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new toys: g_bugrigs 2 for a more realistic mode (no steering in air); align the race...
[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 = self.movement_x / sv_maxspeed;
349                 steer = self.movement_y / sv_maxspeed;
350
351                 self.angles_x = 0;
352                 self.angles_z = 0;
353                 makevectors(self.angles); // new forward direction!
354
355                 if(self.flags & FL_ONGROUND || g_bugrigs == 1)
356                 // BUG RIGS: responsive to movement while in air (matches big rigs better where the car is NEVER in air)
357                 // g_bugrigs 2 turns off that bug
358                 {
359                         myspeed = self.velocity * v_forward;
360                         upspeed = self.velocity * v_up;
361
362                         // responsiveness factor for steering and acceleration
363                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
364
365                         steerfactor = -myspeed * f;
366                         accelfactor = f * 800;
367
368                         // BUG RIGS: make friction FAIL if reversing
369                         if(accel < 0)
370                         {
371                                 if(myspeed <= 0)
372                                         friction = 0;
373                                 else
374                                         myspeed = max(0, myspeed - frametime * 1000);
375                         }
376                         else
377                                 myspeed = max(0, myspeed - frametime * 50);
378                                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
379
380                         // BUG RIGS: stop when reversing and releasing the button
381                         if(myspeed < 0 && accel == 0)
382                                 myspeed = 0;
383
384                         self.angles_y += steer * frametime * steerfactor; // apply steering
385                         makevectors(self.angles); // new forward direction!
386
387                         myspeed += accel * accelfactor * frametime;
388
389                         rigvel = myspeed * v_forward + '0 0 1' * upspeed;
390                 }
391                 else
392                 {
393                         myspeed = vlen(self.velocity);
394
395                         // responsiveness factor for steering and acceleration
396                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
397                         steerfactor = -myspeed * f;
398                         self.angles_y += steer * frametime * steerfactor; // apply steering
399
400                         rigvel = self.velocity;
401                         makevectors(self.angles); // new forward direction!
402                 }
403
404                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
405                 rigvel_xy = rigvel;
406                 rigvel_xy_z = 0;
407
408                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', MOVE_NORMAL, self);
409                 up = trace_endpos - self.origin;
410
411                 // BUG RIGS: align the move to the surface instead of doing collision testing
412                 // can we move?
413                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, MOVE_NORMAL, self);
414
415                 // align to surface
416                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, MOVE_NORMAL, self);
417
418                 if(trace_fraction < 0.5)
419                 {
420                         trace_fraction = 1;
421                         neworigin = self.origin;
422                 }
423                 else
424                         neworigin = trace_endpos;
425
426                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
427
428                 if(trace_fraction < 1)
429                 {
430                         // now set angles_x so that the car points parallel to the surface
431                         self.angles = vectoangles(
432                                 '1 0 0' * v_forward_x * trace_plane_normal_z
433                                 +
434                                 '0 1 0' * v_forward_y * trace_plane_normal_z
435                                 +
436                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
437                         );
438                         self.flags |= FL_ONGROUND;
439                 }
440                 else
441                 {
442                         // now set angles_x so that the car points forward, but is tilted in velocity direction
443                         vector vel_local;
444
445                         vel_local_x = v_forward * self.velocity;
446                         vel_local_y = v_right * self.velocity;
447                         vel_local_z = v_up * self.velocity;
448
449                         self.angles_x = racecar_angle(vel_local_x, vel_local_z);
450                         self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
451
452                         self.flags (-) FL_ONGROUND;
453                 }
454
455                 // smooth the angles
456                 vector vf1, vu1, smoothangles;
457                 makevectors(self.angles);
458                 vf1 = v_forward * frametime * 5;
459                 vu1 = v_up;
460                 makevectors(angles_save);
461                 vf1 = vf1 + v_forward * (1 - frametime * 5);
462                 vu1 = vu1 + v_up * (1 - frametime * 5);
463                 smoothangles = vectoangles2(vf1, vu1);
464                 self.angles_x = -smoothangles_x;
465                 self.angles_z =  smoothangles_z;
466         }
467         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
468         {
469                 // noclipping or flying
470                 self.flags = self.flags - (self.flags & FL_ONGROUND);
471
472                 self.velocity = self.velocity * (1 - frametime * sv_friction);
473                 makevectors(self.v_angle);
474                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
475                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
476                 // acceleration
477                 wishdir = normalize(wishvel);
478                 wishspeed = vlen(wishvel);
479                 if (wishspeed > sv_maxspeed*maxspd_mod)
480                         wishspeed = sv_maxspeed*maxspd_mod;
481                 if (time >= self.teleport_time)
482                 {
483                         f = wishspeed - (self.velocity * wishdir);
484                         if (f > 0)
485                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
486                 }
487         }
488         else if (self.waterlevel >= 2)
489         {
490                 // swimming
491                 self.flags = self.flags - (self.flags & FL_ONGROUND);
492
493                 makevectors(self.v_angle);
494                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
495                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
496                 if (wishvel == '0 0 0')
497                         wishvel = '0 0 -60'; // drift towards bottom
498
499                 wishdir = normalize(wishvel);
500                 wishspeed = vlen(wishvel);
501                 if (wishspeed > sv_maxspeed*maxspd_mod)
