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g_bugrigs another speedhack fix
[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 .vector movement_old;
141 .float buttons_old;
142 .vector v_angle_old;
143
144 void Nixnex_GiveCurrentWeapon();
145 void SV_PlayerPhysics()
146 {
147         local vector wishvel, wishdir, v;
148         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
149         string temps;
150
151         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;
152         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
153         {
154                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
155                         self.parm_idlesince = time;
156         }
157         self.buttons_old = buttons;
158         self.movement_old = self.movement;
159         self.v_angle_old = self.v_angle;
160
161         if(time > self.shtest_next)
162         {
163                 if(self.shtest_next > 0)
164                 {
165                         // self.shtest_accumulator:
166                         //   started at time - SHTEST_DELTA
167                         //   should be at SHTEST_DELTA
168                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
169                         if(shtest_score > SHTEST_THRESHOLD)
170                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
171                         else if(cvar("developer_shtest"))
172                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
173                 }
174                 self.shtest_next = time + SHTEST_DELTA;
175                 self.shtest_accumulator = 0;
176         }
177         self.shtest_accumulator += frametime;
178
179         if (clienttype(self) == CLIENTTYPE_BOT)
180                 bot_think();
181
182         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
183                 return;
184
185         if(g_bugrigs && self.movetype == MOVETYPE_WALK)
186         {
187                 self.disableclientprediction = 1;
188                 self.movetype = MOVETYPE_NOCLIP;
189         }
190
191         if (self.punchangle != '0 0 0')
192         {
193                 f = vlen(self.punchangle) - 10 * frametime;
194                 if (f > 0)
195                         self.punchangle = normalize(self.punchangle) * f;
196                 else
197                         self.punchangle = '0 0 0';
198         }
199
200         if (self.punchvector != '0 0 0')
201         {
202                 f = vlen(self.punchvector) - 30 * frametime;
203                 if (f > 0)
204                         self.punchvector = normalize(self.punchvector) * f;
205                 else
206                         self.punchvector = '0 0 0';
207         }
208
209         maxspd_mod = 1;
210
211         if(g_runematch)
212         {
213                 if(self.runes & RUNE_SPEED)
214                 {
215                         if(self.runes & CURSE_SLOW)
216                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
217                         else
218                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
219                 }
220                 else if(self.runes & CURSE_SLOW)
221                 {
222                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
223                 }
224         }
225
226         if(g_minstagib && (self.items & IT_INVINCIBLE))
227         {
228                 maxspd_mod = cvar("g_minstagib_speed_moverate");
229         }
230
231         swampspd_mod = 1;
232         if(self.in_swamp) {
233                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
234         }
235
236         if(self.flags & FL_NOTARGET)
237         {
238                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
239                 if(!self.spectatorspeed)
240                         self.spectatorspeed = maxspd_mod;
241                 if(self.impulse && self.impulse <= 19)
242                 {
243                         if(self.lastflags & FL_NOTARGET)
244                         {
245                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
246                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
247                                 else if(self.impulse == 11)
248                                         self.spectatorspeed = maxspd_mod;
249                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
250                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
251                                 else if(self.impulse >= 1 && self.impulse <= 9)
252                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
253                         } // otherwise just clear
254                         self.impulse = 0;
255                 }
256                 maxspd_mod = self.spectatorspeed;
257         }
258
259         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
260
261         if(self.speed != spd)
262         {
263                 self.speed = spd;
264                 temps = ftos(spd);
265                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
266                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
267                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
268                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
269
270                 temps = ftos(sv_accelerate * maxspd_mod);
271                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
272         }
273
274         // if dead, behave differently
275         if (self.deadflag)
276                 return;
277
278         if (!self.fixangle && !g_bugrigs)
279         {
280                 self.angles_x = 0;
281                 self.angles_y = self.v_angle_y;
282                 self.angles_z = 0;
283         }
284
285         if(self.flags & FL_ONGROUND)
286         if(self.wasFlying)
287         {
288                 self.wasFlying = 0;
289
