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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                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
179
180                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
181                         steerfactor = -myspeed * g_bugrigs_steer;
182                 else
183                         steerfactor = -myspeed * f * g_bugrigs_steer;
184
185                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
186                         accelfactor = g_bugrigs_accel;
187                 else
188                         accelfactor = f * g_bugrigs_accel;
189                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
190
191                 if(accel < 0)
192                 {
193                         if(myspeed > 0)
194                         {
195                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
196                         }
197                         else
198                         {
199                                 if(!g_bugrigs_reverse_speeding)
200                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
201                         }
202                 }
203                 else
204                 {
205                         if(myspeed >= 0)
206                         {
207                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
208                         }
209                         else
210                         {
211                                 if(g_bugrigs_reverse_stopping)
212                                         myspeed = 0;
213                                 else
214                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
215                         }
216                 }
217                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
218                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
219
220                 self.angles_y += steer * frametime * steerfactor; // apply steering
221                 makevectors(self.angles); // new forward direction!
222
223                 myspeed += accel * accelfactor * frametime;
224
225                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
226         }
227         else
228         {
229                 myspeed = vlen(self.velocity);
230
231                 // responsiveness factor for steering and acceleration
232                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
233                 steerfactor = -myspeed * f;
234                 self.angles_y += steer * frametime * steerfactor; // apply steering
235
236                 rigvel = self.velocity;
237                 makevectors(self.angles); // new forward direction!
238         }
239
240         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
241         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
242         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
243         //MAXIMA: solve(total_acceleration(v) = 0, v);
244
245         if(g_bugrigs_planar_movement)
246         {
247                 vector rigvel_xy, neworigin, up;
248                 float mt;
249
250                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
251                 rigvel_xy = rigvel;
252                 rigvel_xy_z = 0;
253
254                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
255                         mt = MOVE_NORMAL;
256                 else
257                         mt = MOVE_NOMONSTERS;
258
259                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
260                 up = trace_endpos - self.origin;
261
262                 // BUG RIGS: align the move to the surface instead of doing collision testing
263                 // can we move?
264                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
265
266                 // align to surface
267                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
268
269                 if(trace_fraction < 0.5)
270                 {
271                         trace_fraction = 1;
272                         neworigin = self.origin;
273                 }
274                 else
275                         neworigin = trace_endpos;
276
277                 if(trace_fraction < 1)
278                 {
279                         // now set angles_x so that the car points parallel to the surface
280                         self.angles = vectoangles(
281                                         '1 0 0' * v_forward_x * trace_plane_normal_z
282                                         +
283                                         '0 1 0' * v_forward_y * trace_plane_normal_z
284                                         +
285                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
286                                         );
287                         self.flags |= FL_ONGROUND;
288                 }
289                 else
290                 {
291                         // now set angles_x so that the car points forward, but is tilted in velocity direction
292                         self.flags (-) FL_ONGROUND;
293                 }
294
295                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
296                 self.movetype = MOVETYPE_NOCLIP;
297         }
298         else
299         {
300                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
301                 self.velocity = rigvel;
302                 self.movetype = MOVETYPE_FLY;
303         }
304
305         trace_fraction = 1;
306         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
307         if(trace_fraction != 1)
308         {
309                 self.angles = vectoangles2(
310                                 '1 0 0' * v_forward_x * trace_plane_normal_z
311                                 +
312                                 '0 1 0' * v_forward_y * trace_plane_normal_z
313                                 +
