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speed clamping: sideways friction < 0 clamps against minimum possible backwards speed...
[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 // example config for alternate speed clamping:
411 //   sv_airaccel_qw 0.8
412 //   sv_airaccel_sideways_friction 0
413 //   prvm_globalset server speedclamp_mode 1
414 //     (or 2)
415 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
416 {
417         float vel_straight;
418         float vel_z;
419         vector vel_perpend;
420         float step;
421
422         vector vel_xy;
423         float vel_xy_current;
424         float vel_xy_backward, vel_xy_forward;
425         float speedclamp;
426
427         speedclamp = (accelqw < 0);
428         if(speedclamp)
429                 accelqw = -accelqw;
430
431         if(cvar("sv_gameplayfix_q2airaccelerate"))
432                 wishspeed0 = wishspeed;
433
434         vel_straight = self.velocity * wishdir;
435         vel_z = self.velocity_z;
436         vel_xy = self.velocity - vel_z * '0 0 1';
437         vel_perpend = vel_xy - vel_straight * wishdir;
438
439         step = accel * frametime * wishspeed0;
440
441         vel_xy_current  = vlen(vel_xy);
442         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
443         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
444
445         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
446
447         if(sidefric < 0 && (vel_perpend*vel_perpend))
448                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
449         {
450                 float f, fminimum;
451                 f = (1 - frametime * wishspeed * sidefric);
452                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
453                 if(fminimum <= 0)
454                         vel_perpend = vel_perpend * f;
455                 else
456                         vel_perpend = vel_perpend * min(1, max(fminimum, f));
457         }
458         else
459                 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
460         
461         vel_xy = vel_straight * wishdir + vel_perpend;
462         
463         if(speedclamp)
464         {
465                 // ensure we don't get too fast or decelerate faster than we should
466                 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
467                 if(vel_xy_current > 0) // prevent division by zero
468                         vel_xy = normalize(vel_xy) * vel_xy_current;
469         }
470
471         self.velocity = vel_xy + vel_z * '0 0 1';
472 }
473
474 void PM_AirAccelerate(vector wishdir, float wishspeed)
475 {
476         vector curvel, wishvel, acceldir, curdir;
477         float addspeed, accelspeed, curspeed, f;
478         float dot;
479
480         if(wishspeed == 0)
481                 return;
482
483         curvel = self.velocity;
484         curvel_z = 0;
485         curspeed = vlen(curvel);
486
487         if(wishspeed > curspeed * 1.01)
488         {
489                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
490         }
491         else
492         {
493                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
494                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
495         }
496         wishvel = wishdir * wishspeed;
497         acceldir = wishvel - curvel;
498         addspeed = vlen(acceldir);
499         acceldir = normalize(acceldir);
500
501         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
502
503         if(sv_warsowbunny_backtosideratio < 1)
504         {
505                 curdir = normalize(curvel);
506                 dot = acceldir * curdir;
507                 if(dot < 0)
508                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
509         }
510
511         self.velocity += accelspeed * acceldir;
512 }
513
514 .vector movement_old;
515 .float buttons_old;
516 .vector v_angle_old;
517 .string lastclassname;
518
519 void Nixnex_GiveCurrentWeapon();
520 .float() PlayerPhysplug;
521
522 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
523 .float specialcommand_pos;
524 void SpecialCommand()
525 {
526 #ifdef TETRIS
527         TetrisImpulse();
528 #else
529         if(!CheatImpulse(99))
530                 print("A hollow voice says \"Plugh\".\n");
531 #endif
532 }
533
534 float speedaward_speed;
535 string speedaward_holder;
536 void race_send_speedaward(float msg)
537 {
538         // send the best speed of the round
539         WriteByte(msg, SVC_TEMPENTITY);
540         WriteByte(msg, TE_CSQC_RACE);
541         WriteByte(msg, RACE_NET_SPEED_AWARD);
542         WriteShort(msg, floor(speedaward_speed+0.5));
543         WriteString(msg, speedaward_holder);
544 }
545
546 float speedaward_alltimebest;
547 string speedaward_alltimebest_holder;
548 void race_send_speedaward_alltimebest(float msg)
549 {
550         // send the best speed
551         WriteByte(msg, SVC_TEMPENTITY);
552         WriteByte(msg, TE_CSQC_RACE);
553         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
554         WriteShort(msg, floor(speedaward_alltimebest+0.5));
555         WriteString(msg, speedaward_alltimebest_holder);
556 }
557
558 string GetMapname(void);
559 float speedaward_lastupdate;
560 float speedaward_lastsent;
561 void SV_PlayerPhysics()
562 {
563         local vector wishvel, wishdir, v;
564         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
565         string temps;
566         float buttons_prev;
567         float not_allowed_to_move;
568         string c;
569
570     if(self.PlayerPhysplug)
571         if(self.PlayerPhysplug())
572             return;
573
574         self.race_movetime_frac += frametime;
575         f = floor(self.race_movetime_frac);
576         self.race_movetime_frac -= f;
577         self.race_movetime_count += f;
578         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
579
580         anticheat_physics();
581
582         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);
583
584         if(!buttons)
585                 c = "x";
586         else if(buttons == 1)
587                 c = "1";
588         else if(buttons == 2)
589                 c = " ";
590         else if(buttons == 128)
591                 c = "s";
592         else if(buttons == 256)
593                 c = "w";
594         else if(buttons == 512)
595                 c = "a";
596         else if(buttons == 1024)
597                 c = "d";
598         else
599                 c = "?";
600
601         if(c == substring(specialcommand, self.specialcommand_pos, 1))
