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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 #define SHTEST_DELTA 10
33 #define SHTEST_THRESHOLD 1.1
34 .float shtest_next;
35 .float shtest_accumulator;
36 .float doublejump_nextjumptime;
37
38 /*
39 =============
40 PlayerJump
41
42 When you press the jump key
43 =============
44 */
45 void PlayerJump (void)
46 {
47         float mjumpheight;
48
49         mjumpheight = cvar("sv_jumpvelocity");
50         if (self.waterlevel >= WATERLEVEL_SWIMMING)
51         {
52                 if (self.watertype == CONTENT_WATER)
53                         self.velocity_z = 200;
54                 else if (self.watertype == CONTENT_SLIME)
55                         self.velocity_z = 80;
56                 else
57                         self.velocity_z = 50;
58
59                 return;
60         }
61
62         if (!(self.flags & FL_ONGROUND))
63                 return;
64
65         if(!sv_pogostick)
66                 if (!(self.flags & FL_JUMPRELEASED))
67                         return;
68
69         if(self.health <= g_bloodloss)
70                 return;
71
72         if(sv_doublejump)
73                 if(time < self.doublejump_nextjumptime)
74                         return;
75
76         if(g_runematch)
77         {
78                 if(self.runes & RUNE_SPEED)
79                 {
80                         if(self.runes & CURSE_SLOW)
81                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
82                         else
83                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
84                 }
85                 else if(self.runes & CURSE_SLOW)
86                 {
87                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
88                 }
89         }
90
91         if(g_minstagib && (self.items & IT_INVINCIBLE))
92         {
93                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
94         }
95
96         if(!(self.lastflags & FL_ONGROUND))
97         {
98                 if(cvar("speedmeter"))
99                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
100                 if(self.lastground < time - 0.3)
101                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
102                 if(self.jumppadcount > 1)
103                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
104                 self.jumppadcount = 0;
105         }
106
107         self.velocity_z = self.velocity_z + mjumpheight;
108         self.oldvelocity_z = self.velocity_z;
109
110         self.flags &~= FL_ONGROUND;
111         self.flags &~= FL_JUMPRELEASED;
112
113         if (self.crouch)
114                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
115         else
116                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
117
118         if(g_jump_grunt)
119                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
120
121         if(sv_doublejump)
122         {
123                 // we're moving upwards at self.velocity_z
124                 // only allow jumping after we got 3 units upwards
125                 // so we for sure leave the FL_ONGROUND check
126                 //
127                 // but as this sucks because of factoring in gravity, we'll just do it
128                 // for 4 units, and constant velocity
129                 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
130         }
131
132         self.restart_jump = -1; // restart jump anim next time
133         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
134 }
135
136 void CheckWaterJump()
137 {
138         local vector start, end;
139
140 // check for a jump-out-of-water
141         makevectors (self.angles);
142         start = self.origin;
143         start_z = start_z + 8;
144         v_forward_z = 0;
145         normalize(v_forward);
146         end = start + v_forward*24;
147         traceline (start, end, TRUE, self);
148         if (trace_fraction < 1)
149         {       // solid at waist
150                 start_z = start_z + self.maxs_z - 8;
151                 end = start + v_forward*24;
152                 self.movedir = trace_plane_normal * -50;
153                 traceline (start, end, TRUE, self);
154                 if (trace_fraction == 1)
155                 {       // open at eye level
156                         self.flags |= FL_WATERJUMP;
157                         self.velocity_z = 225;
158                         self.flags &~= FL_JUMPRELEASED;
159                         self.teleport_time = time + 2;  // safety net
160                         return;
161                 }
162         }
163 };
164
165 float racecar_angle(float forward, float down)
166 {
167         float ret, angle_mult;
168
169         if(forward < 0)
170         {
171                 forward = -forward;
172                 down = -down;
173         }
174
175         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
176
177         angle_mult = forward / (800 + forward);
178
179         if(ret > 180)
180                 return ret * angle_mult + 360 * (1 - angle_mult);
181         else
182                 return ret * angle_mult;
183 }
184
185 void RaceCarPhysics()
186 {
187         // using this move type for "big rigs"
188         // the engine does not push the entity!
