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increase float accuracy for race time accumulation
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
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 #define SHTEST_DELTA 10
33 #define SHTEST_THRESHOLD 1.1
34 .float shtest_next;
35 .float shtest_accumulator;
36 .float doublejump_nextjumptime;
37
38 /*
39 =============
40 PlayerJump
41
42 When you press the jump key
43 =============
44 */
45 void PlayerJump (void)
46 {
47         float mjumpheight;
48
49         mjumpheight = cvar("sv_jumpvelocity");
50         if (self.waterlevel >= WATERLEVEL_SWIMMING)
51         {
52                 if (self.watertype == CONTENT_WATER)
53                         self.velocity_z = 200;
54                 else if (self.watertype == CONTENT_SLIME)
55                         self.velocity_z = 80;
56                 else
57                         self.velocity_z = 50;
58
59                 return;
60         }
61
62         if (!(self.flags & FL_ONGROUND))
63                 return;
64
65         if(!sv_pogostick)
66                 if (!(self.flags & FL_JUMPRELEASED))
67                         return;
68
69         if(self.health <= g_bloodloss)
70                 return;
71
72         if(sv_doublejump)
73                 if(time < self.doublejump_nextjumptime)
74                         return;
75
76         if(g_runematch)
77         {
78                 if(self.runes & RUNE_SPEED)
79                 {
80                         if(self.runes & CURSE_SLOW)
81                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
82                         else
83                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
84                 }
85                 else if(self.runes & CURSE_SLOW)
86                 {
87                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
88                 }
89         }
90
91         if(g_minstagib && (self.items & IT_INVINCIBLE))
92         {
93                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
94         }
95
96         if(!(self.lastflags & FL_ONGROUND))
97         {
98                 if(cvar("speedmeter"))
99                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
100                 if(self.lastground < time - 0.3)
101                         self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
102                 if(self.jumppadcount > 1)
103                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
104                 self.jumppadcount = 0;
105         }
106
107         self.velocity_z = self.velocity_z + mjumpheight;
108         self.oldvelocity_z = self.velocity_z;
109
110         self.flags &~= FL_ONGROUND;
111         self.flags &~= FL_JUMPRELEASED;
112
113         if (self.crouch)
114                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
115         else
116                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
117
118         if(g_jump_grunt)
119                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
120
121         if(sv_doublejump)
122         {
123                 // we're moving upwards at self.velocity_z
124                 // only allow jumping after we got 3 units upwards
125                 // so we for sure leave the FL_ONGROUND check
126                 //
127                 // but as this sucks because of factoring in gravity, we'll just do it
128                 // for 4 units, and constant velocity
129                 self.doublejump_nextjumptime = time + 4 / max(40, self.velocity_z); // max 0.1s blocking of jumps
130         }
131
132         self.restart_jump = TRUE; // restart jump anim next time
133 }
134
135 void CheckWaterJump()
136 {
137         local vector start, end;
138
139 // check for a jump-out-of-water
140         makevectors (self.angles);
141         start = self.origin;
142         start_z = start_z + 8;
143         v_forward_z = 0;
144         normalize(v_forward);
145         end = start + v_forward*24;
146         traceline (start, end, TRUE, self);
147         if (trace_fraction < 1)
148         {       // solid at waist
149                 start_z = start_z + self.maxs_z - 8;
150                 end = start + v_forward*24;
151                 self.movedir = trace_plane_normal * -50;
152                 traceline (start, end, TRUE, self);
153                 if (trace_fraction == 1)
154                 {       // open at eye level
155                         self.flags |= FL_WATERJUMP;
156                         self.velocity_z = 225;
157                         self.flags &~= FL_JUMPRELEASED;
158                         self.teleport_time = time + 2;  // safety net
159                         return;
160                 }
161         }
162 };
163
164 float racecar_angle(float forward, float down)
165 {
166         float ret, angle_mult;
167
168         if(forward < 0)
169         {
170                 forward = -forward;
171                 down = -down;
172         }
173
174         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
175
176         angle_mult = forward / (800 + forward);
177
178         if(ret > 180)
179                 return ret * angle_mult + 360 * (1 - angle_mult);
180         else
181                 return ret * angle_mult;
182 }
183
184 void RaceCarPhysics()
185 {
186         // using this move type for "big rigs"
187         // the engine does not push the entity!