602         {
603                 self.specialcommand_pos += 1;
604                 if(self.specialcommand_pos >= strlen(specialcommand))
605                 {
606                         self.specialcommand_pos = 0;
607                         SpecialCommand();
608                         return;
609                 }
610         }
611         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
612                 self.specialcommand_pos = 0;
613
614         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
615         {
616                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
617                         self.parm_idlesince = time;
618         }
619         buttons_prev = self.buttons_old;
620         self.buttons_old = buttons;
621         self.movement_old = self.movement;
622         self.v_angle_old = self.v_angle;
623
624         if(time < self.nickspamtime)
625         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
626         {
627                 // slight annoyance for nick change scripts
628                 self.movement = -1 * self.movement;
629                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
630
631                 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!
632                 {
633                         self.angles_x = random() * 360;
634                         self.angles_y = random() * 360;
635                         // at least I'm not forcing retardedview by also assigning to angles_z
636                         self.fixangle = 1;
637                 }
638         }
639
640         if (self.punchangle != '0 0 0')
641         {
642                 f = vlen(self.punchangle) - 10 * frametime;
643                 if (f > 0)
644                         self.punchangle = normalize(self.punchangle) * f;
645                 else
646                         self.punchangle = '0 0 0';
647         }
648
649         if (self.punchvector != '0 0 0')
650         {
651                 f = vlen(self.punchvector) - 30 * frametime;
652                 if (f > 0)
653                         self.punchvector = normalize(self.punchvector) * f;
654                 else
655                         self.punchvector = '0 0 0';
656         }
657
658         if (clienttype(self) == CLIENTTYPE_BOT)
659         {
660                 if(playerdemo_read())
661                         return;
662                 bot_think();
663         }
664         
665         self.items &~= IT_USING_JETPACK;
666
667         if(self.classname == "player")
668         {
669                 if(self.race_penalty)
670                         if(time > self.race_penalty)
671                                 self.race_penalty = 0;
672
673                 not_allowed_to_move = 0;
674                 if(self.race_penalty)
675                         not_allowed_to_move = 1;
676                 if(!cvar("sv_ready_restart_after_countdown"))
677                 if(time < game_starttime)
678                         not_allowed_to_move = 1;
679
680                 if(not_allowed_to_move)
681                 {
682                         self.velocity = '0 0 0';
683                         self.movetype = MOVETYPE_NONE;
684                         self.disableclientprediction = 2;
685                 }
686                 else if(self.disableclientprediction == 2)
687                 {
688                         if(self.movetype == MOVETYPE_NONE)
689                                 self.movetype = MOVETYPE_WALK;
690                         self.disableclientprediction = 0;
691                 }
692         }
693
694         if (self.movetype == MOVETYPE_NONE)
695                 return;
696
697         maxspd_mod = 1;
698
699         if(g_runematch)
700         {
701                 if(self.runes & RUNE_SPEED)
702                 {
703                         if(self.runes & CURSE_SLOW)
704                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
705                         else
706                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
707                 }
708                 else if(self.runes & CURSE_SLOW)
709                 {
710                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
711                 }
712         }
713
714         if(g_minstagib && (self.items & IT_INVINCIBLE))
715         {
716                 maxspd_mod = cvar("g_minstagib_speed_moverate");
717         }
718
719         if(g_nexball && self.ballcarried)
720         {
721                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
722         }
723
724         swampspd_mod = 1;
725         if(self.in_swamp) {
726                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
727         }
728
729         if(self.classname != "player")
730         {
731                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
732                 if(!self.spectatorspeed)
733                         self.spectatorspeed = maxspd_mod;
734                 if(self.impulse && self.impulse <= 19)
735                 {
736                         if(self.lastclassname != "player")
737                         {
738                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
739                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
740                                 else if(self.impulse == 11)
741                                         self.spectatorspeed = maxspd_mod;
742                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
743                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
744                                 else if(self.impulse >= 1 && self.impulse <= 9)
745                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
746                         } // otherwise just clear
747                         self.impulse = 0;
748                 }
749                 maxspd_mod = self.spectatorspeed;
750         }
751
752         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
753         if(self.speed != spd)
754         {
755                 self.speed = spd;
756                 temps = ftos(spd);
757                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
758                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
759                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
760                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
761         }
762
763         maxspd_mod *= swampspd_mod; // only one common speed modder please!