189
190         float accel, steer, f;
191         vector angles_save, rigvel;
192
193         angles_save = self.angles;
194         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
195         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
196
197         if(g_bugrigs_reverse_speeding)
198         {
199                 if(accel < 0)
200                 {
201                         // back accel is DIGITAL
202                         // to prevent speedhack
203                         if(accel < -0.5)
204                                 accel = -1;
205                         else
206                                 accel = 0;
207                 }
208         }
209
210         self.angles_x = 0;
211         self.angles_z = 0;
212         makevectors(self.angles); // new forward direction!
213
214         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
215         {
216                 float myspeed, upspeed, steerfactor, accelfactor;
217
218                 myspeed = self.velocity * v_forward;
219                 upspeed = self.velocity * v_up;
220
221                 // responsiveness factor for steering and acceleration
222                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
223                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
224
225                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
226                         steerfactor = -myspeed * g_bugrigs_steer;
227                 else
228                         steerfactor = -myspeed * f * g_bugrigs_steer;
229
230                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
231                         accelfactor = g_bugrigs_accel;
232                 else
233                         accelfactor = f * g_bugrigs_accel;
234                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
235
236                 if(accel < 0)
237                 {
238                         if(myspeed > 0)
239                         {
240                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
241                         }
242                         else
243                         {
244                                 if(!g_bugrigs_reverse_speeding)
245                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
246                         }
247                 }
248                 else
249                 {
250                         if(myspeed >= 0)
251                         {
252                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
253                         }
254                         else
255                         {
256                                 if(g_bugrigs_reverse_stopping)
257                                         myspeed = 0;
258                                 else
259                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
260                         }
261                 }
262                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
263                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
264
265                 self.angles_y += steer * frametime * steerfactor; // apply steering
266                 makevectors(self.angles); // new forward direction!
267
268                 myspeed += accel * accelfactor * frametime;
269
270                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
271         }
272         else
273         {
274                 myspeed = vlen(self.velocity);
275
276                 // responsiveness factor for steering and acceleration
277                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
278                 steerfactor = -myspeed * f;
279                 self.angles_y += steer * frametime * steerfactor; // apply steering
280
281                 rigvel = self.velocity;
282                 makevectors(self.angles); // new forward direction!
283         }
284
285         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
286         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
287         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
288         //MAXIMA: solve(total_acceleration(v) = 0, v);
289
290         if(g_bugrigs_planar_movement)
291         {
292                 vector rigvel_xy, neworigin, up;
293                 float mt;
294
295                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
296                 rigvel_xy = rigvel;
297                 rigvel_xy_z = 0;
298
299                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
300                         mt = MOVE_NORMAL;
301                 else
302                         mt = MOVE_NOMONSTERS;
303
304                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
305                 up = trace_endpos - self.origin;
306
307                 // BUG RIGS: align the move to the surface instead of doing collision testing
308                 // can we move?