188
189         float accel, steer, f;
190         vector angles_save, rigvel;
191
192         angles_save = self.angles;
193         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
194         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
195
196         if(g_bugrigs_reverse_speeding)
197         {
198                 if(accel < 0)
199                 {
200                         // back accel is DIGITAL
201                         // to prevent speedhack
202                         if(accel < -0.5)
203                                 accel = -1;
204                         else
205                                 accel = 0;
206                 }
207         }
208
209         self.angles_x = 0;
210         self.angles_z = 0;
211         makevectors(self.angles); // new forward direction!
212
213         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
214         {
215                 float myspeed, upspeed, steerfactor, accelfactor;
216
217                 myspeed = self.velocity * v_forward;
218                 upspeed = self.velocity * v_up;
219
220                 // responsiveness factor for steering and acceleration
221                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
222                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
223
224                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
225                         steerfactor = -myspeed * g_bugrigs_steer;
226                 else
227                         steerfactor = -myspeed * f * g_bugrigs_steer;
228
229                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
230                         accelfactor = g_bugrigs_accel;
231                 else
232                         accelfactor = f * g_bugrigs_accel;
233                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
234
235                 if(accel < 0)
236                 {
237                         if(myspeed > 0)
238                         {
239                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
240                         }
241                         else
242                         {
243                                 if(!g_bugrigs_reverse_speeding)
244                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
245                         }
246                 }
247                 else
248                 {
249                         if(myspeed >= 0)
250                         {
251                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
252                         }
253                         else
254                         {
255                                 if(g_bugrigs_reverse_stopping)
256                                         myspeed = 0;
257                                 else
258                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
259                         }
260                 }
261                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
262                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
263
264                 self.angles_y += steer * frametime * steerfactor; // apply steering
265                 makevectors(self.angles); // new forward direction!
266
267                 myspeed += accel * accelfactor * frametime;
268
269                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
270         }
271         else
272         {
273                 myspeed = vlen(self.velocity);
274
275                 // responsiveness factor for steering and acceleration
276                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
277                 steerfactor = -myspeed * f;
278                 self.angles_y += steer * frametime * steerfactor; // apply steering
279
280                 rigvel = self.velocity;
281                 makevectors(self.angles); // new forward direction!
282         }
283
284         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
285         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
286         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
287         //MAXIMA: solve(total_acceleration(v) = 0, v);
288
289         if(g_bugrigs_planar_movement)
290         {
291                 vector rigvel_xy, neworigin, up;
292                 float mt;
293
294                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295                 rigvel_xy = rigvel;
296                 rigvel_xy_z = 0;
297
298                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
299                         mt = MOVE_NORMAL;
300                 else
301                         mt = MOVE_NOMONSTERS;
302
303                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
304                 up = trace_endpos - self.origin;
305
306                 // BUG RIGS: align the move to the surface instead of doing collision testing
307                 // can we move?