764         swampspd_mod = 1;
765
766         // if dead, behave differently
767         if (self.deadflag)
768                 goto end;
769
770         if (!self.fixangle && !g_bugrigs)
771         {
772                 self.angles_x = 0;
773                 self.angles_y = self.v_angle_y;
774                 self.angles_z = 0;
775         }
776
777         if(self.flags & FL_ONGROUND)
778         if(self.wasFlying)
779         {
780                 self.wasFlying = 0;
781
782                 if(self.waterlevel < WATERLEVEL_SWIMMING)
783                 if(time >= self.ladder_time)
784                 if not(self.hook)
785                 {
786                         self.nextstep = time + 0.3 + random() * 0.1;
787                         trace_dphitq3surfaceflags = 0;
788                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
789                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
790                         {
791                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
792                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
793                                 else
794                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
795                         }
796                 }
797         }
798
799         if(IsFlying(self))
800                 self.wasFlying = 1;
801
802         if(self.classname == "player")
803         {
804                 if(sv_doublejump)
805                 {
806                         self.flags &~= FL_ONGROUND;
807                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
808                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
809                                 self.flags |= FL_ONGROUND;
810                 }
811
812                 if (self.BUTTON_JUMP)
813                         PlayerJump ();
814                 else
815                         self.flags |= FL_JUMPRELEASED;
816
817                 if (self.waterlevel == WATERLEVEL_SWIMMING)
818                         CheckWaterJump ();
819         }
820
821         if (self.flags & FL_WATERJUMP )
822         {
823                 self.velocity_x = self.movedir_x;
824                 self.velocity_y = self.movedir_y;
825                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
826                 {
827                         self.flags &~= FL_WATERJUMP;
828                         self.teleport_time = 0;
829                 }
830         }
831         else if (g_bugrigs && self.classname == "player")
832         {
833                 RaceCarPhysics();
834         }
835         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
836         {
837                 // noclipping or flying
838                 self.flags &~= FL_ONGROUND;
839
840                 self.velocity = self.velocity * (1 - frametime * sv_friction);
841                 makevectors(self.v_angle);
842                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
843                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
844                 // acceleration
845                 wishdir = normalize(wishvel);
846                 wishspeed = vlen(wishvel);
847                 if (wishspeed > sv_maxspeed*maxspd_mod)
848                         wishspeed = sv_maxspeed*maxspd_mod;
849                 if (time >= self.teleport_time)
850                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
851         }
852         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
853         {
854                 // swimming
855                 self.flags &~= FL_ONGROUND;
856
857                 makevectors(self.v_angle);
858                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
859                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
860                 if (wishvel == '0 0 0')
861                         wishvel = '0 0 -60'; // drift towards bottom
862
863                 wishdir = normalize(wishvel);
864                 wishspeed = vlen(wishvel);
865                 if (wishspeed > sv_maxspeed*maxspd_mod)
866                         wishspeed = sv_maxspeed*maxspd_mod;
867                 wishspeed = wishspeed * 0.7;
868
869                 // water friction
870                 self.velocity = self.velocity * (1 - frametime * sv_friction);
871
872                 // water acceleration
873                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
874         }
875         else if (time < self.ladder_time)
876         {
877                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
878                 self.flags &~= FL_ONGROUND;
879
880                 self.velocity = self.velocity * (1 - frametime * sv_friction);
881                 makevectors(self.v_angle);
882                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
883                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
884                 if (self.gravity)
885                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
886                 else
887                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
888                 if (self.ladder_entity.classname == "func_water")
889                 {
890                         f = vlen(wishvel);
891                         if (f > self.ladder_entity.speed)
892                                 wishvel = wishvel * (self.ladder_entity.speed / f);
893
894                         self.watertype = self.ladder_entity.skin;
895                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
896                         if ((self.origin_z + self.view_ofs_z) < f)
897                                 self.waterlevel = WATERLEVEL_SUBMERGED;
898                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
899                                 self.waterlevel = WATERLEVEL_SWIMMING;
900                         else if ((self.origin_z + self.mins_z + 1) < f)
901                                 self.waterlevel = WATERLEVEL_WETFEET;
902                         else
903                         {
904                                 self.waterlevel = WATERLEVEL_NONE;
905                                 self.watertype = CONTENT_EMPTY;
906                         }
907                 }
908                 // acceleration
