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jetpack: support unlimited ammo
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1 float sv_accelerate;
2 float sv_friction;
3 float sv_maxspeed;
4 float sv_airaccelerate;
5 float sv_maxairspeed;
6 float sv_stopspeed;
7 float sv_gravity;
8 float sv_airaccel_sideways_friction;
9 float sv_airaccel_qw;
10 .float ladder_time;
11 .entity ladder_entity;
12 .float gravity;
13 .float swamp_slowdown;
14 .float lastflags;
15 .float lastground;
16 .float wasFlying;
17 .float spectatorspeed;
18
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
21 .float shtest_next;
22 .float shtest_accumulator;
23
24 /*
25 =============
26 PlayerJump
27
28 When you press the jump key
29 =============
30 */
31 void PlayerJump (void)
32 {
33         float mjumpheight;
34
35         mjumpheight = cvar("sv_jumpvelocity");
36         if (self.waterlevel >= WATERLEVEL_SWIMMING)
37         {
38                 if (self.watertype == CONTENT_WATER)
39                         self.velocity_z = 200;
40                 else if (self.watertype == CONTENT_SLIME)
41                         self.velocity_z = 80;
42                 else
43                         self.velocity_z = 50;
44
45                 return;
46         }
47
48
49         if (!(self.flags & FL_ONGROUND))
50                 return;
51
52         if(!sv_pogostick)
53                 if (!(self.flags & FL_JUMPRELEASED))
54                         return;
55                         
56         if(self.health <= g_bloodloss)
57                 return;
58
59         if(g_runematch)
60         {
61                 if(self.runes & RUNE_SPEED)
62                 {
63                         if(self.runes & CURSE_SLOW)
64                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
65                         else
66                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
67                 }
68                 else if(self.runes & CURSE_SLOW)
69                 {
70                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71                 }
72         }
73
74         if(g_minstagib && (self.items & IT_INVINCIBLE))
75         {
76                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
77         }
78
79         self.velocity_z = self.velocity_z + mjumpheight;
80         self.oldvelocity_z = self.velocity_z;
81
82         self.flags &~= FL_ONGROUND;
83         self.flags &~= FL_JUMPRELEASED;
84
85         if (self.crouch)
86                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
87         else
88                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
89
90         if(g_jump_grunt)
91                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
92 }
93
94 void CheckWaterJump()
95 {
96         local vector start, end;
97
98 // check for a jump-out-of-water
99         makevectors (self.angles);
100         start = self.origin;
101         start_z = start_z + 8;
102         v_forward_z = 0;
103         normalize(v_forward);
104         end = start + v_forward*24;
105         traceline (start, end, TRUE, self);
106         if (trace_fraction < 1)
107         {       // solid at waist
108                 start_z = start_z + self.maxs_z - 8;
109                 end = start + v_forward*24;
110                 self.movedir = trace_plane_normal * -50;
111                 traceline (start, end, TRUE, self);
112                 if (trace_fraction == 1)
113                 {       // open at eye level
114                         self.flags |= FL_WATERJUMP;
115                         self.velocity_z = 225;
116                         self.flags &~= FL_JUMPRELEASED;
117                         self.teleport_time = time + 2;  // safety net
118                         return;
119                 }
120         }
121 };
122
123 float racecar_angle(float forward, float down)
124 {
125         float ret, angle_mult;
126
127         if(forward < 0)
128         {
129                 forward = -forward;
130                 down = -down;
131         }
132
133         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
134
135         angle_mult = forward / (800 + forward);
136
137         if(ret > 180)
138                 return ret * angle_mult + 360 * (1 - angle_mult);
139         else
140                 return ret * angle_mult;
141 }
142
143 void RaceCarPhysics()
144 {
145         // using this move type for "big rigs"
146         // the engine does not push the entity!
147
148         float accel, steer, f;
149         vector angles_save, rigvel;
150
151         angles_save = self.angles;
152         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
153         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
154
155         if(g_bugrigs_reverse_speeding)
156         {
157                 if(accel < 0)
158                 {
159                         // back accel is DIGITAL
160                         // to prevent speedhack
161                         if(accel < -0.5)
162                                 accel = -1;
163                         else
164                                 accel = 0;
165                 }
166         }
167
168         self.angles_x = 0;
169         self.angles_z = 0;
170         makevectors(self.angles); // new forward direction!