309                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
310
311                 // align to surface
312                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
313
314                 if(trace_fraction < 0.5)
315                 {
316                         trace_fraction = 1;
317                         neworigin = self.origin;
318                 }
319                 else
320                         neworigin = trace_endpos;
321
322                 if(trace_fraction < 1)
323                 {
324                         // now set angles_x so that the car points parallel to the surface
325                         self.angles = vectoangles(
326                                         '1 0 0' * v_forward_x * trace_plane_normal_z
327                                         +
328                                         '0 1 0' * v_forward_y * trace_plane_normal_z
329                                         +
330                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
331                                         );
332                         self.flags |= FL_ONGROUND;
333                 }
334                 else
335                 {
336                         // now set angles_x so that the car points forward, but is tilted in velocity direction
337                         self.flags &~= FL_ONGROUND;
338                 }
339
340                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
341                 self.movetype = MOVETYPE_NOCLIP;
342         }
343         else
344         {
345                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
346                 self.velocity = rigvel;
347                 self.movetype = MOVETYPE_FLY;
348         }
349
350         trace_fraction = 1;
351         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
352         if(trace_fraction != 1)
353         {
354                 self.angles = vectoangles2(
355                                 '1 0 0' * v_forward_x * trace_plane_normal_z
356                                 +
357                                 '0 1 0' * v_forward_y * trace_plane_normal_z
358                                 +
359                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
360                                 trace_plane_normal
361                                 );
362         }
363         else
364         {
365                 vector vel_local;
366
367                 vel_local_x = v_forward * self.velocity;
368                 vel_local_y = v_right * self.velocity;
369                 vel_local_z = v_up * self.velocity;
370
371                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
372                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
373         }
374
375         // smooth the angles
376         vector vf1, vu1, smoothangles;
377         makevectors(self.angles);
378         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379         if(f == 0)
380                 f = 1;
381         vf1 = v_forward * f;
382         vu1 = v_up * f;
383         makevectors(angles_save);
384         vf1 = vf1 + v_forward * (1 - f);
385         vu1 = vu1 + v_up * (1 - f);
386         smoothangles = vectoangles2(vf1, vu1);
387         self.angles_x = -smoothangles_x;
388         self.angles_z =  smoothangles_z;
389 }
390
391 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
392 {
393         float zspeed, xyspeed, dot, k;
394
395         if(self.movement_x == 0 || self.movement_y != 0)
396                 return; // can't control movement if not moving forward or backward
397
398         zspeed = self.velocity_z;
399         self.velocity_z = 0;
400         xyspeed = vlen(self.velocity);
401         self.velocity = normalize(self.velocity);
402
403         dot = self.velocity * wishdir;
404         k = 32;
405         k *= sv_aircontrol*dot*dot*frametime;
406
407         if(dot > 0) // we can't change direction while slowing down
408                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
409
410         self.velocity = self.velocity * xyspeed;
411         self.velocity_z = zspeed;
412 }
413
414 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
415 {
416         float vel_straight;
417         float vel_z;
418         vector vel_perpend;
419         float addspeed;
420         float savespeed;
421
422         if(cvar("sv_gameplayfix_q2airaccelerate"))
423                 wishspeed0 = wishspeed;
424
425         savespeed = self.velocity * self.velocity;
426
427         vel_straight = self.velocity * wishdir;
428         vel_z = self.velocity_z;
429         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
430
431         addspeed = wishspeed - vel_straight;
432         if(addspeed > 0)
433                 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed0) * accelqw;
434         if(wishspeed > 0)
435                 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed0) * (1 - accelqw);
436
437         if(sidefric < 0 && (vel_perpend*vel_perpend))
438         {
439                 float f, fmin;
440                 f = (1 + frametime * wishspeed * sidefric);
441                 fmin = (savespeed - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
442                 if(fmin <= 0)
443                         vel_perpend = vel_perpend * f;
444                 else
445                         vel_perpend = vel_perpend * min(1, max(fmin, f));
446         }
447         else
448                 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
449
450         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
451 }
452
453 void PM_AirAccelerate(vector wishdir, float wishspeed)
454 {
455         vector curvel, wishvel, acceldir, curdir;
456         float addspeed, accelspeed, curspeed, f;
457         float dot;
458
459         if(wishspeed == 0)
460                 return;
461
462         curvel = self.velocity;
463         curvel_z = 0;
464         curspeed = vlen(curvel);
465
466         if(wishspeed > curspeed * 1.01)
467         {
468                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
469         }
470         else
471         {
472                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
473                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
474         }
475         wishvel = wishdir * wishspeed;
476         acceldir = wishvel - curvel;
477         addspeed = vlen(acceldir);