909                 wishdir = normalize(wishvel);
910                 wishspeed = vlen(wishvel);
911                 if (wishspeed > sv_maxspeed*maxspd_mod)
912                         wishspeed = sv_maxspeed*maxspd_mod;
913                 if (time >= self.teleport_time)
914                 {
915                         // water acceleration
916                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
917                 }
918         }
919         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
920         {
921                 //makevectors(self.v_angle_y * '0 1 0');
922                 makevectors(self.v_angle);
923                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
924                 // add remaining speed as Z component
925                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
926                 // fix speedhacks :P
927                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
928                 // add the unused velocity as up component
929                 wishvel_z = 0;
930
931                 // if(self.BUTTON_JUMP)
932                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
933
934                 // it is now normalized, so...
935                 float a_side, a_up, a_add, a_diff;
936                 a_side = cvar("g_jetpack_acceleration_side");
937                 a_up = cvar("g_jetpack_acceleration_up");
938                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
939
940                 wishvel_x *= a_side;
941                 wishvel_y *= a_side;
942                 wishvel_z *= a_up;
943                 wishvel_z += a_add;
944
945                 float best;
946                 best = 0;
947                 //////////////////////////////////////////////////////////////////////////////////////
948                 // finding the maximum over all vectors of above form
949                 // with wishvel having an absolute value of 1
950                 //////////////////////////////////////////////////////////////////////////////////////
951                 // we're finding the maximum over
952                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
953                 // for z in the range from -1 to 1
954                 //////////////////////////////////////////////////////////////////////////////////////
955                 // maximum is EITHER attained at the single extreme point:
956                 a_diff = a_side * a_side - a_up * a_up;
957                 if(a_diff != 0)
958                 {
959                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
960                         if(f > -1 && f < 1) // can it be attained?
961                         {
962                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
963                                 //print("middle\n");
964                         }
965                 }
966                 // OR attained at z = 1:
967                 f = (a_up + a_add) * (a_up + a_add);
968                 if(f > best)
969                 {
970                         best = f;
971                         //print("top\n");
972                 }
973                 // OR attained at z = -1:
974                 f = (a_up - a_add) * (a_up - a_add);
975                 if(f > best)
976                 {
977                         best = f;
978                         //print("bottom\n");
979                 }
980                 best = sqrt(best);
981                 //////////////////////////////////////////////////////////////////////////////////////
982
983                 //print("best possible acceleration: ", ftos(best), "\n");
984
985                 float fxy, fz;
986                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
987                 if(wishvel_z - sv_gravity > 0)
988                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
989                 else
990                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
991
992                 float fvel;
993                 fvel = vlen(wishvel);
994                 wishvel_x *= fxy;
995                 wishvel_y *= fxy;
996                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
997
998                 fvel = min(1, vlen(wishvel) / best);
999                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1000                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1001                 else
1002                         f = 1;
1003
1004                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1005
1006                 if (f > 0 && wishvel != '0 0 0')
1007                 {
1008                         self.velocity = self.velocity + wishvel * f * frametime;
1009                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1010                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1011                         self.flags &~= FL_ONGROUND;
1012                         self.items |= IT_USING_JETPACK;
1013
1014                         // jetpack also inhibits health regeneration, but only for 1 second
1015                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1016                 }
1017         }
1018         else if (self.flags & FL_ONGROUND)
1019         {
1020                 // we get here if we ran out of ammo
1021                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1022                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1023
1024                 // walking
1025                 makevectors(self.v_angle_y * '0 1 0');
1026                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1027
1028                 if(!(self.lastflags & FL_ONGROUND))
1029                 {
1030                         if(cvar("speedmeter"))
1031                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1032                         if(self.lastground < time - 0.3)
1033                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1034                         if(self.jumppadcount > 1)
1035                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1036                         self.jumppadcount = 0;
1037                 }
1038
1039 #ifdef LETS_TEST_FTEQCC
1040                 if(self.velocity_x || self.velocity_y)
1041                 {
