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Nick flood protection. Death to nick changing scripts!
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
1 float sv_accelerate;
2 float sv_friction;
3 float sv_maxspeed;
4 float sv_airaccelerate;
5 float sv_maxairspeed;
6 float sv_stopspeed;
7 float sv_gravity;
8 float sv_airaccel_sideways_friction;
9 float sv_airaccel_qw;
10 .float ladder_time;
11 .entity ladder_entity;
12 .float gravity;
13 .float swamp_slowdown;
14 .float lastflags;
15 .float lastground;
16 .float wasFlying;
17 .float spectatorspeed;
18
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
21 .float shtest_next;
22 .float shtest_accumulator;
23
24 /*
25 =============
26 PlayerJump
27
28 When you press the jump key
29 =============
30 */
31 void PlayerJump (void)
32 {
33         float mjumpheight;
34
35         mjumpheight = cvar("sv_jumpvelocity");
36         if (self.waterlevel >= WATERLEVEL_SWIMMING)
37         {
38                 if (self.watertype == CONTENT_WATER)
39                         self.velocity_z = 200;
40                 else if (self.watertype == CONTENT_SLIME)
41                         self.velocity_z = 80;
42                 else
43                         self.velocity_z = 50;
44
45                 return;
46         }
47
48
49         if (!(self.flags & FL_ONGROUND))
50                 return;
51
52         if(!sv_pogostick)
53                 if (!(self.flags & FL_JUMPRELEASED))
54                         return;
55                         
56         if(self.health <= g_bloodloss)
57                 return;
58
59         if(g_runematch)
60         {
61                 if(self.runes & RUNE_SPEED)
62                 {
63                         if(self.runes & CURSE_SLOW)
64                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
65                         else
66                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
67                 }
68                 else if(self.runes & CURSE_SLOW)
69                 {
70                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
71                 }
72         }
73
74         if(g_minstagib && (self.items & IT_INVINCIBLE))
75         {
76                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
77         }
78
79         self.velocity_z = self.velocity_z + mjumpheight;
80         self.oldvelocity_z = self.velocity_z;
81
82         self.flags &~= FL_ONGROUND;
83         self.flags &~= FL_JUMPRELEASED;
84
85         if (self.crouch)
86                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
87         else
88                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
89
90         if(g_jump_grunt)
91                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
92 }
93
94 void CheckWaterJump()
95 {
96         local vector start, end;
97
98 // check for a jump-out-of-water
99         makevectors (self.angles);
100         start = self.origin;
101         start_z = start_z + 8;
102         v_forward_z = 0;
103         normalize(v_forward);
104         end = start + v_forward*24;
105         traceline (start, end, TRUE, self);
106         if (trace_fraction < 1)
107         {       // solid at waist
108                 start_z = start_z + self.maxs_z - 8;
109                 end = start + v_forward*24;
110                 self.movedir = trace_plane_normal * -50;
111                 traceline (start, end, TRUE, self);
112                 if (trace_fraction == 1)
113                 {       // open at eye level
114                         self.flags |= FL_WATERJUMP;
115                         self.velocity_z = 225;
116                         self.flags &~= FL_JUMPRELEASED;
117                         self.teleport_time = time + 2;  // safety net
118                         return;
119                 }
120         }
121 };
122
123 float racecar_angle(float forward, float down)
124 {
125         float ret, angle_mult;
126
127         if(forward < 0)
128         {
129                 forward = -forward;
130                 down = -down;
131         }
132
133         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
134
135         angle_mult = forward / (800 + forward);
136
137         if(ret > 180)
138                 return ret * angle_mult + 360 * (1 - angle_mult);
139         else
140                 return ret * angle_mult;
141 }
142
143 void RaceCarPhysics()
144 {
145         // using this move type for "big rigs"
146         // the engine does not push the entity!
