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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 float IsMoveInDirection(vector mv, float angle) // key mix factor
388 {
389         if(mv_x == 0 && mv_y == 0)
390                 return 0; // avoid division by zero
391         angle = RAD2DEG * atan2(mv_y, mv_x);
392         angle = remainder(angle, 360) / 45;
393         if(angle >  1)
394                 return 0;
395         if(angle < -1)
396                 return 0;
397         return 1 - fabs(angle);
398 }
399
400 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
401 {
402         float zspeed, xyspeed, dot, k;
403
404 #if 0
405         // this doesn't play well with analog input
406         if(self.movement_x == 0 || self.movement_y != 0)
407                 return; // can't control movement if not moving forward or backward
408         k = 32;
409 #else
410         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
411         if(k <= 0)
412                 return;
413 #endif
414
415         k *= bound(0, wishspeed / sv_maxairspeed, 1);
416
417         zspeed = self.velocity_z;
418         self.velocity_z = 0;
419         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
420
421         dot = self.velocity * wishdir;
422         k *= sv_aircontrol*dot*dot*frametime;
423
424         if(dot > 0) // we can't change direction while slowing down
425         {
426                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
427         }
428
429         self.velocity = self.velocity * xyspeed;
430         self.velocity_z = zspeed;
431 }
432
433 // example config for alternate speed clamping:
434 //   sv_airaccel_qw 0.8
435 //   sv_airaccel_sideways_friction 0
436 //   prvm_globalset server speedclamp_mode 1
437 //     (or 2)
438 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
439 {
440         float vel_straight;
441         float vel_z;
442         vector vel_perpend;
443         float step;
444
445         vector vel_xy;
446         float vel_xy_current;
447         float vel_xy_backward, vel_xy_forward;
448         float speedclamp;
449
450         speedclamp = (accelqw < 0);
451         if(speedclamp)
452                 accelqw = -accelqw;
453
454         if(cvar("sv_gameplayfix_q2airaccelerate"))
455                 wishspeed0 = wishspeed;
456
457         vel_straight = self.velocity * wishdir;
458         vel_z = self.velocity_z;
459         vel_xy = self.velocity - vel_z * '0 0 1';
460         vel_perpend = vel_xy - vel_straight * wishdir;
461
462         step = accel * frametime * wishspeed0;
463
464         vel_xy_current  = vlen(vel_xy);
465         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
466         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
467         if(vel_xy_backward < 0)
468                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
469
470         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
471
472         if(sidefric < 0 && (vel_perpend*vel_perpend))
473                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
474         {
475                 float f, fminimum;
476                 f = (1 - frametime * wishspeed * sidefric);
477                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
478                 if(fminimum <= 0)
479                         vel_perpend = vel_perpend * f;
480                 else
481                 {
482                         fminimum = sqrt(fminimum);
483                         vel_perpend = vel_perpend * bound(fminimum, f, 1);
484                 }
485         }
486         else
487                 vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
488         
489         vel_xy = vel_straight * wishdir + vel_perpend;
490         
491         if(speedclamp)
492         {
493                 // ensure we don't get too fast or decelerate faster than we should
494                 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
495                 if(vel_xy_current > 0) // prevent division by zero
496                         vel_xy = normalize(vel_xy) * vel_xy_current;
497         }
498
499         self.velocity = vel_xy + vel_z * '0 0 1';
500 }
501
502 void PM_AirAccelerate(vector wishdir, float wishspeed)
503 {
504         vector curvel, wishvel, acceldir, curdir;
505         float addspeed, accelspeed, curspeed, f;
506         float dot;
507
508         if(wishspeed == 0)
509                 return;
510
511         curvel = self.velocity;
512         curvel_z = 0;
513         curspeed = vlen(curvel);
514
515         if(wishspeed > curspeed * 1.01)
516         {
517                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
518         }
519         else
520         {
