2 float sv_maxairspeed;
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8 .entity ladder_entity;
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11 vector HorizVelocity(vector vel)
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17 void CapPlayerVelocity(entity pl, float classmaxspeed)
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19 if(self.jump_pad || self.hook.state)
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22 // prevent bunnyhopping
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23 wishvel = pl.velocity;
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25 if(vlen(wishvel) > classmaxspeed)
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27 wishvel = normalize(wishvel) * classmaxspeed;
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28 pl.velocity_x = wishvel_x;
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29 pl.velocity_y = wishvel_y;
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35 void SV_PlayerPhysics()
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37 if (self.is_building == 1 || self.is_feigning == 1)
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39 self.velocity = '0 0 0';
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43 local vector wishvel, wishdir, v;
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44 local float wishspeed, prevspeed, f;
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46 local float classmaxspeed, classmaxairspeed, classstopspeed;
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50 if (self.movetype == MOVETYPE_NONE)
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53 if (self.punchangle != '0 0 0')
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55 f = vlen(self.punchangle) - 10 * frametime;
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57 self.punchangle = normalize(self.punchangle) * f;
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59 self.punchangle = '0 0 0';
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62 if (self.punchvector != '0 0 0')
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64 f = vlen(self.punchvector) - 30 * frametime;
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66 self.punchvector = normalize(self.punchvector) * f;
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68 self.punchvector = '0 0 0';
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71 // if dead, behave differently
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75 // determine the max speed this class can move at
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76 SetPlayerSpeed(self);
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77 classmaxspeed = self.speed;
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79 if (self.leg_damage) // Railgun does leg damage :D
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81 if ((self.leg_damage > 6))
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83 self.leg_damage = 6;
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85 classmaxspeed = (classmaxspeed * ((10 - self.leg_damage) / 10));
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88 if(classmaxspeed < 0)
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89 classmaxspeed = sv_maxspeed;
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91 // help the slower players climb slopes a little more easily
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92 classstopspeed = sv_stopspeed * (self.speed / sv_maxspeed);
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97 self.angles_y = self.v_angle_y;
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101 if (self.flags & FL_WATERJUMP )
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103 self.velocity_x = self.movedir_x;
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104 self.velocity_y = self.movedir_y;
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105 if (time > self.teleport_time || self.waterlevel == 0)
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107 self.flags = self.flags - (self.flags & FL_WATERJUMP);
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108 self.teleport_time = 0;
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111 else if (self.movetype == MOVETYPE_NOCLIP || (self.movetype == MOVETYPE_FLY && !self.hook.state))
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113 // noclipping or flying
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114 self.velocity = self.velocity * (1 - frametime * sv_friction);
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115 makevectors(self.v_angle);
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116 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
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117 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
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119 wishdir = normalize(wishvel);
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120 wishspeed = vlen(wishvel);
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121 if (wishspeed > classmaxspeed)//sv_maxspeed)
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122 wishspeed = classmaxspeed;//sv_maxspeed;
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123 if (time >= self.teleport_time)
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125 f = wishspeed - (self.velocity * wishdir);
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127 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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130 else if (self.waterlevel >= 2)
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133 makevectors(self.v_angle);
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134 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
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135 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
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136 if (wishvel == '0 0 0')
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137 wishvel = '0 0 -60'; // drift towards bottom
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139 wishdir = normalize(wishvel);
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140 wishspeed = vlen(wishvel);
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141 if (wishspeed > classmaxspeed)//sv_maxspeed)
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142 wishspeed = classmaxspeed;//sv_maxspeed;
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143 wishspeed = wishspeed * 0.7;
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145 //if(self.jump_pad || self.hook.state)
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147 // //wishspeed = wishspeed * cvar("sv_jumppad_control"); // give player limited control on a jump pad
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148 // wishspeed = cvar("sv_jumppad_control"); // give player limited control on a jump pad
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152 self.velocity = self.velocity * (1 - frametime * sv_friction);
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154 // water acceleration
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155 f = wishspeed - (self.velocity * wishdir);
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157 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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158 CapPlayerVelocity(self, classmaxspeed);
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160 else if (time < self.ladder_time)
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162 if (self.ladder_entity.classname == "scout_rope")
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165 self.velocity = self.velocity * (1 - frametime * sv_friction);
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167 makevectors(self.v_angle);
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169 // forward makes you move up, backward makes you move down.