147
148         float accel, steer, f;
149         vector angles_save, rigvel;
150
151         angles_save = self.angles;
152         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
153         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
154
155         if(g_bugrigs_reverse_speeding)
156         {
157                 if(accel < 0)
158                 {
159                         // back accel is DIGITAL
160                         // to prevent speedhack
161                         if(accel < -0.5)
162                                 accel = -1;
163                         else
164                                 accel = 0;
165                 }
166         }
167
168         self.angles_x = 0;
169         self.angles_z = 0;
170         makevectors(self.angles); // new forward direction!
171
172         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
173         {
174                 float myspeed, upspeed, steerfactor, accelfactor;
175
176                 myspeed = self.velocity * v_forward;
177                 upspeed = self.velocity * v_up;
178
179                 // responsiveness factor for steering and acceleration
180                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
181                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
182
183                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
184                         steerfactor = -myspeed * g_bugrigs_steer;
185                 else
186                         steerfactor = -myspeed * f * g_bugrigs_steer;
187
188                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
189                         accelfactor = g_bugrigs_accel;
190                 else
191                         accelfactor = f * g_bugrigs_accel;
192                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
193
194                 if(accel < 0)
195                 {
196                         if(myspeed > 0)
197                         {
198                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
199                         }
200                         else
201                         {
202                                 if(!g_bugrigs_reverse_speeding)
203                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
204                         }
205                 }
206                 else
207                 {
208                         if(myspeed >= 0)
209                         {
210                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
211                         }
212                         else
213                         {
214                                 if(g_bugrigs_reverse_stopping)
215                                         myspeed = 0;
216                                 else
217                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
218                         }
219                 }
220                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
221                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
222
223                 self.angles_y += steer * frametime * steerfactor; // apply steering
224                 makevectors(self.angles); // new forward direction!
225
226                 myspeed += accel * accelfactor * frametime;
227
228                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
229         }
230         else
231         {
232                 myspeed = vlen(self.velocity);
233
234                 // responsiveness factor for steering and acceleration
235                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
236                 steerfactor = -myspeed * f;
237                 self.angles_y += steer * frametime * steerfactor; // apply steering
238
239                 rigvel = self.velocity;
240                 makevectors(self.angles); // new forward direction!
241         }
242
243         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
244         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
245         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
246         //MAXIMA: solve(total_acceleration(v) = 0, v);
247
248         if(g_bugrigs_planar_movement)
249         {
250                 vector rigvel_xy, neworigin, up;
251                 float mt;
252
253                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
254                 rigvel_xy = rigvel;
255                 rigvel_xy_z = 0;
256
257                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
258                         mt = MOVE_NORMAL;
259                 else
260                         mt = MOVE_NOMONSTERS;
261
262                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
263                 up = trace_endpos - self.origin;
264
265                 // BUG RIGS: align the move to the surface instead of doing collision testing
266                 // can we move?
267                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
268
269                 // align to surface
270                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
271
272                 if(trace_fraction < 0.5)
273                 {
274                         trace_fraction = 1;
275                         neworigin = self.origin;
276                 }
277                 else
278                         neworigin = trace_endpos;
279
280                 if(trace_fraction < 1)
281                 {
282                         // now set angles_x so that the car points parallel to the surface
283                         self.angles = vectoangles(
284                                         '1 0 0' * v_forward_x * trace_plane_normal_z
285                                         +
286                                         '0 1 0' * v_forward_y * trace_plane_normal_z
287                                         +
288                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