521                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
522                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
523         }
524         wishvel = wishdir * wishspeed;
525         acceldir = wishvel - curvel;
526         addspeed = vlen(acceldir);
527         acceldir = normalize(acceldir);
528
529         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
530
531         if(sv_warsowbunny_backtosideratio < 1)
532         {
533                 curdir = normalize(curvel);
534                 dot = acceldir * curdir;
535                 if(dot < 0)
536                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
537         }
538
539         self.velocity += accelspeed * acceldir;
540 }
541
542 .vector movement_old;
543 .float buttons_old;
544 .vector v_angle_old;
545 .string lastclassname;
546
547 void Nixnex_GiveCurrentWeapon();
548 .float() PlayerPhysplug;
549
550 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
551 .float specialcommand_pos;
552 void SpecialCommand()
553 {
554 #ifdef TETRIS
555         TetrisImpulse();
556 #else
557         if(!CheatImpulse(99))
558                 print("A hollow voice says \"Plugh\".\n");
559 #endif
560 }
561
562 float speedaward_speed;
563 string speedaward_holder;
564 void race_send_speedaward(float msg)
565 {
566         // send the best speed of the round
567         WriteByte(msg, SVC_TEMPENTITY);
568         WriteByte(msg, TE_CSQC_RACE);
569         WriteByte(msg, RACE_NET_SPEED_AWARD);
570         WriteInt24_t(msg, floor(speedaward_speed+0.5));
571         WriteString(msg, speedaward_holder);
572 }
573
574 float speedaward_alltimebest;
575 string speedaward_alltimebest_holder;
576 void race_send_speedaward_alltimebest(float msg)
577 {
578         // send the best speed
579         WriteByte(msg, SVC_TEMPENTITY);
580         WriteByte(msg, TE_CSQC_RACE);
581         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
582         WriteShort(msg, floor(speedaward_alltimebest+0.5));
583         WriteString(msg, speedaward_alltimebest_holder);
584 }
585
586 string GetMapname(void);
587 float speedaward_lastupdate;
588 float speedaward_lastsent;
589 void SV_PlayerPhysics()
590 {
591         local vector wishvel, wishdir, v;
592         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
593         string temps;
594         float buttons_prev;
595         float not_allowed_to_move;
596         string c;
597
598     if(self.PlayerPhysplug)
599         if(self.PlayerPhysplug())
600             return;
601
602         self.race_movetime_frac += frametime;
603         f = floor(self.race_movetime_frac);
604         self.race_movetime_frac -= f;
605         self.race_movetime_count += f;
606         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
607
608         anticheat_physics();
609
610         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);
611
612         if(!buttons)
613                 c = "x";
614         else if(buttons == 1)
615                 c = "1";
616         else if(buttons == 2)
617                 c = " ";
618         else if(buttons == 128)
619                 c = "s";
620         else if(buttons == 256)
621                 c = "w";
622         else if(buttons == 512)
623                 c = "a";
624         else if(buttons == 1024)
625                 c = "d";
626         else
627                 c = "?";
628
629         if(c == substring(specialcommand, self.specialcommand_pos, 1))
630         {
631                 self.specialcommand_pos += 1;
632                 if(self.specialcommand_pos >= strlen(specialcommand))
633                 {
634                         self.specialcommand_pos = 0;
635                         SpecialCommand();
636                         return;
637                 }
638         }
639         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
640                 self.specialcommand_pos = 0;
641
642         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
643         {
644                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
645                         self.parm_idlesince = time;
646         }
647         buttons_prev = self.buttons_old;
648         self.buttons_old = buttons;
649         self.movement_old = self.movement;
650         self.v_angle_old = self.v_angle;
651
652         if(time < self.nickspamtime)
653         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
654         {
655                 // slight annoyance for nick change scripts
656                 self.movement = -1 * self.movement;
657                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
658
659                 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!