1042                         // good
1043                 }
1044                 else
1045                 {
1046                         if(self.velocity_x)
1047                                 checkclient();
1048                         if(self.velocity_y)
1049                                 checkclient();
1050                 }
1051 #endif
1052
1053                 v = self.velocity;
1054                 v_z = 0;
1055                 f = vlen(v);
1056                 if(f > 0)
1057                 {
1058                         if (f < sv_stopspeed)
1059                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1060                         else
1061                                 f = 1 - frametime * sv_friction;
1062                         if (f > 0)
1063                                 self.velocity = self.velocity * f;
1064                         else
1065                                 self.velocity = '0 0 0';
1066                 }
1067
1068                 // acceleration
1069                 wishdir = normalize(wishvel);
1070                 wishspeed = vlen(wishvel);
1071                 if (wishspeed > sv_maxspeed*maxspd_mod)
1072                         wishspeed = sv_maxspeed*maxspd_mod;
1073                 if (self.crouch)
1074                         wishspeed = wishspeed * 0.5;
1075                 if (time >= self.teleport_time)
1076                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1077         }
1078         else
1079         {
1080                 float wishspeed0;
1081                 // we get here if we ran out of ammo
1082                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1083                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1084
1085                 if(maxspd_mod < 1)
1086                 {
1087                         maxairspd = sv_maxairspeed*maxspd_mod;
1088                         airaccel = sv_airaccelerate*maxspd_mod;
1089                 }
1090                 else
1091                 {
1092                         maxairspd = sv_maxairspeed;
1093                         airaccel = sv_airaccelerate;
1094                 }
1095                 // airborn
1096                 makevectors(self.v_angle_y * '0 1 0');
1097                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1098                 // acceleration
1099                 wishdir = normalize(wishvel);
1100                 wishspeed = wishspeed0 = vlen(wishvel);
1101                 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1102                         wishspeed0 = sv_maxspeed*maxspd_mod;
1103                 if (wishspeed > maxairspd)
1104                         wishspeed = maxairspd;
1105                 if (self.crouch)
1106                         wishspeed = wishspeed * 0.5;
1107                 if (time >= self.teleport_time)
1108                 {
1109                         float accelerating;
1110                         float wishspeed2;
1111                         float airaccelqw;
1112
1113                         airaccelqw = sv_airaccel_qw;
1114                         accelerating = (self.velocity * wishdir > 0);
1115                         wishspeed2 = wishspeed;
1116
1117                         // CPM
1118                         if(sv_airstopaccelerate)
1119                                 if(self.velocity * wishdir < 0)
1120                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1121                         if(self.movement_x == 0 && self.movement_y != 0)
1122                         {
1123                                 if(sv_maxairstrafespeed)
1124                                 {
1125                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1126                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1127                                                 airaccelqw = 1;
1128                                 }
1129                                 if(sv_airstrafeaccelerate)
1130                                 {
1131                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1132                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1133                                                 airaccelqw = 1;
1134                                 }
1135                         }
1136                         // !CPM
1137
1138                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1139                                 PM_AirAccelerate(wishdir, wishspeed);
1140                         else
1141                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1142
1143                         if(sv_aircontrol)
1144                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1145                 }
1146         }
1147
1148         if((g_cts || g_race) && self.classname != "observer") {
1149                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1150                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1151                         speedaward_holder = self.netname;
1152                         speedaward_lastupdate = time;
1153                 }
1154                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1155                         string rr;
1156                         if(g_cts)
1157                                 rr = CTS_RECORD;
1158                         else
1159                                 rr = RACE_RECORD;
1160                         race_send_speedaward(MSG_ALL);
1161                         speedaward_lastsent = speedaward_speed;
1162                         if (speedaward_speed > speedaward_alltimebest) {
1163                                 speedaward_alltimebest = speedaward_speed;
1164                                 speedaward_alltimebest_holder = speedaward_holder;
1165                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1166                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1167                                 race_send_speedaward_alltimebest(MSG_ALL);
1168                         }
1169                 }
1170         }
1171 :end
1172         if(self.flags & FL_ONGROUND)
1173                 self.lastground = time;
1174
1175         self.lastflags = self.flags;
1176         self.lastclassname = self.classname;
1177 };