289                                         );
290                         self.flags |= FL_ONGROUND;
291                 }
292                 else
293                 {
294                         // now set angles_x so that the car points forward, but is tilted in velocity direction
295                         self.flags &~= FL_ONGROUND;
296                 }
297
298                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
299                 self.movetype = MOVETYPE_NOCLIP;
300         }
301         else
302         {
303                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
304                 self.velocity = rigvel;
305                 self.movetype = MOVETYPE_FLY;
306         }
307
308         trace_fraction = 1;
309         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
310         if(trace_fraction != 1)
311         {
312                 self.angles = vectoangles2(
313                                 '1 0 0' * v_forward_x * trace_plane_normal_z
314                                 +
315                                 '0 1 0' * v_forward_y * trace_plane_normal_z
316                                 +
317                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
318                                 trace_plane_normal
319                                 );
320         }
321         else
322         {
323                 vector vel_local;
324
325                 vel_local_x = v_forward * self.velocity;
326                 vel_local_y = v_right * self.velocity;
327                 vel_local_z = v_up * self.velocity;
328
329                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
330                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
331         }
332
333         // smooth the angles
334         vector vf1, vu1, smoothangles;
335         makevectors(self.angles);
336         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
337         if(f == 0)
338                 f = 1;
339         vf1 = v_forward * f;
340         vu1 = v_up * f;
341         makevectors(angles_save);
342         vf1 = vf1 + v_forward * (1 - f);
343         vu1 = vu1 + v_up * (1 - f);
344         smoothangles = vectoangles2(vf1, vu1);
345         self.angles_x = -smoothangles_x;
346         self.angles_z =  smoothangles_z;
347 }
348
349 .vector movement_old;
350 .float buttons_old;
351 .vector v_angle_old;
352 .string lastclassname;
353
354 void Nixnex_GiveCurrentWeapon();
355 void SV_PlayerPhysics()
356 {
357         local vector wishvel, wishdir, v;
358         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
359         string temps;
360         float buttons_prev;
361
362         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;
363         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
364         {
365                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
366                         self.parm_idlesince = time;
367         }
368         buttons_prev = self.buttons_old;
369         self.buttons_old = buttons;
370         self.movement_old = self.movement;
371         self.v_angle_old = self.v_angle;
372
373         if(time < self.nickspamtime)
374         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
375         {
376                 // slight annoyance for nick change scripts
377                 self.movement = -1 * self.movement;
378                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
379
380                 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!
381                 {
382                         self.angles_x = random() * 360;
383                         self.angles_y = random() * 360;
384                         // at least I'm not forcing retardedview by also assigning to angles_z
385                         self.fixangle = 1;
386                 }
387         }
388
389         if(time > self.shtest_next)
390         {
391                 if(self.shtest_next > 0)
392                 {
393                         // self.shtest_accumulator:
394                         //   started at time - SHTEST_DELTA
395                         //   should be at SHTEST_DELTA
396                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
397                         if(shtest_score > SHTEST_THRESHOLD)
398                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
399                         else if(cvar("developer_shtest"))
400                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
401                 }
402                 self.shtest_next = time + SHTEST_DELTA;
403                 self.shtest_accumulator = 0;
404         }
405         self.shtest_accumulator += frametime;
406
407         if (clienttype(self) == CLIENTTYPE_BOT)
408                 bot_think();
409
410         self.items &~= IT_USING_JETPACK;
411
412         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
413                 return;
414
415         if (self.punchangle != '0 0 0')
416         {
417                 f = vlen(self.punchangle) - 10 * frametime;
418                 if (f > 0)
419                         self.punchangle = normalize(self.punchangle) * f;
420                 else
421                         self.punchangle = '0 0 0';
422         }
423
424         if (self.punchvector != '0 0 0')
425         {
426                 f = vlen(self.punchvector) - 30 * frametime;
427                 if (f > 0)
428                         self.punchvector = normalize(self.punchvector) * f;
429                 else
430                         self.punchvector = '0 0 0';
431         }
432
433         maxspd_mod = 1;
434
435         if(g_runematch)
436         {
437                 if(self.runes & RUNE_SPEED)
438                 {
439                         if(self.runes & CURSE_SLOW)
440                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
441                         else