660                 {
661                         self.angles_x = random() * 360;
662                         self.angles_y = random() * 360;
663                         // at least I'm not forcing retardedview by also assigning to angles_z
664                         self.fixangle = 1;
665                 }
666         }
667
668         if (self.punchangle != '0 0 0')
669         {
670                 f = vlen(self.punchangle) - 10 * frametime;
671                 if (f > 0)
672                         self.punchangle = normalize(self.punchangle) * f;
673                 else
674                         self.punchangle = '0 0 0';
675         }
676
677         if (self.punchvector != '0 0 0')
678         {
679                 f = vlen(self.punchvector) - 30 * frametime;
680                 if (f > 0)
681                         self.punchvector = normalize(self.punchvector) * f;
682                 else
683                         self.punchvector = '0 0 0';
684         }
685
686         if (clienttype(self) == CLIENTTYPE_BOT)
687         {
688                 if(playerdemo_read())
689                         return;
690                 bot_think();
691         }
692         
693         self.items &~= IT_USING_JETPACK;
694
695         if(self.classname == "player")
696         {
697                 if(self.race_penalty)
698                         if(time > self.race_penalty)
699                                 self.race_penalty = 0;
700
701                 not_allowed_to_move = 0;
702                 if(self.race_penalty)
703                         not_allowed_to_move = 1;
704                 if(!cvar("sv_ready_restart_after_countdown"))
705                 if(time < game_starttime)
706                         not_allowed_to_move = 1;
707
708                 if(not_allowed_to_move)
709                 {
710                         self.velocity = '0 0 0';
711                         self.movetype = MOVETYPE_NONE;
712                         self.disableclientprediction = 2;
713                 }
714                 else if(self.disableclientprediction == 2)
715                 {
716                         if(self.movetype == MOVETYPE_NONE)
717                                 self.movetype = MOVETYPE_WALK;
718                         self.disableclientprediction = 0;
719                 }
720         }
721
722         if (self.movetype == MOVETYPE_NONE)
723                 return;
724
725         maxspd_mod = 1;
726
727         if(g_runematch)
728         {
729                 if(self.runes & RUNE_SPEED)
730                 {
731                         if(self.runes & CURSE_SLOW)
732                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
733                         else
734                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
735                 }
736                 else if(self.runes & CURSE_SLOW)
737                 {
738                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
739                 }
740         }
741
742         if(g_minstagib && (self.items & IT_INVINCIBLE))
743         {
744                 maxspd_mod = cvar("g_minstagib_speed_moverate");
745         }
746
747         if(g_nexball && self.ballcarried)
748         {
749                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
750         }
751
752         swampspd_mod = 1;
753         if(self.in_swamp) {
754                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
755         }
756
757         if(self.classname != "player")
758         {
759                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
760                 if(!self.spectatorspeed)
761                         self.spectatorspeed = maxspd_mod;
762                 if(self.impulse && self.impulse <= 19)
763                 {
764                         if(self.lastclassname != "player")
765                         {
766                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
767                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
768                                 else if(self.impulse == 11)
769                                         self.spectatorspeed = maxspd_mod;
770                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
771                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
772                                 else if(self.impulse >= 1 && self.impulse <= 9)
773                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
774                         } // otherwise just clear
775                         self.impulse = 0;
776                 }
777                 maxspd_mod = self.spectatorspeed;
778         }
779
780         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
781         if(self.speed != spd)
782         {
783                 self.speed = spd;
784                 temps = ftos(spd);
785                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
786                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
787                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
788                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
789         }
790
791         maxspd_mod *= swampspd_mod; // only one common speed modder please!