314                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
315                                 trace_plane_normal
316                                 );
317         }
318         else
319         {
320                 vector vel_local;
321
322                 vel_local_x = v_forward * self.velocity;
323                 vel_local_y = v_right * self.velocity;
324                 vel_local_z = v_up * self.velocity;
325
326                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
327                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
328         }
329
330         // smooth the angles
331         vector vf1, vu1, smoothangles;
332         makevectors(self.angles);
333         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
334         if(f == 0)
335                 f = 1;
336         vf1 = v_forward * f;
337         vu1 = v_up * f;
338         makevectors(angles_save);
339         vf1 = vf1 + v_forward * (1 - f);
340         vu1 = vu1 + v_up * (1 - f);
341         smoothangles = vectoangles2(vf1, vu1);
342         self.angles_x = -smoothangles_x;
343         self.angles_z =  smoothangles_z;
344 }
345
346 .vector movement_old;
347 .float buttons_old;
348 .vector v_angle_old;
349
350 void Nixnex_GiveCurrentWeapon();
351 void SV_PlayerPhysics()
352 {
353         local vector wishvel, wishdir, v;
354         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
355         string temps;
356
357         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;
358         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
359         {
360                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
361                         self.parm_idlesince = time;
362         }
363         self.buttons_old = buttons;
364         self.movement_old = self.movement;
365         self.v_angle_old = self.v_angle;
366
367         if(time > self.shtest_next)
368         {
369                 if(self.shtest_next > 0)
370                 {
371                         // self.shtest_accumulator:
372                         //   started at time - SHTEST_DELTA
373                         //   should be at SHTEST_DELTA
374                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
375                         if(shtest_score > SHTEST_THRESHOLD)
376                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
377                         else if(cvar("developer_shtest"))
378                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
379                 }
380                 self.shtest_next = time + SHTEST_DELTA;
381                 self.shtest_accumulator = 0;
382         }
383         self.shtest_accumulator += frametime;
384
385         if (clienttype(self) == CLIENTTYPE_BOT)
386                 bot_think();
387
388         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
389                 return;
390
391         if (self.punchangle != '0 0 0')
392         {
393                 f = vlen(self.punchangle) - 10 * frametime;
394                 if (f > 0)
395                         self.punchangle = normalize(self.punchangle) * f;
396                 else
397                         self.punchangle = '0 0 0';
398         }
399
400         if (self.punchvector != '0 0 0')
401         {
402                 f = vlen(self.punchvector) - 30 * frametime;
403                 if (f > 0)
404                         self.punchvector = normalize(self.punchvector) * f;
405                 else
406                         self.punchvector = '0 0 0';
407         }
408
409         maxspd_mod = 1;
410
411         if(g_runematch)
412         {
413                 if(self.runes & RUNE_SPEED)
414                 {
415                         if(self.runes & CURSE_SLOW)
416                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
417                         else
418                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
419                 }
420                 else if(self.runes & CURSE_SLOW)
421                 {
422                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
423                 }
424         }
425
426         if(g_minstagib && (self.items & IT_INVINCIBLE))
427         {
428                 maxspd_mod = cvar("g_minstagib_speed_moverate");
429         }
430
431         swampspd_mod = 1;
432         if(self.in_swamp) {
433                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
434         }
435
436         if(self.flags & FL_NOTARGET)
437         {
438                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
439                 if(!self.spectatorspeed)
440                         self.spectatorspeed = maxspd_mod;
441                 if(self.impulse && self.impulse <= 19)
442                 {
443                         if(self.lastflags & FL_NOTARGET)
444                         {
445                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
446                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
447                                 else if(self.impulse == 11)
448                                         self.spectatorspeed = maxspd_mod;
449                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
450                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
451                                 else if(self.impulse >= 1 && self.impulse <= 9)
452                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
453                         } // otherwise just clear
454                         self.impulse = 0;
455                 }
456                 maxspd_mod = self.spectatorspeed;
457         }
458
459         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
460
461         if(self.speed != spd)
462         {
463                 self.speed = spd;
464                 temps = ftos(spd);
465                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
466                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