308                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
309
310                 // align to surface
311                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
312
313                 if(trace_fraction < 0.5)
314                 {
315                         trace_fraction = 1;
316                         neworigin = self.origin;
317                 }
318                 else
319                         neworigin = trace_endpos;
320
321                 if(trace_fraction < 1)
322                 {
323                         // now set angles_x so that the car points parallel to the surface
324                         self.angles = vectoangles(
325                                         '1 0 0' * v_forward_x * trace_plane_normal_z
326                                         +
327                                         '0 1 0' * v_forward_y * trace_plane_normal_z
328                                         +
329                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
330                                         );
331                         self.flags |= FL_ONGROUND;
332                 }
333                 else
334                 {
335                         // now set angles_x so that the car points forward, but is tilted in velocity direction
336                         self.flags &~= FL_ONGROUND;
337                 }
338
339                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
340                 self.movetype = MOVETYPE_NOCLIP;
341         }
342         else
343         {
344                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
345                 self.velocity = rigvel;
346                 self.movetype = MOVETYPE_FLY;
347         }
348
349         trace_fraction = 1;
350         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
351         if(trace_fraction != 1)
352         {
353                 self.angles = vectoangles2(
354                                 '1 0 0' * v_forward_x * trace_plane_normal_z
355                                 +
356                                 '0 1 0' * v_forward_y * trace_plane_normal_z
357                                 +
358                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
359                                 trace_plane_normal
360                                 );
361         }
362         else
363         {
364                 vector vel_local;
365
366                 vel_local_x = v_forward * self.velocity;
367                 vel_local_y = v_right * self.velocity;
368                 vel_local_z = v_up * self.velocity;
369
370                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
371                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
372         }
373
374         // smooth the angles
375         vector vf1, vu1, smoothangles;
376         makevectors(self.angles);
377         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
378         if(f == 0)
379                 f = 1;
380         vf1 = v_forward * f;
381         vu1 = v_up * f;
382         makevectors(angles_save);
383         vf1 = vf1 + v_forward * (1 - f);
384         vu1 = vu1 + v_up * (1 - f);
385         smoothangles = vectoangles2(vf1, vu1);
386         self.angles_x = -smoothangles_x;
387         self.angles_z =  smoothangles_z;
388 }
389
390 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
391 {
392         float zspeed, xyspeed, dot, k;
393
394         if(self.movement_x == 0 || self.movement_y != 0)
395                 return; // can't control movement if not moving forward or backward
396
397         zspeed = self.velocity_z;
398         self.velocity_z = 0;
399         xyspeed = vlen(self.velocity);
400         self.velocity = normalize(self.velocity);
401
402         dot = self.velocity * wishdir;
403         k = 32;
404         k *= sv_aircontrol*dot*dot*frametime;
405
406         if(dot > 0) // we can't change direction while slowing down
407                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
408
409         self.velocity = self.velocity * xyspeed;
410         self.velocity_z = zspeed;
411 }
412
413 void PM_Accelerate(vector wishdir, float wishspeed, float accel, float accelqw, float sidefric)
414 {
415         float vel_straight;
416         float vel_z;
417         vector vel_perpend;
418         float addspeed;
419
420         vel_straight = self.velocity * wishdir;
421         vel_z = self.velocity_z;
422         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
423
424         addspeed = wishspeed - vel_straight;
425         if(addspeed > 0)
426                 vel_straight = vel_straight + min(addspeed, accel * frametime * wishspeed) * accelqw;
427         if(wishspeed > 0)
428                 vel_straight = vel_straight + min(wishspeed, accel * frametime * wishspeed) * (1 - accelqw);
429
430         vel_perpend = vel_perpend * (1 - frametime * wishspeed * sidefric);
431
432         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
433 }
434
435 void PM_AirAccelerate(vector wishdir, float wishspeed)
436 {
437         vector curvel, wishvel, acceldir, curdir;
438         float addspeed, accelspeed, curspeed, f;
439         float dot;
440
441         if(wishspeed == 0)
442                 return;
443
444         curvel = self.velocity;
445         curvel_z = 0;
446         curspeed = vlen(curvel);
447
448         if(wishspeed > curspeed * 1.01)
449         {
450                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
451         }
452         else
453         {
454                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
455                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
456         }
457         wishvel = wishdir * wishspeed;
458         acceldir = wishvel - curvel;
459         addspeed = vlen(acceldir);
460         acceldir = normalize(acceldir);
461