478         acceldir = normalize(acceldir);
479
480         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
481
482         if(sv_warsowbunny_backtosideratio < 1)
483         {
484                 curdir = normalize(curvel);
485                 dot = acceldir * curdir;
486                 if(dot < 0)
487                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
488         }
489
490         self.velocity += accelspeed * acceldir;
491 }
492
493 .vector movement_old;
494 .float buttons_old;
495 .vector v_angle_old;
496 .string lastclassname;
497
498 void Nixnex_GiveCurrentWeapon();
499 .float() PlayerPhysplug;
500
501 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
502 .float specialcommand_pos;
503 void SpecialCommand()
504 {
505 #ifdef TETRIS
506         TetrisImpulse();
507 #else
508         if(sv_cheats || self.maycheat)
509                 self.impulse = 99;
510         else
511                 print("A hollow voice says \"Plugh\".\n");
512 #endif
513 }
514
515 float speedaward_speed;
516 string speedaward_holder;
517 void race_send_speedaward()
518 {
519         // send the best speed of the round
520         WRITESPECTATABLE_MSG_ONE({
521         WriteByte(MSG_ONE, SVC_TEMPENTITY);
522         WriteByte(MSG_ONE, TE_CSQC_RACE);
523         WriteByte(MSG_ONE, RACE_NET_SPEED_AWARD);
524         WriteShort(MSG_ONE, floor(speedaward_speed+0.5));
525         WriteString(MSG_ONE, speedaward_holder);
526 });
527 }
528
529 float speedaward_lastupdate;
530 float speedaward_lastsent;
531 void SV_PlayerPhysics()
532 {
533         local vector wishvel, wishdir, v;
534         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
535         string temps;
536         float buttons_prev;
537         float not_allowed_to_move;
538         string c;
539         
540         if(g_race || g_cts)
541         {
542                 // if record times matter
543                 // ensure nothing EVIL is being done (i.e. strafebot)
544                 // this hinders joystick users though
545                 // but it still gives SOME analog control
546                 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
547                 wishvel_x = fabs(self.movement_x);
548                 wishvel_y = fabs(self.movement_y);
549                 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
550                 {
551                         wishvel_z = 0;
552                         wishspeed = vlen(wishvel);
553                         if(wishvel_x >= 2 * wishvel_y)
554                         {
555                                 // pure X motion
556                                 if(self.movement_x > 0)
557                                         self.movement_x = wishspeed;
558                                 else
559                                         self.movement_x = -wishspeed;
560                                 self.movement_y = 0;
561                         }
562                         else if(wishvel_y >= 2 * wishvel_x)
563                         {
564                                 // pure Y motion
565                                 self.movement_x = 0;
566                                 if(self.movement_y > 0)
567                                         self.movement_y = wishspeed;
568                                 else
569                                         self.movement_y = -wishspeed;
570                         }
571                         else
572                         {
573                                 // diagonal
574                                 if(self.movement_x > 0)
575                                         self.movement_x = 0.70710678118654752440 * wishspeed;
576                                 else
577                                         self.movement_x = -0.70710678118654752440 * wishspeed;
578                                 if(self.movement_y > 0)
579                                         self.movement_y = 0.70710678118654752440 * wishspeed;
580                                 else
581                                         self.movement_y = -0.70710678118654752440 * wishspeed;
582                         }
583                 }
584         }
585
586         self.race_movetime_frac += frametime;
587         f = floor(self.race_movetime_frac);
588         self.race_movetime_frac -= f;
589         self.race_movetime_count += f;
590         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
591
592         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);
593
594         if(!buttons)
595                 c = "x";
596         else if(buttons == 1)
597                 c = "1";
598         else if(buttons == 2)
599                 c = " ";
600         else if(buttons == 128)
601                 c = "s";
602         else if(buttons == 256)
603                 c = "w";
604         else if(buttons == 512)
605                 c = "a";
606         else if(buttons == 1024)
607                 c = "d";
608         else
609                 c = "?";
610
611         if(c == substring(specialcommand, self.specialcommand_pos, 1))
612         {
613                 self.specialcommand_pos += 1;
614                 if(self.specialcommand_pos >= strlen(specialcommand))
615                 {
616                         self.specialcommand_pos = 0;
617                         SpecialCommand();
618                         return;
619                 }
620         }
621         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
622                 self.specialcommand_pos = 0;
623         
624     if(self.PlayerPhysplug)
625         if(self.PlayerPhysplug())
626             return;
627
628         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
629         {
630                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
631                         self.parm_idlesince = time;
632         }
633         buttons_prev = self.buttons_old;
634         self.buttons_old = buttons;
635         self.movement_old = self.movement;
636         self.v_angle_old = self.v_angle;
637
638         if(time < self.nickspamtime)
639         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
640         {
641                 // slight annoyance for nick change scripts
642                 self.movement = -1 * self.movement;
643                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
644
645                 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!
