speedmeter"))
1030                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1031                         if(self.lastground < time - 0.3)
1032                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1033                         if(self.jumppadcount > 1)
1034                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1035                         self.jumppadcount = 0;
1036                 }
1037
1038 #ifdef LETS_TEST_FTEQCC
1039                 if(self.velocity_x || self.velocity_y)
1040                 {
1041                         // good
1042                 }
1043                 else
1044                 {
1045                         if(self.velocity_x)
1046                                 checkclient();
1047                         if(self.velocity_y)
1048                                 checkclient();
1049                 }
1050 #endif
1051
1052                 v = self.velocity;
1053                 v_z = 0;
1054                 f = vlen(v);
1055                 if(f > 0)
1056                 {
1057                         if (f < sv_stopspeed)
1058                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1059                         else
1060                                 f = 1 - frametime * sv_friction;
1061                         if (f > 0)
1062                                 self.velocity = self.velocity * f;
1063                         else
1064                                 self.velocity = '0 0 0';
1065                 }
1066
1067                 // acceleration
1068                 wishdir = normalize(wishvel);
1069                 wishspeed = vlen(wishvel);
1070                 if (wishspeed > sv_maxspeed*maxspd_mod)
1071                         wishspeed = sv_maxspeed*maxspd_mod;
1072                 if (self.crouch)
1073                         wishspeed = wishspeed * 0.5;
1074                 if (time >= self.teleport_time)
1075                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1076         }
1077         else
1078         {
1079                 float wishspeed0;
1080                 // we get here if we ran out of ammo
1081                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1082                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1083
1084                 if(maxspd_mod < 1)
1085                 {
1086                         maxairspd = sv_maxairspeed*maxspd_mod;
1087                         airaccel = sv_airaccelerate*maxspd_mod;
1088                 }
1089                 else
1090                 {
1091                         maxairspd = sv_maxairspeed;
1092                         airaccel = sv_airaccelerate;
1093                 }
1094                 // airborn
1095                 makevectors(self.v_angle_y * '0 1 0');
1096                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1097                 // acceleration
1098                 wishdir = normalize(wishvel);
1099                 wishspeed = wishspeed0 = vlen(wishvel);
1100                 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1101                         wishspeed0 = sv_maxspeed*maxspd_mod;
1102                 if (wishspeed > maxairspd)
1103                         wishspeed = maxairspd;
1104                 if (self.crouch)
1105                         wishspeed = wishspeed * 0.5;
1106                 if (time >= self.teleport_time)
1107                 {
1108                         float accelerating;
1109                         float wishspeed2;
1110                         float airaccelqw;
1111
1112                         airaccelqw = sv_airaccel_qw;
1113                         accelerating = (self.velocity * wishdir > 0);
1114                         wishspeed2 = wishspeed;
1115
1116                         // CPM
1117                         if(sv_airstopaccelerate)
1118                                 if(self.velocity * wishdir < 0)
1119                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1120                         if(self.movement_x == 0 && self.movement_y != 0)
1121                         {
1122                                 if(sv_maxairstrafespeed)
1123                                 {
1124                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1125                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1126                                                 airaccelqw = 1;
1127                                 }
1128                                 if(sv_airstrafeaccelerate)
1129                                 {
1130                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1131                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1132                                                 airaccelqw = 1;
1133                                 }
1134                         }
1135                         // !CPM
1136
1137                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1138                                 PM_AirAccelerate(wishdir, wishspeed);
1139                         else
1140                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1141
1142                         if(sv_aircontrol)
1143                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1144                 }
1145         }
1146
1147         if((g_cts || g_race) && self.classname != "observer") {
1148                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1149                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1150                         speedaward_holder = self.netname;
1151                         speedaward_lastupdate = time;
1152                 }
1153                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1154                         string rr;
1155                         if(g_cts)
1156                                 rr = CTS_RECORD;
1157                         else
1158                                 rr = RACE_RECORD;
1159                         race_send_speedaward(MSG_ALL);
1160                         speedaward_lastsent = speedaward_speed;
1161                         if (speedaward_speed > speedaward_alltimebest) {
1162                                 speedaward_alltimebest = speedaward_speed;
1163                                 speedaward_alltimebest_holder = speedaward_holder;
1164                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1165                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1166                                 race_send_speedaward_alltimebest(MSG_ALL);
1167                         }
1168                 }
1169         }
1170 :end
1171         if(self.flags & FL_ONGROUND)
1172                 self.lastground = time;
1173
1174         self.lastflags = self.flags;
1175         self.lastclassname = self.classname;
1176 };