462         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
463
464         if(sv_warsowbunny_backtosideratio < 1)
465         {
466                 curdir = normalize(curvel);
467                 dot = acceldir * curdir;
468                 if(dot < 0)
469                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
470         }
471
472         self.velocity += accelspeed * acceldir;
473 }
474
475 .vector movement_old;
476 .float buttons_old;
477 .vector v_angle_old;
478 .string lastclassname;
479
480 void Nixnex_GiveCurrentWeapon();
481 .float() PlayerPhysplug;
482
483 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
484 .float specialcommand_pos;
485 void SpecialCommand()
486 {
487 #ifdef TETRIS
488         TetrisImpulse();
489 #else
490         if(sv_cheats || self.maycheat)
491                 self.impulse = 99;
492         else
493                 print("A hollow voice says \"Plugh\".\n");
494 #endif
495 }
496
497 void SV_PlayerPhysics()
498 {
499         local vector wishvel, wishdir, v;
500         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
501         string temps;
502         float buttons_prev;
503         float not_allowed_to_move;
504         string c;
505         
506         if(g_race || g_cts)
507         {
508                 // if record times matter
509                 // ensure nothing EVIL is being done (i.e. strafebot)
510                 // this hinders joystick users though
511                 // but it still gives SOME analog control
512                 // TODO implement this for engine cl_movement code too (basically, clipping to the four axes)
513                 wishvel_x = fabs(self.movement_x);
514                 wishvel_y = fabs(self.movement_y);
515                 if(wishvel_x != 0 && wishvel_y != 0 && wishvel_x != wishvel_y)
516                 {
517                         wishvel_z = 0;
518                         wishspeed = vlen(wishvel);
519                         if(wishvel_x >= 2 * wishvel_y)
520                         {
521                                 // pure X motion
522                                 if(self.movement_x > 0)
523                                         self.movement_x = wishspeed;
524                                 else
525                                         self.movement_x = -wishspeed;
526                                 self.movement_y = 0;
527                         }
528                         else if(wishvel_y >= 2 * wishvel_x)
529                         {
530                                 // pure Y motion
531                                 self.movement_x = 0;
532                                 if(self.movement_y > 0)
533                                         self.movement_y = wishspeed;
534                                 else
535                                         self.movement_y = -wishspeed;
536                         }
537                         else
538                         {
539                                 // diagonal
540                                 if(self.movement_x > 0)
541                                         self.movement_x = 0.70710678118654752440 * wishspeed;
542                                 else
543                                         self.movement_x = -0.70710678118654752440 * wishspeed;
544                                 if(self.movement_y > 0)
545                                         self.movement_y = 0.70710678118654752440 * wishspeed;
546                                 else
547                                         self.movement_y = -0.70710678118654752440 * wishspeed;
548                         }
549                 }
550         }
551
552         self.race_movetime_frac += frametime;
553         f = floor(self.race_movetime_frac);
554         self.race_movetime_frac -= f;
555         self.race_movetime_count += f;
556         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
557
558         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);
559
560         if(!buttons)
561                 c = "x";
562         else if(buttons == 1)
563                 c = "1";
564         else if(buttons == 2)
565                 c = " ";
566         else if(buttons == 128)
567                 c = "s";
568         else if(buttons == 256)
569                 c = "w";
570         else if(buttons == 512)
571                 c = "a";
572         else if(buttons == 1024)
573                 c = "d";
574         else
575                 c = "?";
576
577         if(c == substring(specialcommand, self.specialcommand_pos, 1))
578         {
579                 self.specialcommand_pos += 1;
580                 if(self.specialcommand_pos >= strlen(specialcommand))
581                 {
582                         self.specialcommand_pos = 0;
583                         SpecialCommand();
584                         return;
585                 }
586         }
587         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
588                 self.specialcommand_pos = 0;
589         
590     if(self.PlayerPhysplug)
591         if(self.PlayerPhysplug())
592             return;
593
594         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
595         {
596                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
597                         self.parm_idlesince = time;
598         }
599         buttons_prev = self.buttons_old;
600         self.buttons_old = buttons;
601         self.movement_old = self.movement;
602         self.v_angle_old = self.v_angle;
603
604         if(time < self.nickspamtime)
605         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
606         {
607                 // slight annoyance for nick change scripts
608                 self.movement = -1 * self.movement;
609                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
610
611                 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!