646                 {
647                         self.angles_x = random() * 360;
648                         self.angles_y = random() * 360;
649                         // at least I'm not forcing retardedview by also assigning to angles_z
650                         self.fixangle = 1;
651                 }
652         }
653
654         if(time > self.shtest_next)
655         {
656                 if(self.shtest_next > 0)
657                 {
658                         // self.shtest_accumulator:
659                         //   started at time - SHTEST_DELTA
660                         //   should be at SHTEST_DELTA
661                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
662                         if(shtest_score > SHTEST_THRESHOLD)
663                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
664                         else if(cvar("developer_shtest"))
665                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
666                 }
667                 self.shtest_next = time + SHTEST_DELTA;
668                 self.shtest_accumulator = 0;
669         }
670         self.shtest_accumulator += frametime;
671
672         if (clienttype(self) == CLIENTTYPE_BOT)
673                 bot_think();
674
675         self.items &~= IT_USING_JETPACK;
676
677         if(self.classname == "player")
678         {
679                 if(self.race_penalty)
680                         if(time > self.race_penalty)
681                                 self.race_penalty = 0;
682
683                 not_allowed_to_move = 0;
684                 if(self.race_penalty)
685                         not_allowed_to_move = 1;
686                 if(!cvar("sv_ready_restart_after_countdown"))
687                 if(time < game_starttime)
688                         not_allowed_to_move = 1;
689
690                 if(not_allowed_to_move)
691                 {
692                         self.velocity = '0 0 0';
693                         self.movetype = MOVETYPE_NONE;
694                         self.disableclientprediction = 2;
695                 }
696                 else if(self.disableclientprediction == 2)
697                 {
698                         if(self.movetype == MOVETYPE_NONE)
699                                 self.movetype = MOVETYPE_WALK;
700                         self.disableclientprediction = 0;
701                 }
702         }
703
704         if (self.movetype == MOVETYPE_NONE)
705                 return;
706
707         if (self.punchangle != '0 0 0')
708         {
709                 f = vlen(self.punchangle) - 10 * frametime;
710                 if (f > 0)
711                         self.punchangle = normalize(self.punchangle) * f;
712                 else
713                         self.punchangle = '0 0 0';
714         }
715
716         if (self.punchvector != '0 0 0')
717         {
718                 f = vlen(self.punchvector) - 30 * frametime;
719                 if (f > 0)
720                         self.punchvector = normalize(self.punchvector) * f;
721                 else
722                         self.punchvector = '0 0 0';
723         }
724
725         maxspd_mod = 1;
726
727         if(g_runematch)
728         {
729                 if(self.runes & RUNE_SPEED)
730                 {
731                         if(self.runes & CURSE_SLOW)
732                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
733                         else
734                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
735                 }
736                 else if(self.runes & CURSE_SLOW)
737                 {
738                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
739                 }
740         }
741
742         if(g_minstagib && (self.items & IT_INVINCIBLE))
743         {
744                 maxspd_mod = cvar("g_minstagib_speed_moverate");
745         }
746
747         if(g_nexball && self.ballcarried)
748         {
749                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
750         }
751
752         swampspd_mod = 1;
753         if(self.in_swamp) {
754                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
755         }
756
757         if(self.classname != "player")
758         {
759                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
760                 if(!self.spectatorspeed)
761                         self.spectatorspeed = maxspd_mod;
762                 if(self.impulse && self.impulse <= 19)
763                 {
764                         if(self.lastclassname != "player")
765                         {
766                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
767                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
768                                 else if(self.impulse == 11)
769                                         self.spectatorspeed = maxspd_mod;
770                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
771                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
772                                 else if(self.impulse >= 1 && self.impulse <= 9)
773                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
774                         } // otherwise just clear
775                         self.impulse = 0;
776                 }
777                 maxspd_mod = self.spectatorspeed;
778         }
779
780         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
781         if(self.speed != spd)
782         {
783                 self.speed = spd;
784                 temps = ftos(spd);
785                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
786                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
787                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
788                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
789         }
790
791         maxspd_mod *= swampspd_mod; // only one common speed modder please!