171
172         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
173         {
174                 float myspeed, upspeed, steerfactor, accelfactor;
175
176                 myspeed = self.velocity * v_forward;
177                 upspeed = self.velocity * v_up;
178
179                 // responsiveness factor for steering and acceleration
180                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
181                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
182
183                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
184                         steerfactor = -myspeed * g_bugrigs_steer;
185                 else
186                         steerfactor = -myspeed * f * g_bugrigs_steer;
187
188                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
189                         accelfactor = g_bugrigs_accel;
190                 else
191                         accelfactor = f * g_bugrigs_accel;
192                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
193
194                 if(accel < 0)
195                 {
196                         if(myspeed > 0)
197                         {
198                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
199                         }
200                         else
201                         {
202                                 if(!g_bugrigs_reverse_speeding)
203                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
204                         }
205                 }
206                 else
207                 {
208                         if(myspeed >= 0)
209                         {
210                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
211                         }
212                         else
213                         {
214                                 if(g_bugrigs_reverse_stopping)
215                                         myspeed = 0;
216                                 else
217                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
218                         }
219                 }
220                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
221                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
222
223                 self.angles_y += steer * frametime * steerfactor; // apply steering
224                 makevectors(self.angles); // new forward direction!
225
226                 myspeed += accel * accelfactor * frametime;
227
228                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
229         }
230         else
231         {
232                 myspeed = vlen(self.velocity);
233
234                 // responsiveness factor for steering and acceleration
235                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
236                 steerfactor = -myspeed * f;
237                 self.angles_y += steer * frametime * steerfactor; // apply steering
238
239                 rigvel = self.velocity;
240                 makevectors(self.angles); // new forward direction!
241         }
242
243         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
244         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
245         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
246         //MAXIMA: solve(total_acceleration(v) = 0, v);
247
248         if(g_bugrigs_planar_movement)
249         {
250                 vector rigvel_xy, neworigin, up;
251                 float mt;
252
253                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
254                 rigvel_xy = rigvel;
255                 rigvel_xy_z = 0;
256
257                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
258                         mt = MOVE_NORMAL;
259                 else
260                         mt = MOVE_NOMONSTERS;
261
262                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
263                 up = trace_endpos - self.origin;
264
265                 // BUG RIGS: align the move to the surface instead of doing collision testing
266                 // can we move?
267                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
268
269                 // align to surface
270                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
271
272                 if(trace_fraction < 0.5)
273                 {
274                         trace_fraction = 1;
275                         neworigin = self.origin;
276                 }
277                 else
278                         neworigin = trace_endpos;
279
280                 if(trace_fraction < 1)
281                 {
282                         // now set angles_x so that the car points parallel to the surface
283                         self.angles = vectoangles(
284                                         '1 0 0' * v_forward_x * trace_plane_normal_z
285                                         +
286                                         '0 1 0' * v_forward_y * trace_plane_normal_z
287                                         +
288                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
289                                         );
290                         self.flags |= FL_ONGROUND;
291                 }
292                 else
293                 {
294                         // now set angles_x so that the car points forward, but is tilted in velocity direction
295                         self.flags &~= FL_ONGROUND;
296                 }
297
298                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
299                 self.movetype = MOVETYPE_NOCLIP;
300         }
301         else
302         {
303                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
304                 self.velocity = rigvel;
305                 self.movetype = MOVETYPE_FLY;
306         }
307
308         trace_fraction = 1;
309         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
310         if(trace_fraction != 1)
311         {
312                 self.angles = vectoangles2(
313                                 '1 0 0' * v_forward_x * trace_plane_normal_z
314                                 +
315                                 '0 1 0' * v_forward_y * trace_plane_normal_z
316                                 +
317                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
318                                 trace_plane_normal
319                                 );
320         }
321         else
322         {
323                 vector vel_local;
324
325                 vel_local_x = v_forward * self.velocity;
326                 vel_local_y = v_right * self.velocity;
327                 vel_local_z = v_up * self.velocity;
328
329                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
330                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