467                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
468                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
469
470                 temps = ftos(sv_accelerate * maxspd_mod);
471                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
472         }
473
474         // if dead, behave differently
475         if (self.deadflag)
476                 return;
477
478         if (!self.fixangle && !g_bugrigs)
479         {
480                 self.angles_x = 0;
481                 self.angles_y = self.v_angle_y;
482                 self.angles_z = 0;
483         }
484
485         if(self.flags & FL_ONGROUND)
486         if(self.wasFlying)
487         {
488                 self.wasFlying = 0;
489
490                 if(self.waterlevel < 2)
491                 if(time >= self.ladder_time)
492                 if not(self.hook)
493                 {
494                         self.nextstep = time + 0.3 + random() * 0.1;
495                         trace_dphitq3surfaceflags = 0;
496                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
497                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
498                         {
499                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
500                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
501                                 else
502                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
503                         }
504                 }
505         }
506
507         if(IsFlying(self))
508                 self.wasFlying = 1;
509
510         if(self.classname == "player")
511         {
512                 if(sv_doublejump)
513                 {
514                         self.flags = self.flags - (self.flags & FL_ONGROUND);
515                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
516                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
517                                 self.flags = self.flags | FL_ONGROUND;
518                 }
519
520                 if (self.BUTTON_JUMP)
521                         PlayerJump ();
522                 else
523                         self.flags = self.flags | FL_JUMPRELEASED;
524
525                 if (self.waterlevel == 2)
526                         CheckWaterJump ();
527         }
528
529         if (self.flags & FL_WATERJUMP )
530         {
531                 self.velocity_x = self.movedir_x;
532                 self.velocity_y = self.movedir_y;
533                 if (time > self.teleport_time || self.waterlevel == 0)
534                 {
535                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
536                         self.teleport_time = 0;
537                 }
538         }
539         else if (g_bugrigs && self.classname == "player")
540         {
541                 RaceCarPhysics();
542         }
543         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
544         {
545                 // noclipping or flying
546                 self.flags = self.flags - (self.flags & FL_ONGROUND);
547
548                 self.velocity = self.velocity * (1 - frametime * sv_friction);
549                 makevectors(self.v_angle);
550                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
551                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
552                 // acceleration
553                 wishdir = normalize(wishvel);
554                 wishspeed = vlen(wishvel);
555                 if (wishspeed > sv_maxspeed*maxspd_mod)
556                         wishspeed = sv_maxspeed*maxspd_mod;
557                 if (time >= self.teleport_time)
558                 {
559                         f = wishspeed - (self.velocity * wishdir);
560                         if (f > 0)
561                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
562                 }
563         }
564         else if (self.waterlevel >= 2)
565         {
566                 // swimming
567                 self.flags = self.flags - (self.flags & FL_ONGROUND);
568
569                 makevectors(self.v_angle);
570                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
571                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
572                 if (wishvel == '0 0 0')
573                         wishvel = '0 0 -60'; // drift towards bottom
574
575                 wishdir = normalize(wishvel);
576                 wishspeed = vlen(wishvel);
577                 if (wishspeed > sv_maxspeed*maxspd_mod)
578                         wishspeed = sv_maxspeed*maxspd_mod;
579                 wishspeed = wishspeed * 0.7;
580
581                 // water friction
582                 self.velocity = self.velocity * (1 - frametime * sv_friction);
583
584                 // water acceleration
585                 f = wishspeed - (self.velocity * wishdir);
586                 if (f > 0)
587                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
588         }
589         else if (time < self.ladder_time)
590         {
591                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
592                 self.flags = self.flags - (self.flags & FL_ONGROUND);
593
594                 self.velocity = self.velocity * (1 - frametime * sv_friction);
595                 makevectors(self.v_angle);
596                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
597                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
598                 if (self.gravity)
599                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
600                 else
601                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
602                 if (self.ladder_entity.classname == "func_water")
603                 {
604                         f = vlen(wishvel);
605                         if (f > self.ladder_entity.speed)
606                                 wishvel = wishvel * (self.ladder_entity.speed / f);