792         swampspd_mod = 1;
793
794         // if dead, behave differently
795         if (self.deadflag)
796                 goto end;
797
798         if (!self.fixangle && !g_bugrigs)
799         {
800                 self.angles_x = 0;
801                 self.angles_y = self.v_angle_y;
802                 self.angles_z = 0;
803         }
804
805         if(self.flags & FL_ONGROUND)
806         if(self.wasFlying)
807         {
808                 self.wasFlying = 0;
809
810                 if(self.waterlevel < WATERLEVEL_SWIMMING)
811                 if(time >= self.ladder_time)
812                 if not(self.hook)
813                 {
814                         self.nextstep = time + 0.3 + random() * 0.1;
815                         trace_dphitq3surfaceflags = 0;
816                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
817                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
818                         {
819                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
820                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
821                                 else
822                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
823                         }
824                 }
825         }
826
827         if(IsFlying(self))
828                 self.wasFlying = 1;
829
830         if(self.classname == "player")
831         {
832                 if(sv_doublejump)
833                 {
834                         self.flags &~= FL_ONGROUND;
835                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
836                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
837                                 self.flags |= FL_ONGROUND;
838                 }
839
840                 if (self.BUTTON_JUMP)
841                         PlayerJump ();
842                 else
843                         self.flags |= FL_JUMPRELEASED;
844
845                 if (self.waterlevel == WATERLEVEL_SWIMMING)
846                         CheckWaterJump ();
847         }
848
849         if (self.flags & FL_WATERJUMP )
850         {
851                 self.velocity_x = self.movedir_x;
852                 self.velocity_y = self.movedir_y;
853                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
854                 {
855                         self.flags &~= FL_WATERJUMP;
856                         self.teleport_time = 0;
857                 }
858         }
859         else if (g_bugrigs && self.classname == "player")
860         {
861                 RaceCarPhysics();
862         }
863         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
864         {
865                 // noclipping or flying
866                 self.flags &~= FL_ONGROUND;
867
868                 self.velocity = self.velocity * (1 - frametime * sv_friction);
869                 makevectors(self.v_angle);
870                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
871                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
872                 // acceleration
873                 wishdir = normalize(wishvel);
874                 wishspeed = vlen(wishvel);
875                 if (wishspeed > sv_maxspeed*maxspd_mod)
876                         wishspeed = sv_maxspeed*maxspd_mod;
877                 if (time >= self.teleport_time)
878                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
879         }
880         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
881         {
882                 // swimming
883                 self.flags &~= FL_ONGROUND;
884
885                 makevectors(self.v_angle);
886                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
887                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
888                 if (wishvel == '0 0 0')
889                         wishvel = '0 0 -60'; // drift towards bottom
890
891                 wishdir = normalize(wishvel);
892                 wishspeed = vlen(wishvel);
893                 if (wishspeed > sv_maxspeed*maxspd_mod)
894                         wishspeed = sv_maxspeed*maxspd_mod;
895                 wishspeed = wishspeed * 0.7;
896
897                 // water friction
898                 self.velocity = self.velocity * (1 - frametime * sv_friction);
899
900                 // water acceleration
901                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
902         }
903         else if (time < self.ladder_time)
904         {
905                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
906                 self.flags &~= FL_ONGROUND;
907
908                 self.velocity = self.velocity * (1 - frametime * sv_friction);
909                 makevectors(self.v_angle);
910                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
911                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
912                 if (self.gravity)
913                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
914                 else
915                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
916                 if (self.ladder_entity.classname == "func_water")
917                 {
918                         f = vlen(wishvel);
919                         if (f > self.ladder_entity.speed)
920                                 wishvel = wishvel * (self.ladder_entity.speed / f);
921
922                         self.watertype = self.ladder_entity.skin;
923                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
924                         if ((self.origin_z + self.view_ofs_z) < f)
925                                 self.waterlevel = WATERLEVEL_SUBMERGED;
926                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
927                                 self.waterlevel = WATERLEVEL_SWIMMING;
928                         else if ((self.origin_z + self.mins_z + 1) < f)
929                                 self.waterlevel = WATERLEVEL_WETFEET;
930                         else
931                         {
932                                 self.waterlevel = WATERLEVEL_NONE;
933                                 self.watertype = CONTENT_EMPTY;
934                         }
935                 }
936                 // acceleration
937                 wishdir = normalize(wishvel);
938                 wishspeed = vlen(wishvel);
939                 if (wishspeed > sv_maxspeed*maxspd_mod)
940                         wishspeed = sv_maxspeed*maxspd_mod;
941                 if (time >= self.teleport_time)
942                 {
943                         // water acceleration
944                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
945                 }
946         }
947         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
948         {
949                 //makevectors(self.v_angle_y * '0 1 0');
950                 makevectors(self.v_angle);
951                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
952                 // add remaining speed as Z component
953                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
954                 // fix speedhacks :P
955                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
956                 // add the unused velocity as up component
957                 wishvel_z = 0;
958
959                 // if(self.BUTTON_JUMP)
960                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
961
962                 // it is now normalized, so...