442                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
443                 }
444                 else if(self.runes & CURSE_SLOW)
445                 {
446                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
447                 }
448         }
449
450         if(g_minstagib && (self.items & IT_INVINCIBLE))
451         {
452                 maxspd_mod = cvar("g_minstagib_speed_moverate");
453         }
454
455         if(g_nexball && self.ballcarried)
456         {
457                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
458         }
459
460         swampspd_mod = 1;
461         if(self.in_swamp) {
462                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
463         }
464
465         if(self.classname != "player")
466         {
467                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
468                 if(!self.spectatorspeed)
469                         self.spectatorspeed = maxspd_mod;
470                 if(self.impulse && self.impulse <= 19)
471                 {
472                         if(self.lastclassname != "player")
473                         {
474                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
475                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
476                                 else if(self.impulse == 11)
477                                         self.spectatorspeed = maxspd_mod;
478                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
479                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
480                                 else if(self.impulse >= 1 && self.impulse <= 9)
481                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
482                         } // otherwise just clear
483                         self.impulse = 0;
484                 }
485                 maxspd_mod = self.spectatorspeed;
486         }
487
488         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
489
490         if(self.speed != spd)
491         {
492                 self.speed = spd;
493                 temps = ftos(spd);
494                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
495                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
496                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
497                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
498
499                 temps = ftos(sv_accelerate * maxspd_mod);
500                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
501         }
502
503         // if dead, behave differently
504         if (self.deadflag)
505                 goto end;
506
507         if (!self.fixangle && !g_bugrigs)
508         {
509                 self.angles_x = 0;
510                 self.angles_y = self.v_angle_y;
511                 self.angles_z = 0;
512         }
513
514         if(self.flags & FL_ONGROUND)
515         if(self.wasFlying)
516         {
517                 self.wasFlying = 0;
518
519                 if(self.waterlevel < WATERLEVEL_SWIMMING)
520                 if(time >= self.ladder_time)
521                 if not(self.hook)
522                 {
523                         self.nextstep = time + 0.3 + random() * 0.1;
524                         trace_dphitq3surfaceflags = 0;
525                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
526                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
527                         {
528                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
529                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
530                                 else
531                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
532                         }
533                 }
534         }
535
536         if(IsFlying(self))
537                 self.wasFlying = 1;
538
539         if(self.classname == "player")
540         {
541                 if(sv_doublejump)
542                 {
543                         self.flags &~= FL_ONGROUND;
544                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
545                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
546                                 self.flags |= FL_ONGROUND;
547                 }
548
549                 if (self.BUTTON_JUMP)
550                         PlayerJump ();
551                 else
552                         self.flags |= FL_JUMPRELEASED;
553
554                 if (self.waterlevel == WATERLEVEL_SWIMMING)
555                         CheckWaterJump ();
556         }
557
558         if (self.flags & FL_WATERJUMP )
559         {
560                 self.velocity_x = self.movedir_x;
561                 self.velocity_y = self.movedir_y;
562                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
563                 {
564                         self.flags &~= FL_WATERJUMP;
565                         self.teleport_time = 0;
566                 }
567         }
568         else if (g_bugrigs && self.classname == "player")
569         {
570                 RaceCarPhysics();
571         }
572         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
573         {
574                 // noclipping or flying
575                 self.flags &~= FL_ONGROUND;
576
577                 self.velocity = self.velocity * (1 - frametime * sv_friction);
578                 makevectors(self.v_angle);
579                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
580                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
581                 // acceleration
582                 wishdir = normalize(wishvel);
583                 wishspeed = vlen(wishvel);
584                 if (wishspeed > sv_maxspeed*maxspd_mod)
585                         wishspeed = sv_maxspeed*maxspd_mod;
586                 if (time >= self.teleport_time)