792         swampspd_mod = 1;
793
794         // if dead, behave differently
795         if (self.deadflag)
796                 goto end;
797
798         if (!self.fixangle && !g_bugrigs)
799         {
800                 self.angles_x = 0;
801                 self.angles_y = self.v_angle_y;
802                 self.angles_z = 0;
803         }
804
805         if(self.flags & FL_ONGROUND)
806         if(self.wasFlying)
807         {
808                 self.wasFlying = 0;
809
810                 if(self.waterlevel < WATERLEVEL_SWIMMING)
811                 if(time >= self.ladder_time)
812                 if not(self.hook)
813                 {
814                         self.nextstep = time + 0.3 + random() * 0.1;
815                         trace_dphitq3surfaceflags = 0;
816                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
817                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
818                         {
819                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
820                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
821                                 else
822                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
823                         }
824                 }
825         }
826
827         if(IsFlying(self))
828                 self.wasFlying = 1;
829
830         if(self.classname == "player")
831         {
832                 if(sv_doublejump)
833                 {
834                         self.flags &~= FL_ONGROUND;
835                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
836                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
837                                 self.flags |= FL_ONGROUND;
838                 }
839
840                 if (self.BUTTON_JUMP)
841                         PlayerJump ();
842                 else
843                         self.flags |= FL_JUMPRELEASED;
844
845                 if (self.waterlevel == WATERLEVEL_SWIMMING)
846                         CheckWaterJump ();
847         }
848
849         if (self.flags & FL_WATERJUMP )
850         {
851                 self.velocity_x = self.movedir_x;
852                 self.velocity_y = self.movedir_y;
853                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
854                 {
855                         self.flags &~= FL_WATERJUMP;
856                         self.teleport_time = 0;
857                 }
858         }
859         else if (g_bugrigs && self.classname == "player")
860         {
861                 RaceCarPhysics();
862         }
863         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
864         {
865                 // noclipping or flying
866                 self.flags &~= FL_ONGROUND;
867
868                 self.velocity = self.velocity * (1 - frametime * sv_friction);
869                 makevectors(self.v_angle);
870                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
871                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
872                 // acceleration
873                 wishdir = normalize(wishvel);
874                 wishspeed = vlen(wishvel);
875                 if (wishspeed > sv_maxspeed*maxspd_mod)
876                         wishspeed = sv_maxspeed*maxspd_mod;
877                 if (time >= self.teleport_time)
878                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
879         }
880         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
881         {
882                 // swimming
883                 self.flags &~= FL_ONGROUND;
884
885                 makevectors(self.v_angle);
886                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
887                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
888                 if (wishvel == '0 0 0')
889                         wishvel = '0 0 -60'; // drift towards bottom
890
891                 wishdir = normalize(wishvel);
892                 wishspeed = vlen(wishvel);
893                 if (wishspeed > sv_maxspeed*maxspd_mod)
894                         wishspeed = sv_maxspeed*maxspd_mod;
895                 wishspeed = wishspeed * 0.7;
896
897                 // water friction
898                 self.velocity = self.velocity * (1 - frametime * sv_friction);
899
900                 // water acceleration
901                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
902         }
903         else if (time < self.ladder_time)
904         {
905                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
906                 self.flags &~= FL_ONGROUND;
907
908                 self.velocity = self.velocity * (1 - frametime * sv_friction);
909                 makevectors(self.v_angle);
910                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
911                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
912                 if (self.gravity)
913                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
914                 else
915                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
916                 if (self.ladder_entity.classname == "func_water")
917                 {
918                         f = vlen(wishvel);
919                         if (f > self.ladder_entity.speed)
920                                 wishvel = wishvel * (self.ladder_entity.speed / f);
921
922                         self.watertype = self.ladder_entity.skin;
923                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
924                         if ((self.origin_z + self.view_ofs_z) < f)
925                                 self.waterlevel = WATERLEVEL_SUBMERGED;
926                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
927                                 self.waterlevel = WATERLEVEL_SWIMMING;
928                         else if ((self.origin_z + self.mins_z + 1) < f)
929                                 self.waterlevel = WATERLEVEL_WETFEET;
930                         else
931                         {
932                                 self.waterlevel = WATERLEVEL_NONE;
933                                 self.watertype = CONTENT_EMPTY;
934                         }
935                 }
936                 // acceleration
937                 wishdir = normalize(wishvel);
938                 wishspeed = vlen(wishvel);
939                 if (wishspeed > sv_maxspeed*maxspd_mod)
940                         wishspeed = sv_maxspeed*maxspd_mod;
941                 if (time >= self.teleport_time)
942                 {
943                         // water acceleration
944                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
945                 }
946         }
947         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
948         {
949                 //makevectors(self.v_angle_y * '0 1 0');
950                 makevectors(self.v_angle);
951                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
952                 // add remaining speed as Z component
953                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
954                 // fix speedhacks :P
955                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
956                 // add the unused velocity as up component
957                 wishvel_z = 0;
958
959                 // if(self.BUTTON_JUMP)
960                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
961
962                 // it is now normalized, so...