612                 {
613                         self.angles_x = random() * 360;
614                         self.angles_y = random() * 360;
615                         // at least I'm not forcing retardedview by also assigning to angles_z
616                         self.fixangle = 1;
617                 }
618         }
619
620         if(time > self.shtest_next)
621         {
622                 if(self.shtest_next > 0)
623                 {
624                         // self.shtest_accumulator:
625                         //   started at time - SHTEST_DELTA
626                         //   should be at SHTEST_DELTA
627                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
628                         if(shtest_score > SHTEST_THRESHOLD)
629                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
630                         else if(cvar("developer_shtest"))
631                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
632                 }
633                 self.shtest_next = time + SHTEST_DELTA;
634                 self.shtest_accumulator = 0;
635         }
636         self.shtest_accumulator += frametime;
637
638         if (clienttype(self) == CLIENTTYPE_BOT)
639                 bot_think();
640
641         self.items &~= IT_USING_JETPACK;
642
643         if(self.classname == "player")
644         {
645                 if(self.race_penalty)
646                         if(time > self.race_penalty)
647                                 self.race_penalty = 0;
648
649                 not_allowed_to_move = 0;
650                 if(self.race_penalty)
651                         not_allowed_to_move = 1;
652                 if(!cvar("sv_ready_restart_after_countdown"))
653                 if(time < game_starttime)
654                         not_allowed_to_move = 1;
655
656                 if(not_allowed_to_move)
657                 {
658                         self.velocity = '0 0 0';
659                         self.movetype = MOVETYPE_NONE;
660                         self.disableclientprediction = 2;
661                 }
662                 else if(self.disableclientprediction == 2)
663                 {
664                         if(self.movetype == MOVETYPE_NONE)
665                                 self.movetype = MOVETYPE_WALK;
666                         self.disableclientprediction = 0;
667                 }
668         }
669
670         if (self.movetype == MOVETYPE_NONE)
671                 return;
672
673         if (self.punchangle != '0 0 0')
674         {
675                 f = vlen(self.punchangle) - 10 * frametime;
676                 if (f > 0)
677                         self.punchangle = normalize(self.punchangle) * f;
678                 else
679                         self.punchangle = '0 0 0';
680         }
681
682         if (self.punchvector != '0 0 0')
683         {
684                 f = vlen(self.punchvector) - 30 * frametime;
685                 if (f > 0)
686                         self.punchvector = normalize(self.punchvector) * f;
687                 else
688                         self.punchvector = '0 0 0';
689         }
690
691         maxspd_mod = 1;
692
693         if(g_runematch)
694         {
695                 if(self.runes & RUNE_SPEED)
696                 {
697                         if(self.runes & CURSE_SLOW)
698                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
699                         else
700                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
701                 }
702                 else if(self.runes & CURSE_SLOW)
703                 {
704                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
705                 }
706         }
707
708         if(g_minstagib && (self.items & IT_INVINCIBLE))
709         {
710                 maxspd_mod = cvar("g_minstagib_speed_moverate");
711         }
712
713         if(g_nexball && self.ballcarried)
714         {
715                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
716         }
717
718         swampspd_mod = 1;
719         if(self.in_swamp) {
720                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
721         }
722
723         if(self.classname != "player")
724         {
725                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
726                 if(!self.spectatorspeed)
727                         self.spectatorspeed = maxspd_mod;
728                 if(self.impulse && self.impulse <= 19)
729                 {
730                         if(self.lastclassname != "player")
731                         {
732                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
733                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
734                                 else if(self.impulse == 11)
735                                         self.spectatorspeed = maxspd_mod;
736                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
737                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
738                                 else if(self.impulse >= 1 && self.impulse <= 9)
739                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
740                         } // otherwise just clear
741                         self.impulse = 0;
742                 }
743                 maxspd_mod = self.spectatorspeed;
744         }
745
746         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
747         if(self.speed != spd)
748         {
749                 self.speed = spd;
750                 temps = ftos(spd);
751                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
752                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
753                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
754                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
755         }
756
757         maxspd_mod *= swampspd_mod; // only one common speed modder please!