587                 {
588                         f = wishspeed - (self.velocity * wishdir);
589                         if (f > 0)
590                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
591                 }
592         }
593         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
594         {
595                 // swimming
596                 self.flags &~= FL_ONGROUND;
597
598                 makevectors(self.v_angle);
599                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
600                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
601                 if (wishvel == '0 0 0')
602                         wishvel = '0 0 -60'; // drift towards bottom
603
604                 wishdir = normalize(wishvel);
605                 wishspeed = vlen(wishvel);
606                 if (wishspeed > sv_maxspeed*maxspd_mod)
607                         wishspeed = sv_maxspeed*maxspd_mod;
608                 wishspeed = wishspeed * 0.7;
609
610                 // water friction
611                 self.velocity = self.velocity * (1 - frametime * sv_friction);
612
613                 // water acceleration
614                 f = wishspeed - (self.velocity * wishdir);
615                 if (f > 0)
616                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
617         }
618         else if (time < self.ladder_time)
619         {
620                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
621                 self.flags &~= FL_ONGROUND;
622
623                 self.velocity = self.velocity * (1 - frametime * sv_friction);
624                 makevectors(self.v_angle);
625                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
626                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
627                 if (self.gravity)
628                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
629                 else
630                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
631                 if (self.ladder_entity.classname == "func_water")
632                 {
633                         f = vlen(wishvel);
634                         if (f > self.ladder_entity.speed)
635                                 wishvel = wishvel * (self.ladder_entity.speed / f);
636
637                         self.watertype = self.ladder_entity.skin;
638                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
639                         if ((self.origin_z + self.view_ofs_z) < f)
640                                 self.waterlevel = WATERLEVEL_SUBMERGED;
641                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
642                                 self.waterlevel = WATERLEVEL_SWIMMING;
643                         else if ((self.origin_z + self.mins_z + 1) < f)
644                                 self.waterlevel = WATERLEVEL_WETFEET;
645                         else
646                         {
647                                 self.waterlevel = WATERLEVEL_NONE;
648                                 self.watertype = CONTENT_EMPTY;
649                         }
650                 }
651                 // acceleration
652                 wishdir = normalize(wishvel);
653                 wishspeed = vlen(wishvel);
654                 if (wishspeed > sv_maxspeed)
655                         wishspeed = sv_maxspeed;
656                 if (time >= self.teleport_time)
657                 {
658                         f = wishspeed - (self.velocity * wishdir);
659                         if (f > 0)
660                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
661                 }
662         }
663         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
664         {
665                 //makevectors(self.v_angle_y * '0 1 0');
666                 makevectors(self.v_angle);
667                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
668                 // add remaining speed as Z component
669                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
670                 // fix speedhacks :P
671                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
672                 // add the unused velocity as up component
673                 wishvel_z = 0;
674
675                 // if(self.BUTTON_JUMP)
676                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
677
678                 // it is now normalized, so...
679                 float a_side, a_up, a_add, a_diff;
680                 a_side = cvar("g_jetpack_acceleration_side");
681                 a_up = cvar("g_jetpack_acceleration_up");
682                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
683
684                 wishvel_x *= a_side;
685                 wishvel_y *= a_side;
686                 wishvel_z *= a_up;
687                 wishvel_z += a_add;
688
689                 float best;
690                 best = 0;
691                 //////////////////////////////////////////////////////////////////////////////////////
692                 // finding the maximum over all vectors of above form
693                 // with wishvel having an absolute value of 1
694                 //////////////////////////////////////////////////////////////////////////////////////
695                 // we're finding the maximum over
696                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
697                 // for z in the range from -1 to 1
698                 //////////////////////////////////////////////////////////////////////////////////////
699                 // maximum is EITHER attained at the single extreme point:
700                 a_diff = a_side * a_side - a_up * a_up;
701                 if(a_diff != 0)
702                 {
703                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
704                         if(f > -1 && f < 1) // can it be attained?