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170 wishvel = '0 0 1' * self.movement_x + v_right * self.movement_y;
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171 // also push forward when reaching the top
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172 if(//self.movement_x > 0 &&
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173 (self.origin_z + self.mins_z*0.9 > self.ladder_entity.origin_z + self.ladder_entity.maxs_z))
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174 wishvel = wishvel + v_forward * self.movement_x;
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178 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
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180 self.velocity_z = self.velocity_z + sv_gravity * frametime;
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183 wishdir = normalize(wishvel);
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184 wishspeed = vlen(wishvel);
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187 if (wishspeed > classmaxspeed)//sv_maxspeed)
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188 wishspeed = classmaxspeed;//sv_maxspeed;
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189 if (time >= self.teleport_time)
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191 f = wishspeed - (self.velocity * wishdir);
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193 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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195 CapPlayerVelocity(self, classmaxspeed);
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199 // on a func_ladder or swimming in func_water
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200 self.velocity = self.velocity * (1 - frametime * sv_friction);
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201 makevectors(self.v_angle);
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202 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
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203 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
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205 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
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207 self.velocity_z = self.velocity_z + sv_gravity * frametime;
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208 if (self.ladder_entity.classname == "func_water")
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211 if (f > self.ladder_entity.speed)
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212 wishvel = wishvel * (self.ladder_entity.speed / f);
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214 self.watertype = self.ladder_entity.skin;
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215 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
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216 if ((self.origin_z + self.view_ofs_z) < f)
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217 self.waterlevel = 3;
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218 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
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219 self.waterlevel = 2;
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220 else if ((self.origin_z + self.mins_z + 1) < f)
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221 self.waterlevel = 1;
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224 self.waterlevel = 0;
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225 self.watertype = CONTENT_EMPTY;
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229 wishdir = normalize(wishvel);
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230 wishspeed = vlen(wishvel);
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233 if (wishspeed > classmaxspeed)//sv_maxspeed)
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234 wishspeed = classmaxspeed;//sv_maxspeed;
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235 if (time >= self.teleport_time)
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237 f = wishspeed - (self.velocity * wishdir);
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239 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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241 CapPlayerVelocity(self, classmaxspeed);
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244 else if (self.flags & FL_ONGROUND)
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247 makevectors(self.v_angle_y * '0 1 0');
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248 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
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250 if (self.velocity_x || self.velocity_y)
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255 if (f < classstopspeed)//sv_stopspeed)
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256 f = 1 - frametime * (classstopspeed / f) * sv_friction;//sv_stopspeed / f) * sv_friction;
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258 f = 1 - frametime * sv_friction;
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260 self.velocity = self.velocity * f;
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262 self.velocity = '0 0 0';
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265 wishdir = normalize(wishvel);
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266 wishspeed = vlen(wishvel);
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267 if(self.jump_pad || self.hook.state)
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269 //wishspeed = wishspeed * cvar("sv_jumppad_control"); // give player limited control on a jump pad
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270 wishspeed = cvar("sv_jumppad_control"); // give player limited control on a jump pad
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273 if (wishspeed > classmaxspeed)//sv_maxspeed)
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274 wishspeed = classmaxspeed;//sv_maxspeed;
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275 if (time >= self.teleport_time)
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277 f = wishspeed - (self.velocity * wishdir);
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279 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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282 CapPlayerVelocity(self, classmaxspeed);
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286 classmaxairspeed = classmaxspeed;//*0.8;
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287 if(self.jump_pad || self.hook.state) // allow limited air control and upper velocity when coming off a jump pad
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288 prevspeed = vlen(HorizVelocity(self.velocity));
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290 prevspeed = classmaxairspeed;
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292 makevectors(self.v_angle_y * '0 1 0');
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293 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
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295 wishdir = normalize(wishvel);
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296 wishspeed = vlen(wishvel);
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298 if(self.jump_pad || self.hook.state)
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300 //wishspeed = wishspeed * cvar("sv_jumppad_control"); // give player limited control on a jump pad
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301 wishspeed = cvar("sv_jumppad_control"); // give player limited control on a jump pad
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304 if (wishspeed > classmaxairspeed)//sv_maxairspeed)
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305 wishspeed = classmaxairspeed;//sv_maxairspeed;
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306 if (time >= self.teleport_time)
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308 f = wishspeed;// - (self.velocity * wishdir);
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310 self.velocity = self.velocity + wishdir * min(f, sv_accelerate * frametime * wishspeed);
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312 CapPlayerVelocity(self, max(prevspeed, classmaxairspeed));
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