607
608                         self.watertype = self.ladder_entity.skin;
609                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
610                         if ((self.origin_z + self.view_ofs_z) < f)
611                                 self.waterlevel = 3;
612                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
613                                 self.waterlevel = 2;
614                         else if ((self.origin_z + self.mins_z + 1) < f)
615                                 self.waterlevel = 1;
616                         else
617                         {
618                                 self.waterlevel = 0;
619                                 self.watertype = CONTENT_EMPTY;
620                         }
621                 }
622                 // acceleration
623                 wishdir = normalize(wishvel);
624                 wishspeed = vlen(wishvel);
625                 if (wishspeed > sv_maxspeed)
626                         wishspeed = sv_maxspeed;
627                 if (time >= self.teleport_time)
628                 {
629                         f = wishspeed - (self.velocity * wishdir);
630                         if (f > 0)
631                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
632                 }
633         }
634         else if (self.flags & FL_ONGROUND)
635         {
636                 // walking
637                 makevectors(self.v_angle_y * '0 1 0');
638                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
639
640                 if(!(self.lastflags & FL_ONGROUND))
641                 {
642                         if(cvar("speedmeter"))
643                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
644                         if(self.lastground < time - 0.3)
645                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
646                         if(self.jumppadcount > 1)
647                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
648                         self.jumppadcount = 0;
649                 }
650
651                 if (self.velocity_x || self.velocity_y)
652                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
653                 {
654                         v = self.velocity;
655                         v_z = 0;
656                         f = vlen(v);
657                         if (f < sv_stopspeed)
658                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
659                         else
660                                 f = 1 - frametime * sv_friction;
661                         if (f > 0)
662                                 self.velocity = self.velocity * f;
663                         else
664                                 self.velocity = '0 0 0';
665                 }
666                 // acceleration
667                 wishdir = normalize(wishvel);
668                 wishspeed = vlen(wishvel);
669                 if (wishspeed > sv_maxspeed*maxspd_mod)
670                         wishspeed = sv_maxspeed*maxspd_mod;
671                 if (self.crouch)
672                         wishspeed = wishspeed * 0.5;
673                 if (time >= self.teleport_time)
674                 {
675                         f = wishspeed - (self.velocity * wishdir);
676                         if (f > 0)
677                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
678                 }
679         }
680         else
681         {
682                 if(maxspd_mod < 1)
683                 {
684                         maxairspd = sv_maxairspeed*maxspd_mod;
685                         airaccel = sv_airaccelerate*maxspd_mod;
686                 }
687                 else
688                 {
689                         maxairspd = sv_maxairspeed;
690                         airaccel = sv_airaccelerate;
691                 }
692                 // airborn
693                 makevectors(self.v_angle_y * '0 1 0');
694                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
695                 // acceleration
696                 wishdir = normalize(wishvel);
697                 wishspeed = vlen(wishvel);
698                 if (wishspeed > maxairspd)
699                         wishspeed = maxairspd;
700                 if (self.crouch)
701                         wishspeed = wishspeed * 0.5;
702                 if (time >= self.teleport_time)
703                 {
704                         // NOTE: this does the same as the commented out old code if:
705                         //   sv_airaccel_qw 0
706                         //   sv_airaccel_sideways_friction 0
707                         
708                         float vel_straight;
709                         float vel_z;
710                         vector vel_perpend;
711                         vel_straight = self.velocity * wishdir;
712                         vel_z = self.velocity_z;
713                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
714
715                         f = wishspeed - vel_straight;
716                         if(f > 0)
717                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
718                         if(wishspeed > 0)
719                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
720
721                         // anti-sideways friction to fix QW-style bunnyhopping
722                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
723
724                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
725
726                         /*
727                         f = wishspeed;// - (self.velocity * wishdir);
728                         if (f > 0)
729                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
730                         */
731                 }
732         }
733
734         if(self.flags & FL_ONGROUND)
735                 self.lastground = time;
736
737         self.lastflags = self.flags;
738 };