963                 float a_side, a_up, a_add, a_diff;
964                 a_side = cvar("g_jetpack_acceleration_side");
965                 a_up = cvar("g_jetpack_acceleration_up");
966                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
967
968                 wishvel_x *= a_side;
969                 wishvel_y *= a_side;
970                 wishvel_z *= a_up;
971                 wishvel_z += a_add;
972
973                 float best;
974                 best = 0;
975                 //////////////////////////////////////////////////////////////////////////////////////
976                 // finding the maximum over all vectors of above form
977                 // with wishvel having an absolute value of 1
978                 //////////////////////////////////////////////////////////////////////////////////////
979                 // we're finding the maximum over
980                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
981                 // for z in the range from -1 to 1
982                 //////////////////////////////////////////////////////////////////////////////////////
983                 // maximum is EITHER attained at the single extreme point:
984                 a_diff = a_side * a_side - a_up * a_up;
985                 if(a_diff != 0)
986                 {
987                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
988                         if(f > -1 && f < 1) // can it be attained?
989                         {
990                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
991                                 //print("middle\n");
992                         }
993                 }
994                 // OR attained at z = 1:
995                 f = (a_up + a_add) * (a_up + a_add);
996                 if(f > best)
997                 {
998                         best = f;
999                         //print("top\n");
1000                 }
1001                 // OR attained at z = -1:
1002                 f = (a_up - a_add) * (a_up - a_add);
1003                 if(f > best)
1004                 {
1005                         best = f;
1006                         //print("bottom\n");
1007                 }
1008                 best = sqrt(best);
1009                 //////////////////////////////////////////////////////////////////////////////////////
1010
1011                 //print("best possible acceleration: ", ftos(best), "\n");
1012
1013                 float fxy, fz;
1014                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1015                 if(wishvel_z - sv_gravity > 0)
1016                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1017                 else
1018                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1019
1020                 float fvel;
1021                 fvel = vlen(wishvel);
1022                 wishvel_x *= fxy;
1023                 wishvel_y *= fxy;
1024                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1025
1026                 fvel = min(1, vlen(wishvel) / best);
1027                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1028                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1029                 else
1030                         f = 1;
1031
1032                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1033
1034                 if (f > 0 && wishvel != '0 0 0')
1035                 {
1036                         self.velocity = self.velocity + wishvel * f * frametime;
1037                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1038                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1039                         self.flags &~= FL_ONGROUND;
1040                         self.items |= IT_USING_JETPACK;
1041
1042                         // jetpack also inhibits health regeneration, but only for 1 second
1043                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1044                 }
1045         }
1046         else if (self.flags & FL_ONGROUND)
1047         {
1048                 // we get here if we ran out of ammo
1049                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1050                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1051
1052                 // walking
1053                 makevectors(self.v_angle_y * '0 1 0');
1054                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1055
1056                 if(!(self.lastflags & FL_ONGROUND))
1057                 {
1058                         if(cvar("speedmeter"))
1059                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1060                         if(self.lastground < time - 0.3)
1061                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1062                         if(self.jumppadcount > 1)
1063                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1064                         self.jumppadcount = 0;
1065                 }
1066
1067 #ifdef LETS_TEST_FTEQCC
1068                 if(self.velocity_x || self.velocity_y)
1069                 {
1070                         // good
1071                 }
1072                 else
1073                 {
1074                         if(self.velocity_x)
1075                                 checkclient();