758         swampspd_mod = 1;
759
760         // if dead, behave differently
761         if (self.deadflag)
762                 goto end;
763
764         if (!self.fixangle && !g_bugrigs)
765         {
766                 self.angles_x = 0;
767                 self.angles_y = self.v_angle_y;
768                 self.angles_z = 0;
769         }
770
771         if(self.flags & FL_ONGROUND)
772         if(self.wasFlying)
773         {
774                 self.wasFlying = 0;
775
776                 if(self.waterlevel < WATERLEVEL_SWIMMING)
777                 if(time >= self.ladder_time)
778                 if not(self.hook)
779                 {
780                         self.nextstep = time + 0.3 + random() * 0.1;
781                         trace_dphitq3surfaceflags = 0;
782                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
783                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
784                         {
785                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
786                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
787                                 else
788                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
789                         }
790                 }
791         }
792
793         if(IsFlying(self))
794                 self.wasFlying = 1;
795
796         if(self.classname == "player")
797         {
798                 if(sv_doublejump)
799                 {
800                         self.flags &~= FL_ONGROUND;
801                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 1', MOVE_NORMAL, self);
802                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
803                                 self.flags |= FL_ONGROUND;
804                 }
805
806                 if (self.BUTTON_JUMP)
807                         PlayerJump ();
808                 else
809                         self.flags |= FL_JUMPRELEASED;
810
811                 if (self.waterlevel == WATERLEVEL_SWIMMING)
812                         CheckWaterJump ();
813         }
814
815         if (self.flags & FL_WATERJUMP )
816         {
817                 self.velocity_x = self.movedir_x;
818                 self.velocity_y = self.movedir_y;
819                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
820                 {
821                         self.flags &~= FL_WATERJUMP;
822                         self.teleport_time = 0;
823                 }
824         }
825         else if (g_bugrigs && self.classname == "player")
826         {
827                 RaceCarPhysics();
828         }
829         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
830         {
831                 // noclipping or flying
832                 self.flags &~= FL_ONGROUND;
833
834                 self.velocity = self.velocity * (1 - frametime * sv_friction);
835                 makevectors(self.v_angle);
836                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
837                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
838                 // acceleration
839                 wishdir = normalize(wishvel);
840                 wishspeed = vlen(wishvel);
841                 if (wishspeed > sv_maxspeed*maxspd_mod)
842                         wishspeed = sv_maxspeed*maxspd_mod;
843                 if (time >= self.teleport_time)
844                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
845         }
846         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
847         {
848                 // swimming
849                 self.flags &~= FL_ONGROUND;
850
851                 makevectors(self.v_angle);
852                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
853                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
854                 if (wishvel == '0 0 0')
855                         wishvel = '0 0 -60'; // drift towards bottom
856
857                 wishdir = normalize(wishvel);
858                 wishspeed = vlen(wishvel);
859                 if (wishspeed > sv_maxspeed*maxspd_mod)
860                         wishspeed = sv_maxspeed*maxspd_mod;
861                 wishspeed = wishspeed * 0.7;
862
863                 // water friction
864                 self.velocity = self.velocity * (1 - frametime * sv_friction);
865
866                 // water acceleration
867                 PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
868         }
869         else if (time < self.ladder_time)
870         {
871                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
872                 self.flags &~= FL_ONGROUND;
873
874                 self.velocity = self.velocity * (1 - frametime * sv_friction);
875                 makevectors(self.v_angle);
876                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
877                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
878                 if (self.gravity)
879                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
880                 else
881                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
882                 if (self.ladder_entity.classname == "func_water")
883                 {
884                         f = vlen(wishvel);
885                         if (f > self.ladder_entity.speed)
886                                 wishvel = wishvel * (self.ladder_entity.speed / f);
887
888                         self.watertype = self.ladder_entity.skin;
889                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
890                         if ((self.origin_z + self.view_ofs_z) < f)
891                                 self.waterlevel = WATERLEVEL_SUBMERGED;
892                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
893                                 self.waterlevel = WATERLEVEL_SWIMMING;