963                 float a_side, a_up, a_add, a_diff;
964                 a_side = cvar("g_jetpack_acceleration_side");
965                 a_up = cvar("g_jetpack_acceleration_up");
966                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
967
968                 wishvel_x *= a_side;
969                 wishvel_y *= a_side;
970                 wishvel_z *= a_up;
971                 wishvel_z += a_add;
972
973                 float best;
974                 best = 0;
975                 //////////////////////////////////////////////////////////////////////////////////////
976                 // finding the maximum over all vectors of above form
977                 // with wishvel having an absolute value of 1
978                 //////////////////////////////////////////////////////////////////////////////////////
979                 // we're finding the maximum over
980                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
981                 // for z in the range from -1 to 1
982                 //////////////////////////////////////////////////////////////////////////////////////
983                 // maximum is EITHER attained at the single extreme point:
984                 a_diff = a_side * a_side - a_up * a_up;
985                 if(a_diff != 0)
986                 {
987                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
988                         if(f > -1 && f < 1) // can it be attained?
989                         {
990                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
991                                 //print("middle\n");
992                         }
993                 }
994                 // OR attained at z = 1:
995                 f = (a_up + a_add) * (a_up + a_add);
996                 if(f > best)
997                 {
998                         best = f;
999                         //print("top\n");
1000                 }
1001                 // OR attained at z = -1:
1002                 f = (a_up - a_add) * (a_up - a_add);
1003                 if(f > best)
1004                 {
1005                         best = f;
1006                         //print("bottom\n");
1007                 }
1008                 best = sqrt(best);
1009                 //////////////////////////////////////////////////////////////////////////////////////
1010
1011                 //print("best possible acceleration: ", ftos(best), "\n");
1012
1013                 float fxy, fz;
1014                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1015                 if(wishvel_z - sv_gravity > 0)
1016                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1017                 else
1018                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1019
1020                 float fvel;
1021                 fvel = vlen(wishvel);
1022                 wishvel_x *= fxy;
1023                 wishvel_y *= fxy;
1024                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1025
1026                 fvel = min(1, vlen(wishvel) / best);
1027                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1028                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1029                 else
1030                         f = 1;
1031
1032                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1033
1034                 if (f > 0 && wishvel != '0 0 0')
1035                 {
1036                         self.velocity = self.velocity + wishvel * f * frametime;
1037                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1038                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1039                         self.flags &~= FL_ONGROUND;
1040                         self.items |= IT_USING_JETPACK;
1041
1042                         // jetpack also inhibits health regeneration, but only for 1 second
1043                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1044                 }
1045         }
1046         else if (self.flags & FL_ONGROUND)
1047         {
1048                 // we get here if we ran out of ammo
1049                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1050                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1051
1052                 // walking
1053                 makevectors(self.v_angle_y * '0 1 0');
1054                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1055
1056                 if(!(self.lastflags & FL_ONGROUND))
1057                 {
1058                         if(cvar("speedmeter"))
1059                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1060                         if(self.lastground < time - 0.3)
1061                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1062                         if(self.jumppadcount > 1)
1063                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1064                         self.jumppadcount = 0;
1065                 }
1066
1067 #ifdef LETS_TEST_FTEQCC
1068                 if(self.velocity_x || self.velocity_y)
1069                 {
1070                         // good
1071                 }
1072                 else
1073                 {
1074                         if(self.velocity_x)
1075                                 checkclient();
1076                         if(self.velocity_y)
1077                                 checkclient();
1078                 }
1079 #endif
1080
1081                 v = self.velocity;
1082                 v_z = 0;
1083                 f = vlen(v);
1084                 if(f > 0)
1085                 {
1086                         if (f < sv_stopspeed)
1087                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1088                         else
1089                                 f = 1 - frametime * sv_friction;