290                 if(self.waterlevel < 2)
291                 if(time >= self.ladder_time)
292                 if not(self.hook)
293                 {
294                         self.nextstep = time + 0.3 + random() * 0.1;
295                         trace_dphitq3surfaceflags = 0;
296                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
297                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
298                         {
299                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
300                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
301                                 else
302                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
303                         }
304                 }
305         }
306
307         if(IsFlying(self))
308                 self.wasFlying = 1;
309
310         if(self.classname == "player")
311         {
312                 if(sv_doublejump)
313                 {
314                         self.flags = self.flags - (self.flags & FL_ONGROUND);
315                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
316                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
317                                 self.flags = self.flags | FL_ONGROUND;
318                 }
319
320                 if (self.BUTTON_JUMP)
321                         PlayerJump ();
322                 else
323                         self.flags = self.flags | FL_JUMPRELEASED;
324
325                 if (self.waterlevel == 2)
326                         CheckWaterJump ();
327         }
328
329         if (self.flags & FL_WATERJUMP )
330         {
331                 self.velocity_x = self.movedir_x;
332                 self.velocity_y = self.movedir_y;
333                 if (time > self.teleport_time || self.waterlevel == 0)
334                 {
335                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
336                         self.teleport_time = 0;
337                 }
338         }
339         else if (g_bugrigs && self.classname == "player")
340         {
341                 // using this move type for "big rigs"
342                 // the engine does not push the entity!
343                 
344                 float accel, steer, myspeed, steerfactor, accelfactor, upspeed, friction;
345                 vector neworigin, up, angles_save, rigvel, rigvel_xy;
346
347                 angles_save = self.angles;
348                 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
349                 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
350
351                 if(accel < 0)
352                 {
353                         // back accel is DIGITAL
354                         if(accel < -0.5)
355                                 accel = -1;
356                         else
357                                 accel = 0;
358                 }
359
360                 self.angles_x = 0;
361                 self.angles_z = 0;
362                 makevectors(self.angles); // new forward direction!
363
364                 if(self.flags & FL_ONGROUND || g_bugrigs == 1)
365                 // BUG RIGS: responsive to movement while in air (matches big rigs better where the car is NEVER in air)
366                 // g_bugrigs 2 turns off that bug
367                 {
368                         myspeed = self.velocity * v_forward;
369                         upspeed = self.velocity * v_up;
370
371                         // responsiveness factor for steering and acceleration
372                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
373
374                         steerfactor = -myspeed * f;
375                         accelfactor = f * 800;
376
377                         // BUG RIGS: make friction FAIL if reversing
378                         if(accel < 0)
379                         {
380                                 if(myspeed <= 0)
381                                         friction = 0;
382                                 else
383                                         myspeed = max(0, myspeed - frametime * 1000);
384                         }
385                         else
386                                 myspeed = max(0, myspeed - frametime * 50);
387                                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
388
389                         // BUG RIGS: stop when reversing and releasing the button
390                         if(myspeed < 0 && accel >= 0)
391                                 myspeed = 0;
392
393                         self.angles_y += steer * frametime * steerfactor; // apply steering
394                         makevectors(self.angles); // new forward direction!
395
396                         myspeed += accel * accelfactor * frametime;
397
398                         rigvel = myspeed * v_forward + '0 0 1' * upspeed;
399                 }
400                 else
401                 {
402                         myspeed = vlen(self.velocity);
403
404                         // responsiveness factor for steering and acceleration
405                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
406                         steerfactor = -myspeed * f;
407                         self.angles_y += steer * frametime * steerfactor; // apply steering
408
409                         rigvel = self.velocity;
410                         makevectors(self.angles); // new forward direction!
411                 }
412
413                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
414                 rigvel_xy = rigvel;
415                 rigvel_xy_z = 0;
416
417                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', MOVE_NORMAL, self);
418                 up = trace_endpos - self.origin;
419
420                 // BUG RIGS: align the move to the surface instead of doing collision testing
421                 // can we move?