894                         else if ((self.origin_z + self.mins_z + 1) < f)
895                                 self.waterlevel = WATERLEVEL_WETFEET;
896                         else
897                         {
898                                 self.waterlevel = WATERLEVEL_NONE;
899                                 self.watertype = CONTENT_EMPTY;
900                         }
901                 }
902                 // acceleration
903                 wishdir = normalize(wishvel);
904                 wishspeed = vlen(wishvel);
905                 if (wishspeed > sv_maxspeed*maxspd_mod)
906                         wishspeed = sv_maxspeed*maxspd_mod;
907                 if (time >= self.teleport_time)
908                 {
909                         // water acceleration
910                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
911                 }
912         }
913         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
914         {
915                 //makevectors(self.v_angle_y * '0 1 0');
916                 makevectors(self.v_angle);
917                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
918                 // add remaining speed as Z component
919                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
920                 // fix speedhacks :P
921                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
922                 // add the unused velocity as up component
923                 wishvel_z = 0;
924
925                 // if(self.BUTTON_JUMP)
926                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
927
928                 // it is now normalized, so...
929                 float a_side, a_up, a_add, a_diff;
930                 a_side = cvar("g_jetpack_acceleration_side");
931                 a_up = cvar("g_jetpack_acceleration_up");
932                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
933
934                 wishvel_x *= a_side;
935                 wishvel_y *= a_side;
936                 wishvel_z *= a_up;
937                 wishvel_z += a_add;
938
939                 float best;
940                 best = 0;
941                 //////////////////////////////////////////////////////////////////////////////////////
942                 // finding the maximum over all vectors of above form
943                 // with wishvel having an absolute value of 1
944                 //////////////////////////////////////////////////////////////////////////////////////
945                 // we're finding the maximum over
946                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
947                 // for z in the range from -1 to 1
948                 //////////////////////////////////////////////////////////////////////////////////////
949                 // maximum is EITHER attained at the single extreme point:
950                 a_diff = a_side * a_side - a_up * a_up;
951                 if(a_diff != 0)
952                 {
953                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
954                         if(f > -1 && f < 1) // can it be attained?
955                         {
956                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
957                                 //print("middle\n");
958                         }
959                 }
960                 // OR attained at z = 1:
961                 f = (a_up + a_add) * (a_up + a_add);
962                 if(f > best)
963                 {
964                         best = f;
965                         //print("top\n");
966                 }
967                 // OR attained at z = -1:
968                 f = (a_up - a_add) * (a_up - a_add);
969                 if(f > best)
970                 {
971                         best = f;
972                         //print("bottom\n");
973                 }
974                 best = sqrt(best);
975                 //////////////////////////////////////////////////////////////////////////////////////
976
977                 //print("best possible acceleration: ", ftos(best), "\n");
978
979                 float fxy, fz;
980                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
981                 if(wishvel_z - sv_gravity > 0)
982                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
983                 else
984                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
985
986                 float fvel;
987                 fvel = vlen(wishvel);
988                 wishvel_x *= fxy;
989                 wishvel_y *= fxy;
990                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
991
992                 fvel = min(1, vlen(wishvel) / best);
993                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
994                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
995                 else
996                         f = 1;
997
998                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
999
1000                 if (f > 0 && wishvel != '0 0 0')
1001                 {
1002                         self.velocity = self.velocity + wishvel * f * frametime;
1003                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1004                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1005                         self.flags &~= FL_ONGROUND;
1006                         self.items |= IT_USING_JETPACK;
1007
1008                         // jetpack also inhibits health regeneration, but only for 1 second
1009                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1010                 }
1011         }
1012         else if (self.flags & FL_ONGROUND)
1013         {
1014                 // we get here if we ran out of ammo