502                         wishspeed = sv_maxspeed*maxspd_mod;
503                 wishspeed = wishspeed * 0.7;
504
505                 // water friction
506                 self.velocity = self.velocity * (1 - frametime * sv_friction);
507
508                 // water acceleration
509                 f = wishspeed - (self.velocity * wishdir);
510                 if (f > 0)
511                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
512         }
513         else if (time < self.ladder_time)
514         {
515                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
516                 self.flags = self.flags - (self.flags & FL_ONGROUND);
517
518                 self.velocity = self.velocity * (1 - frametime * sv_friction);
519                 makevectors(self.v_angle);
520                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
521                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
522                 if (self.gravity)
523                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
524                 else
525                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
526                 if (self.ladder_entity.classname == "func_water")
527                 {
528                         f = vlen(wishvel);
529                         if (f > self.ladder_entity.speed)
530                                 wishvel = wishvel * (self.ladder_entity.speed / f);
531
532                         self.watertype = self.ladder_entity.skin;
533                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
534                         if ((self.origin_z + self.view_ofs_z) < f)
535                                 self.waterlevel = 3;
536                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
537                                 self.waterlevel = 2;
538                         else if ((self.origin_z + self.mins_z + 1) < f)
539                                 self.waterlevel = 1;
540                         else
541                         {
542                                 self.waterlevel = 0;
543                                 self.watertype = CONTENT_EMPTY;
544                         }
545                 }
546                 // acceleration
547                 wishdir = normalize(wishvel);
548                 wishspeed = vlen(wishvel);
549                 if (wishspeed > sv_maxspeed)
550                         wishspeed = sv_maxspeed;
551                 if (time >= self.teleport_time)
552                 {
553                         f = wishspeed - (self.velocity * wishdir);
554                         if (f > 0)
555                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
556                 }
557         }
558         else if (self.flags & FL_ONGROUND)
559         {
560                 // walking
561                 makevectors(self.v_angle_y * '0 1 0');
562                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
563
564                 if(!(self.lastflags & FL_ONGROUND))
565                 {
566                         if(cvar("speedmeter"))
567                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
568                         if(self.lastground < time - 0.3)
569                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
570                         if(self.jumppadcount > 1)
571                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
572                         self.jumppadcount = 0;
573                 }
574
575                 if (self.velocity_x || self.velocity_y)
576                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
577                 {
578                         v = self.velocity;
579                         v_z = 0;
580                         f = vlen(v);
581                         if (f < sv_stopspeed)
582                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
583                         else
584                                 f = 1 - frametime * sv_friction;
585                         if (f > 0)
586                                 self.velocity = self.velocity * f;
587                         else
588                                 self.velocity = '0 0 0';
589                 }
590                 // acceleration
591                 wishdir = normalize(wishvel);
592                 wishspeed = vlen(wishvel);
593                 if (wishspeed > sv_maxspeed*maxspd_mod)
594                         wishspeed = sv_maxspeed*maxspd_mod;
595                 if (self.crouch)
596                         wishspeed = wishspeed * 0.5;
597                 if (time >= self.teleport_time)
598                 {
599                         f = wishspeed - (self.velocity * wishdir);
600                         if (f > 0)
601                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
602                 }
603         }
604         else
605         {
606                 if(maxspd_mod < 1)
607                 {
608                         maxairspd = sv_maxairspeed*maxspd_mod;
609                         airaccel = sv_airaccelerate*maxspd_mod;
610                 }
611                 else
612                 {
613                         maxairspd = sv_maxairspeed;
614                         airaccel = sv_airaccelerate;
615                 }
616                 // airborn
617                 makevectors(self.v_angle_y * '0 1 0');
618                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
619                 // acceleration
620                 wishdir = normalize(wishvel);
621                 wishspeed = vlen(wishvel);
622                 if (wishspeed > maxairspd)
623                         wishspeed = maxairspd;
624                 if (self.crouch)
625                         wishspeed = wishspeed * 0.5;
626                 if (time >= self.teleport_time)
627                 {
628                         // NOTE: this does the same as the commented out old code if:
629                         //   sv_airaccel_qw 0
630                         //   sv_airaccel_sideways_friction 0
631                         
632                         float vel_straight;
633                         float vel_z;
634                         vector vel_perpend;
635                         vel_straight = self.velocity * wishdir;
636                         vel_z = self.velocity_z;
637                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
638
639                         f = wishspeed - vel_straight;
640                         if(f > 0)
641                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
642                         if(wishspeed > 0)
643                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
644
645                         // anti-sideways friction to fix QW-style bunnyhopping
646                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
647
648                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
649
650                         /*
651                         f = wishspeed;// - (self.velocity * wishdir);
652                         if (f > 0)
653                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
654                         */
655                 }
656         }
657
658         if(self.flags & FL_ONGROUND)
659                 self.lastground = time;
660
661         self.lastflags = self.flags;
662 };