422                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, MOVE_NORMAL, self);
423
424                 // align to surface
425                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, MOVE_NORMAL, self);
426
427                 if(trace_fraction < 0.5)
428                 {
429                         trace_fraction = 1;
430                         neworigin = self.origin;
431                 }
432                 else
433                         neworigin = trace_endpos;
434
435                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
436
437                 if(trace_fraction < 1)
438                 {
439                         // now set angles_x so that the car points parallel to the surface
440                         self.angles = vectoangles(
441                                 '1 0 0' * v_forward_x * trace_plane_normal_z
442                                 +
443                                 '0 1 0' * v_forward_y * trace_plane_normal_z
444                                 +
445                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
446                         );
447                         self.flags |= FL_ONGROUND;
448                 }
449                 else
450                 {
451                         // now set angles_x so that the car points forward, but is tilted in velocity direction
452                         vector vel_local;
453
454                         vel_local_x = v_forward * self.velocity;
455                         vel_local_y = v_right * self.velocity;
456                         vel_local_z = v_up * self.velocity;
457
458                         self.angles_x = racecar_angle(vel_local_x, vel_local_z);
459                         self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
460
461                         self.flags (-) FL_ONGROUND;
462                 }
463
464                 // smooth the angles
465                 vector vf1, vu1, smoothangles;
466                 makevectors(self.angles);
467                 f = frametime * 5;
468                 vf1 = v_forward * f;
469                 vu1 = v_up * f;
470                 makevectors(angles_save);
471                 vf1 = vf1 + v_forward * (1 - f);
472                 vu1 = vu1 + v_up * (1 - f);
473                 smoothangles = vectoangles2(vf1, vu1);
474                 self.angles_x = -smoothangles_x;
475                 self.angles_z =  smoothangles_z;
476         }
477         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
478         {
479                 // noclipping or flying
480                 self.flags = self.flags - (self.flags & FL_ONGROUND);
481
482                 self.velocity = self.velocity * (1 - frametime * sv_friction);
483                 makevectors(self.v_angle);
484                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
485                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
486                 // acceleration
487                 wishdir = normalize(wishvel);
488                 wishspeed = vlen(wishvel);
489                 if (wishspeed > sv_maxspeed*maxspd_mod)
490                         wishspeed = sv_maxspeed*maxspd_mod;
491                 if (time >= self.teleport_time)
492                 {
493                         f = wishspeed - (self.velocity * wishdir);
494                         if (f > 0)
495                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
496                 }
497         }
498         else if (self.waterlevel >= 2)
499         {
500                 // swimming
501                 self.flags = self.flags - (self.flags & FL_ONGROUND);
502
503                 makevectors(self.v_angle);
504                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
505                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
506                 if (wishvel == '0 0 0')
507                         wishvel = '0 0 -60'; // drift towards bottom
508
509                 wishdir = normalize(wishvel);
510                 wishspeed = vlen(wishvel);
511                 if (wishspeed > sv_maxspeed*maxspd_mod)
512                         wishspeed = sv_maxspeed*maxspd_mod;
513                 wishspeed = wishspeed * 0.7;
514
515                 // water friction
516                 self.velocity = self.velocity * (1 - frametime * sv_friction);
517
518                 // water acceleration
519                 f = wishspeed - (self.velocity * wishdir);
520                 if (f > 0)
521                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
522         }
523         else if (time < self.ladder_time)
524         {
525                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
526                 self.flags = self.flags - (self.flags & FL_ONGROUND);
527
528                 self.velocity = self.velocity * (1 - frametime * sv_friction);
529                 makevectors(self.v_angle);
530                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
531                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
532                 if (self.gravity)
533                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
534                 else
535                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
536                 if (self.ladder_entity.classname == "func_water")
537                 {
538                         f = vlen(wishvel);
539                         if (f > self.ladder_entity.speed)
540                                 wishvel = wishvel * (self.ladder_entity.speed / f);
541
542                         self.watertype = self.ladder_entity.skin;
543                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
544                         if ((self.origin_z + self.view_ofs_z) < f)
