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