705                         {
706                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
707                                 //print("middle\n");
708                         }
709                 }
710                 // OR attained at z = 1:
711                 f = (a_up + a_add) * (a_up + a_add);
712                 if(f > best)
713                 {
714                         best = f;
715                         //print("top\n");
716                 }
717                 // OR attained at z = -1:
718                 f = (a_up - a_add) * (a_up - a_add);
719                 if(f > best)
720                 {
721                         best = f;
722                         //print("bottom\n");
723                 }
724                 best = sqrt(best);
725                 //////////////////////////////////////////////////////////////////////////////////////
726
727                 //print("best possible acceleration: ", ftos(best), "\n");
728
729                 float fxy, fz;
730                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
731                 if(wishvel_z - sv_gravity > 0)
732                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
733                 else
734                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
735
736                 float fvel;
737                 fvel = vlen(wishvel);
738                 wishvel_x *= fxy;
739                 wishvel_y *= fxy;
740                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
741
742                 fvel = min(1, vlen(wishvel) / best);
743                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
744                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
745                 else
746                         f = 1;
747
748                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
749
750                 if (f > 0 && wishvel != '0 0 0')
751                 {
752                         self.velocity = self.velocity + wishvel * f * frametime;
753                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
754                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
755                         self.flags &~= FL_ONGROUND;
756                         self.items |= IT_USING_JETPACK;
757
758                         // jetpack also inhibits health regeneration, but only for 1 second
759                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
760                 }
761         }
762         else if (self.flags & FL_ONGROUND)
763         {
764                 // we get here if we ran out of ammo
765                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
766                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
767
768                 // walking
769                 makevectors(self.v_angle_y * '0 1 0');
770                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
771
772                 if(!(self.lastflags & FL_ONGROUND))
773                 {
774                         if(cvar("speedmeter"))
775                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
776                         if(self.lastground < time - 0.3)
777                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
778                         if(self.jumppadcount > 1)
779                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
780                         self.jumppadcount = 0;
781                 }
782
783                 if (self.velocity_x || self.velocity_y)
784                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
785                 {
786                         v = self.velocity;
787                         v_z = 0;
788                         f = vlen(v);
789                         if (f < sv_stopspeed)
790                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
791                         else
792                                 f = 1 - frametime * sv_friction;
793                         if (f > 0)
794                                 self.velocity = self.velocity * f;
795                         else
796                                 self.velocity = '0 0 0';
797                 }
798                 // acceleration
799                 wishdir = normalize(wishvel);
800                 wishspeed = vlen(wishvel);
801                 if (wishspeed > sv_maxspeed*maxspd_mod)
802                         wishspeed = sv_maxspeed*maxspd_mod;
803                 if (self.crouch)
804                         wishspeed = wishspeed * 0.5;
805                 if (time >= self.teleport_time)
806                 {
807                         f = wishspeed - (self.velocity * wishdir);
808                         if (f > 0)
809                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
810                 }
811         }
812         else
813         {
814                 // we get here if we ran out of ammo
815                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
816                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
817
818                 if(maxspd_mod < 1)
819                 {
820                         maxairspd = sv_maxairspeed*maxspd_mod;
821                         airaccel = sv_airaccelerate*maxspd_mod;
822                 }
823                 else
824                 {
825                         maxairspd = sv_maxairspeed;
826                         airaccel = sv_airaccelerate;
827                 }
828                 // airborn
829                 makevectors(self.v_angle_y * '0 1 0');
830                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
831                 // acceleration
832                 wishdir = normalize(wishvel);
833                 wishspeed = vlen(wishvel);
834                 if (wishspeed > maxairspd)
835                         wishspeed = maxairspd;
836                 if (self.crouch)
837                         wishspeed = wishspeed * 0.5;
838                 if (time >= self.teleport_time)
839                 {
840                         // NOTE: this does the same as the commented out old code if:
841                         //   sv_airaccel_qw 0
842                         //   sv_airaccel_sideways_friction 0
843                         
844                         float vel_straight;
845                         float vel_z;
846                         vector vel_perpend;
847                         vel_straight = self.velocity * wishdir;
848                         vel_z = self.velocity_z;
849                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
850
851                         f = wishspeed - vel_straight;
852                         if(f > 0)
853                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
854                         if(wishspeed > 0)
855                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
856
857                         // anti-sideways friction to fix QW-style bunnyhopping
858                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
859
860                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
861
862                         /*
863                         f = wishspeed;// - (self.velocity * wishdir);
864                         if (f > 0)
865                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
866                         */
867                 }
868         }
869
870 :end
871         if(self.flags & FL_ONGROUND)
872                 self.lastground = time;
873
874         self.lastflags = self.flags;
875         self.lastclassname = self.classname;
876 };