331         }
332
333         // smooth the angles
334         vector vf1, vu1, smoothangles;
335         makevectors(self.angles);
336         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
337         if(f == 0)
338                 f = 1;
339         vf1 = v_forward * f;
340         vu1 = v_up * f;
341         makevectors(angles_save);
342         vf1 = vf1 + v_forward * (1 - f);
343         vu1 = vu1 + v_up * (1 - f);
344         smoothangles = vectoangles2(vf1, vu1);
345         self.angles_x = -smoothangles_x;
346         self.angles_z =  smoothangles_z;
347 }
348
349 .vector movement_old;
350 .float buttons_old;
351 .vector v_angle_old;
352
353 void Nixnex_GiveCurrentWeapon();
354 void SV_PlayerPhysics()
355 {
356         local vector wishvel, wishdir, v;
357         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
358         string temps;
359         float buttons_prev;
360
361         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;
362         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
363         {
364                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
365                         self.parm_idlesince = time;
366         }
367         buttons_prev = self.buttons_old;
368         self.buttons_old = buttons;
369         self.movement_old = self.movement;
370         self.v_angle_old = self.v_angle;
371
372         if(time > self.shtest_next)
373         {
374                 if(self.shtest_next > 0)
375                 {
376                         // self.shtest_accumulator:
377                         //   started at time - SHTEST_DELTA
378                         //   should be at SHTEST_DELTA
379                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
380                         if(shtest_score > SHTEST_THRESHOLD)
381                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
382                         else if(cvar("developer_shtest"))
383                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
384                 }
385                 self.shtest_next = time + SHTEST_DELTA;
386                 self.shtest_accumulator = 0;
387         }
388         self.shtest_accumulator += frametime;
389
390         if (clienttype(self) == CLIENTTYPE_BOT)
391                 bot_think();
392
393         self.modelflags &~= MF_ROCKET;
394         self.items &~= IT_USING_JETPACK;
395
396         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
397                 return;
398
399         if (self.punchangle != '0 0 0')
400         {
401                 f = vlen(self.punchangle) - 10 * frametime;
402                 if (f > 0)
403                         self.punchangle = normalize(self.punchangle) * f;
404                 else
405                         self.punchangle = '0 0 0';
406         }
407
408         if (self.punchvector != '0 0 0')
409         {
410                 f = vlen(self.punchvector) - 30 * frametime;
411                 if (f > 0)
412                         self.punchvector = normalize(self.punchvector) * f;
413                 else
414                         self.punchvector = '0 0 0';
415         }
416
417         maxspd_mod = 1;
418
419         if(g_runematch)
420         {
421                 if(self.runes & RUNE_SPEED)
422                 {
423                         if(self.runes & CURSE_SLOW)
424                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
425                         else
426                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
427                 }
428                 else if(self.runes & CURSE_SLOW)
429                 {
430                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
431                 }
432         }
433
434         if(g_minstagib && (self.items & IT_INVINCIBLE))
435         {
436                 maxspd_mod = cvar("g_minstagib_speed_moverate");
437         }
438
439         swampspd_mod = 1;
440         if(self.in_swamp) {
441                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
442         }
443
444         if(self.flags & FL_NOTARGET)
445         {
446                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
447                 if(!self.spectatorspeed)
448                         self.spectatorspeed = maxspd_mod;
449                 if(self.impulse && self.impulse <= 19)
450                 {
451                         if(self.lastflags & FL_NOTARGET)
452                         {
453                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
454                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
455                                 else if(self.impulse == 11)
456                                         self.spectatorspeed = maxspd_mod;
457                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
458                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
459                                 else if(self.impulse >= 1 && self.impulse <= 9)
460                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
461                         } // otherwise just clear
462                         self.impulse = 0;
463                 }
464                 maxspd_mod = self.spectatorspeed;
465         }
466
467         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
468
469         if(self.speed != spd)
470         {
471                 self.speed = spd;
472                 temps = ftos(spd);
473                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
474                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
475                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
476                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
477
478                 temps = ftos(sv_accelerate * maxspd_mod);
479                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
480         }
481
482         // if dead, behave differently
483         if (self.deadflag)
484                 return;
485
486         if (!self.fixangle && !g_bugrigs)
487         {
488                 self.angles_x = 0;
489                 self.angles_y = self.v_angle_y;
490                 self.angles_z = 0;
491         }
492
493         if(self.flags & FL_ONGROUND)
494         if(self.wasFlying)
495         {
496                 self.wasFlying = 0;
497
498                 if(self.waterlevel < WATERLEVEL_SWIMMING)
499                 if(time >= self.ladder_time)
500                 if not(self.hook)
501                 {
502                         self.nextstep = time + 0.3 + random() * 0.1;
503                         trace_dphitq3surfaceflags = 0;
504                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
505                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
506                         {