1015                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1016                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1017
1018                 // walking
1019                 makevectors(self.v_angle_y * '0 1 0');
1020                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1021
1022                 if(!(self.lastflags & FL_ONGROUND))
1023                 {
1024                         if(cvar("speedmeter"))
1025                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1026                         if(self.lastground < time - 0.3)
1027                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1028                         if(self.jumppadcount > 1)
1029                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1030                         self.jumppadcount = 0;
1031                 }
1032
1033 #ifdef LETS_TEST_FTEQCC
1034                 if(self.velocity_x || self.velocity_y)
1035                 {
1036                         // good
1037                 }
1038                 else
1039                 {
1040                         if(self.velocity_x)
1041                                 checkclient();
1042                         if(self.velocity_y)
1043                                 checkclient();
1044                 }
1045 #endif
1046
1047                 v = self.velocity;
1048                 v_z = 0;
1049                 f = vlen(v);
1050                 if(f > 0)
1051                 {
1052                         if (f < sv_stopspeed)
1053                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1054                         else
1055                                 f = 1 - frametime * sv_friction;
1056                         if (f > 0)
1057                                 self.velocity = self.velocity * f;
1058                         else
1059                                 self.velocity = '0 0 0';
1060                 }
1061
1062                 // acceleration
1063                 wishdir = normalize(wishvel);
1064                 wishspeed = vlen(wishvel);
1065                 if (wishspeed > sv_maxspeed*maxspd_mod)
1066                         wishspeed = sv_maxspeed*maxspd_mod;
1067                 if (self.crouch)
1068                         wishspeed = wishspeed * 0.5;
1069                 if (time >= self.teleport_time)
1070                         PM_Accelerate(wishdir, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1071         }
1072         else
1073         {
1074                 // we get here if we ran out of ammo
1075                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1076                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1077
1078                 if(maxspd_mod < 1)
1079                 {
1080                         maxairspd = sv_maxairspeed*maxspd_mod;
1081                         airaccel = sv_airaccelerate*maxspd_mod;
1082                 }
1083                 else
1084                 {
1085                         maxairspd = sv_maxairspeed;
1086                         airaccel = sv_airaccelerate;
1087                 }
1088                 // airborn
1089                 makevectors(self.v_angle_y * '0 1 0');
1090                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1091                 // acceleration
1092                 wishdir = normalize(wishvel);
1093                 wishspeed = vlen(wishvel);
1094                 if (wishspeed > maxairspd)
1095                         wishspeed = maxairspd;
1096                 if (self.crouch)
1097                         wishspeed = wishspeed * 0.5;
1098                 if (time >= self.teleport_time)
1099                 {
1100                         float accelerating;
1101                         float wishspeed2;
1102                         float airaccelqw;
1103
1104                         airaccelqw = sv_airaccel_qw;
1105                         accelerating = (self.velocity * wishdir > 0);
1106                         wishspeed2 = wishspeed;
1107
1108                         // CPM
1109                         if(sv_airstopaccelerate)
1110                                 if(self.velocity * wishdir < 0)
1111                                         airaccel = sv_airstopaccelerate*maxspd_mod;
1112                         if(self.movement_x == 0 && self.movement_y != 0)
1113                         {
1114                                 if(sv_maxairstrafespeed)
1115                                 {
1116                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
1117                                         if(sv_maxairstrafespeed < sv_maxairspeed)
1118                                                 airaccelqw = 1;
1119                                 }
1120                                 if(sv_airstrafeaccelerate)
1121                                 {
1122                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;
1123                                         if(sv_airstrafeaccelerate > sv_airaccelerate)
1124                                                 airaccelqw = 1;
1125                                 }
1126                         }
1127                         // !CPM
1128
1129                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1130                                 PM_AirAccelerate(wishdir, wishspeed);
1131                         else
1132                                 PM_Accelerate(wishdir, wishspeed, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1133
1134                         if(sv_aircontrol)
1135                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1136                 }
1137         }
1138
1139 :end
1140         if(self.flags & FL_ONGROUND)
1141                 self.lastground = time;
1142
1143         self.lastflags = self.flags;
1144         self.lastclassname = self.classname;
1145 };