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