1090                         if (f > 0)
1091                                 self.velocity = self.velocity * f;
1092                         else
1093                                 self.velocity = '0 0 0';
1094                 }
1095
1096                 // acceleration
1097                 wishdir = normalize(wishvel);
1098                 wishspeed = vlen(wishvel);
1099                 if (wishspeed > sv_maxspeed*maxspd_mod)
1100                         wishspeed = sv_maxspeed*maxspd_mod;
1101                 if (self.crouch)
1102                         wishspeed = wishspeed * 0.5;
1103                 if (time >= self.teleport_time)
1104                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1105         }
1106         else
1107         {
1108                 float wishspeed0;
1109                 // we get here if we ran out of ammo
1110                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1111                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1112
1113                 if(maxspd_mod < 1)
1114                 {
1115                         maxairspd = sv_maxairspeed*maxspd_mod;
1116                         airaccel = sv_airaccelerate*maxspd_mod;
1117                 }
1118                 else
1119                 {
1120                         maxairspd = sv_maxairspeed;
1121                         airaccel = sv_airaccelerate;
1122                 }
1123                 // airborn
1124                 makevectors(self.v_angle_y * '0 1 0');
1125                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1126                 // acceleration
1127                 wishdir = normalize(wishvel);
1128                 wishspeed = wishspeed0 = vlen(wishvel);
1129                 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1130                         wishspeed0 = sv_maxspeed*maxspd_mod;
1131                 if (wishspeed > maxairspd)
1132                         wishspeed = maxairspd;
1133                 if (self.crouch)
1134                         wishspeed = wishspeed * 0.5;
1135                 if (time >= self.teleport_time)
1136                 {
1137                         float accelerating;
1138                         float wishspeed2;
1139                         float airaccelqw;
1140
1141                         airaccelqw = sv_airaccel_qw;
1142                         accelerating = (self.velocity * wishdir > 0);
1143                         wishspeed2 = wishspeed;
1144
1145                         // CPM
1146                         if(sv_airstopaccelerate)
1147                                 if(self.velocity * wishdir < 0)
1148                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1149                         // this doesn't play well with analog input, but can't r
1150                         // fixed like the AirControl can. So, don't set the maxa
1151                         // cvars when you want to support analog input.
1152                         if(self.movement_x == 0 && self.movement_y != 0)
1153                         {
1154                                 if(sv_maxairstrafespeed)
1155                                 {
1156                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1157                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1158                                                 airaccelqw = 1;
1159                                 }
1160                                 if(sv_airstrafeaccelerate)
1161                                 {
1162                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1163                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1164                                                 airaccelqw = 1;
1165                                 }
1166                         }
1167                         // !CPM
1168
1169                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1170                                 PM_AirAccelerate(wishdir, wishspeed);
1171                         else
1172                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1173
1174                         if(sv_aircontrol)
1175                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1176                 }
1177         }
1178
1179         if((g_cts || g_race) && self.classname != "observer") {
1180                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1181                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1182                         speedaward_holder = self.netname;
1183                         speedaward_lastupdate = time;
1184                 }
1185                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1186                         string rr;
1187                         if(g_cts)
1188                                 rr = CTS_RECORD;
1189                         else
1190                                 rr = RACE_RECORD;
1191                         race_send_speedaward(MSG_ALL);
1192                         speedaward_lastsent = speedaward_speed;
1193                         if (speedaward_speed > speedaward_alltimebest) {
1194                                 speedaward_alltimebest = speedaward_speed;
1195                                 speedaward_alltimebest_holder = speedaward_holder;
1196                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1197                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1198                                 race_send_speedaward_alltimebest(MSG_ALL);
1199                         }
1200                 }
1201         }
1202 :end
1203         if(self.flags & FL_ONGROUND)
1204                 self.lastground = time;
1205
1206         self.lastflags = self.flags;
1207         self.lastclassname = self.classname;
1208 };