545                                 self.waterlevel = 3;
546                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
547                                 self.waterlevel = 2;
548                         else if ((self.origin_z + self.mins_z + 1) < f)
549                                 self.waterlevel = 1;
550                         else
551                         {
552                                 self.waterlevel = 0;
553                                 self.watertype = CONTENT_EMPTY;
554                         }
555                 }
556                 // acceleration
557                 wishdir = normalize(wishvel);
558                 wishspeed = vlen(wishvel);
559                 if (wishspeed > sv_maxspeed)
560                         wishspeed = sv_maxspeed;
561                 if (time >= self.teleport_time)
562                 {
563                         f = wishspeed - (self.velocity * wishdir);
564                         if (f > 0)
565                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
566                 }
567         }
568         else if (self.flags & FL_ONGROUND)
569         {
570                 // walking
571                 makevectors(self.v_angle_y * '0 1 0');
572                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
573
574                 if(!(self.lastflags & FL_ONGROUND))
575                 {
576                         if(cvar("speedmeter"))
577                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
578                         if(self.lastground < time - 0.3)
579                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
580                         if(self.jumppadcount > 1)
581                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
582                         self.jumppadcount = 0;
583                 }
584
585                 if (self.velocity_x || self.velocity_y)
586                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
587                 {
588                         v = self.velocity;
589                         v_z = 0;
590                         f = vlen(v);
591                         if (f < sv_stopspeed)
592                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
593                         else
594                                 f = 1 - frametime * sv_friction;
595                         if (f > 0)
596                                 self.velocity = self.velocity * f;
597                         else
598                                 self.velocity = '0 0 0';
599                 }
600                 // acceleration
601                 wishdir = normalize(wishvel);
602                 wishspeed = vlen(wishvel);
603                 if (wishspeed > sv_maxspeed*maxspd_mod)
604                         wishspeed = sv_maxspeed*maxspd_mod;
605                 if (self.crouch)
606                         wishspeed = wishspeed * 0.5;
607                 if (time >= self.teleport_time)
608                 {
609                         f = wishspeed - (self.velocity * wishdir);
610                         if (f > 0)
611                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
612                 }
613         }
614         else
615         {
616                 if(maxspd_mod < 1)
617                 {
618                         maxairspd = sv_maxairspeed*maxspd_mod;
619                         airaccel = sv_airaccelerate*maxspd_mod;
620                 }
621                 else
622                 {
623                         maxairspd = sv_maxairspeed;
624                         airaccel = sv_airaccelerate;
625                 }
626                 // airborn
627                 makevectors(self.v_angle_y * '0 1 0');
628                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
629                 // acceleration
630                 wishdir = normalize(wishvel);
631                 wishspeed = vlen(wishvel);
632                 if (wishspeed > maxairspd)
633                         wishspeed = maxairspd;
634                 if (self.crouch)
635                         wishspeed = wishspeed * 0.5;
636                 if (time >= self.teleport_time)
637                 {
638                         // NOTE: this does the same as the commented out old code if:
639                         //   sv_airaccel_qw 0
640                         //   sv_airaccel_sideways_friction 0
641                         
642                         float vel_straight;
643                         float vel_z;
644                         vector vel_perpend;
645                         vel_straight = self.velocity * wishdir;
646                         vel_z = self.velocity_z;
647                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
648
649                         f = wishspeed - vel_straight;
650                         if(f > 0)
651                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
652                         if(wishspeed > 0)
653                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
654
655                         // anti-sideways friction to fix QW-style bunnyhopping
656                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
657
658                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
659
660                         /*
661                         f = wishspeed;// - (self.velocity * wishdir);
662                         if (f > 0)
663                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
664                         */
665                 }
666         }
667
668         if(self.flags & FL_ONGROUND)
669                 self.lastground = time;
670
671         self.lastflags = self.flags;
672 };