507                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
508                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
509                                 else
510                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
511                         }
512                 }
513         }
514
515         if(IsFlying(self))
516                 self.wasFlying = 1;
517
518         if(self.classname == "player")
519         {
520                 if(sv_doublejump)
521                 {
522                         self.flags &~= FL_ONGROUND;
523                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
524                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
525                                 self.flags |= FL_ONGROUND;
526                 }
527
528                 if (self.BUTTON_JUMP)
529                         PlayerJump ();
530                 else
531                         self.flags |= FL_JUMPRELEASED;
532
533                 if (self.waterlevel == WATERLEVEL_SWIMMING)
534                         CheckWaterJump ();
535         }
536
537         if (self.flags & FL_WATERJUMP )
538         {
539                 self.velocity_x = self.movedir_x;
540                 self.velocity_y = self.movedir_y;
541                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
542                 {
543                         self.flags &~= FL_WATERJUMP;
544                         self.teleport_time = 0;
545                 }
546         }
547         else if (g_bugrigs && self.classname == "player")
548         {
549                 RaceCarPhysics();
550         }
551         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
552         {
553                 // noclipping or flying
554                 self.flags &~= FL_ONGROUND;
555
556                 self.velocity = self.velocity * (1 - frametime * sv_friction);
557                 makevectors(self.v_angle);
558                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
559                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
560                 // acceleration
561                 wishdir = normalize(wishvel);
562                 wishspeed = vlen(wishvel);
563                 if (wishspeed > sv_maxspeed*maxspd_mod)
564                         wishspeed = sv_maxspeed*maxspd_mod;
565                 if (time >= self.teleport_time)
566                 {
567                         f = wishspeed - (self.velocity * wishdir);
568                         if (f > 0)
569                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
570                 }
571         }
572         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
573         {
574                 // swimming
575                 self.flags &~= FL_ONGROUND;
576
577                 makevectors(self.v_angle);
578                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
579                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
580                 if (wishvel == '0 0 0')
581                         wishvel = '0 0 -60'; // drift towards bottom
582
583                 wishdir = normalize(wishvel);
584                 wishspeed = vlen(wishvel);
585                 if (wishspeed > sv_maxspeed*maxspd_mod)
586                         wishspeed = sv_maxspeed*maxspd_mod;
587                 wishspeed = wishspeed * 0.7;
588
589                 // water friction
590                 self.velocity = self.velocity * (1 - frametime * sv_friction);
591
592                 // water acceleration
593                 f = wishspeed - (self.velocity * wishdir);
594                 if (f > 0)
595                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
596         }
597         else if (time < self.ladder_time)
598         {
599                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
600                 self.flags &~= FL_ONGROUND;
601
602                 self.velocity = self.velocity * (1 - frametime * sv_friction);
603                 makevectors(self.v_angle);
604                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
605                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
606                 if (self.gravity)
607                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
608                 else
609                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
610                 if (self.ladder_entity.classname == "func_water")
611                 {
612                         f = vlen(wishvel);
613                         if (f > self.ladder_entity.speed)
614                                 wishvel = wishvel * (self.ladder_entity.speed / f);
615
616                         self.watertype = self.ladder_entity.skin;
617                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
618                         if ((self.origin_z + self.view_ofs_z) < f)
619                                 self.waterlevel = WATERLEVEL_SUBMERGED;
620                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
621                                 self.waterlevel = WATERLEVEL_SWIMMING;
622                         else if ((self.origin_z + self.mins_z + 1) < f)
623                                 self.waterlevel = WATERLEVEL_WETFEET;
624                         else
625                         {
626                                 self.waterlevel = WATERLEVEL_NONE;
627                                 self.watertype = CONTENT_EMPTY;
628                         }
629                 }
630                 // acceleration
631                 wishdir = normalize(wishvel);
632                 wishspeed = vlen(wishvel);
633                 if (wishspeed > sv_maxspeed)
634                         wishspeed = sv_maxspeed;
635                 if (time >= self.teleport_time)
636                 {
637                         f = wishspeed - (self.velocity * wishdir);
638                         if (f > 0)
639                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
640                 }
641         }
642         else if (g_jetpack && self.BUTTON_HOOK && (!cvar("g_jetpack_ammo") || self.ammo_cells >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
643         {
644                 //makevectors(self.v_angle_y * '0 1 0');
645                 makevectors(self.v_angle);
646                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
647                 // add remaining speed as Z component
648                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
649                 // fix speedhacks :P
650                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
651                 // add the unused velocity as up component
652                 wishvel_z += sqrt(max(0, 1 - wishvel * wishvel));
653                 // it is now normalized, so...