1076                         if(self.velocity_y)
1077                                 checkclient();
1078                 }
1079 #endif
1080
1081                 v = self.velocity;
1082                 v_z = 0;
1083                 f = vlen(v);
1084                 if(f > 0)
1085                 {
1086                         if (f < sv_stopspeed)
1087                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1088                         else
1089                                 f = 1 - frametime * sv_friction;
1090                         if (f > 0)
1091                                 self.velocity = self.velocity * f;
1092                         else
1093                                 self.velocity = '0 0 0';
1094                 }
1095
1096                 // acceleration
1097                 wishdir = normalize(wishvel);
1098                 wishspeed = vlen(wishvel);
1099                 if (wishspeed > sv_maxspeed*maxspd_mod)
1100                         wishspeed = sv_maxspeed*maxspd_mod;
1101                 if (self.crouch)
1102                         wishspeed = wishspeed * 0.5;
1103                 if (time >= self.teleport_time)
1104                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1105         }
1106         else
1107         {
1108                 float wishspeed0;
1109                 // we get here if we ran out of ammo
1110                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1111                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1112
1113                 if(maxspd_mod < 1)
1114                 {
1115                         maxairspd = sv_maxairspeed*maxspd_mod;
1116                         airaccel = sv_airaccelerate*maxspd_mod;
1117                 }
1118                 else
1119                 {
1120                         maxairspd = sv_maxairspeed;
1121                         airaccel = sv_airaccelerate;
1122                 }
1123                 // airborn
1124                 makevectors(self.v_angle_y * '0 1 0');
1125                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1126                 // acceleration
1127                 wishdir = normalize(wishvel);
1128                 wishspeed = wishspeed0 = vlen(wishvel);
1129                 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1130                         wishspeed0 = sv_maxspeed*maxspd_mod;
1131                 if (wishspeed > maxairspd)
1132                         wishspeed = maxairspd;
1133                 if (self.crouch)
1134                         wishspeed = wishspeed * 0.5;
1135                 if (time >= self.teleport_time)
1136                 {
1137                         float accelerating;
1138                         float wishspeed2;
1139                         float airaccelqw;
1140
1141                         airaccelqw = sv_airaccel_qw;
1142                         accelerating = (self.velocity * wishdir > 0);
1143                         wishspeed2 = wishspeed;
1144
1145                         // CPM
1146                         if(sv_airstopaccelerate)
1147                                 if(self.velocity * wishdir < 0)
1148                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1149                         if(self.movement_x == 0 && self.movement_y != 0)
1150                         {
1151                                 if(sv_maxairstrafespeed)
1152                                 {
1153                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1154                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1155                                                 airaccelqw = 1;
1156                                 }
1157                                 if(sv_airstrafeaccelerate)
1158                                 {
1159                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1160                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1161                                                 airaccelqw = 1;
1162                                 }
1163                         }
1164                         // !CPM
1165
1166                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1167                                 PM_AirAccelerate(wishdir, wishspeed);
1168                         else
1169                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1170
1171                         if(sv_aircontrol)
1172                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1173                 }
1174         }
1175
1176         if(g_cts && self.classname != "observer") {
1177                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1178                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1179                         speedaward_holder = self.netname;
1180                         speedaward_lastupdate = time;
1181                 }
1182                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1183                         race_send_speedaward();
1184                         speedaward_lastsent = speedaward_speed;
1185                 }
1186         }
1187 :end
1188         if(self.flags & FL_ONGROUND)
1189                 self.lastground = time;
1190
1191         self.lastflags = self.flags;
1192         self.lastclassname = self.classname;
1193 };