654                 wishvel_x *= cvar("g_jetpack_acceleration_side");
655                 wishvel_y *= cvar("g_jetpack_acceleration_side");
656                 wishvel_z *= cvar("g_jetpack_acceleration_up");
657                 wishvel_z += cvar("g_jetpack_antigravity") * sv_gravity;
658
659                 float fxy, fz;
660                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
661                 if(wishvel_z - sv_gravity > 0)
662                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
663                 else
664                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
665
666                 float fvel;
667                 fvel = vlen(wishvel);
668                 wishvel_x *= fxy;
669                 wishvel_y *= fxy;
670                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
671                 fvel = min(1, vlen(wishvel) / fvel);
672
673                 if(cvar("g_jetpack_ammo") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
674                 {
675                         if(self.ammo_cells < 0.01)
676                                 f = 0;
677                         else
678                                 f = min(1, self.ammo_cells / (cvar("g_jetpack_ammo") * frametime * fvel));
679                 }
680                 else
681                         f = 1;
682
683                 if (f > 0 && wishvel != '0 0 0')
684                 {
685                         self.velocity = self.velocity + wishvel * f * frametime;
686                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
687                                 self.ammo_cells -= cvar("g_jetpack_ammo") * frametime * fvel * f;
688                         self.flags &~= FL_ONGROUND;
689                         self.modelflags |= MF_ROCKET;
690                         self.items |= IT_USING_JETPACK;
691                 }
692         }
693         else if (self.flags & FL_ONGROUND)
694         {
695                 // we get here if we ran out of ammo
696                 if(g_jetpack && self.BUTTON_HOOK && !(buttons_prev & 32))
697                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
698
699                 // walking
700                 makevectors(self.v_angle_y * '0 1 0');
701                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
702
703                 if(!(self.lastflags & FL_ONGROUND))
704                 {
705                         if(cvar("speedmeter"))
706                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
707                         if(self.lastground < time - 0.3)
708                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
709                         if(self.jumppadcount > 1)
710                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
711                         self.jumppadcount = 0;
712                 }
713
714                 if (self.velocity_x || self.velocity_y)
715                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
716                 {
717                         v = self.velocity;
718                         v_z = 0;
719                         f = vlen(v);
720                         if (f < sv_stopspeed)
721                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
722                         else
723                                 f = 1 - frametime * sv_friction;
724                         if (f > 0)
725                                 self.velocity = self.velocity * f;
726                         else
727                                 self.velocity = '0 0 0';
728                 }
729                 // acceleration
730                 wishdir = normalize(wishvel);
731                 wishspeed = vlen(wishvel);
732                 if (wishspeed > sv_maxspeed*maxspd_mod)
733                         wishspeed = sv_maxspeed*maxspd_mod;
734                 if (self.crouch)
735                         wishspeed = wishspeed * 0.5;
736                 if (time >= self.teleport_time)
737                 {
738                         f = wishspeed - (self.velocity * wishdir);
739                         if (f > 0)
740                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
741                 }
742         }
743         else
744         {
745                 // we get here if we ran out of ammo
746                 if(g_jetpack && self.BUTTON_HOOK && !(buttons_prev & 32))
747                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
748
749                 if(maxspd_mod < 1)
750                 {
751                         maxairspd = sv_maxairspeed*maxspd_mod;
752                         airaccel = sv_airaccelerate*maxspd_mod;
753                 }
754                 else
755                 {
756                         maxairspd = sv_maxairspeed;
757                         airaccel = sv_airaccelerate;
758                 }
759                 // airborn
760                 makevectors(self.v_angle_y * '0 1 0');
761                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
762                 // acceleration
763                 wishdir = normalize(wishvel);
764                 wishspeed = vlen(wishvel);
765                 if (wishspeed > maxairspd)
766                         wishspeed = maxairspd;
767                 if (self.crouch)
768                         wishspeed = wishspeed * 0.5;
769                 if (time >= self.teleport_time)
770                 {
771                         // NOTE: this does the same as the commented out old code if:
772                         //   sv_airaccel_qw 0
773                         //   sv_airaccel_sideways_friction 0
774                         
775                         float vel_straight;
776                         float vel_z;
777                         vector vel_perpend;
778                         vel_straight = self.velocity * wishdir;
779                         vel_z = self.velocity_z;
780                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
781
782                         f = wishspeed - vel_straight;
783                         if(f > 0)
784                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
785                         if(wishspeed > 0)
786                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
787
788                         // anti-sideways friction to fix QW-style bunnyhopping
789                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
790
791                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
792
793                         /*
794                         f = wishspeed;// - (self.velocity * wishdir);
795                         if (f > 0)
796                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
797                         */
798                 }
799         }
800
801         if(self.flags & FL_ONGROUND)
802                 self.lastground = time;
803
804         self.lastflags = self.flags;
805 };