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non-gameplay change: consistently apply the speed multipliers in player physics
[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 sv_airstopaccelerate;
11 float sv_airstrafeaccelerate;
12 float sv_maxairstrafespeed;
13 float sv_aircontrol;
14 .float ladder_time;
15 .entity ladder_entity;
16 .float gravity;
17 .float swamp_slowdown;
18 .float lastflags;
19 .float lastground;
20 .float wasFlying;
21 .float spectatorspeed;
22
23 #define SHTEST_DELTA 10
24 #define SHTEST_THRESHOLD 1.1
25 .float shtest_next;
26 .float shtest_accumulator;
27
28 /*
29 =============
30 PlayerJump
31
32 When you press the jump key
33 =============
34 */
35 void PlayerJump (void)
36 {
37         float mjumpheight;
38
39         mjumpheight = cvar("sv_jumpvelocity");
40         if (self.waterlevel >= WATERLEVEL_SWIMMING)
41         {
42                 if (self.watertype == CONTENT_WATER)
43                         self.velocity_z = 200;
44                 else if (self.watertype == CONTENT_SLIME)
45                         self.velocity_z = 80;
46                 else
47                         self.velocity_z = 50;
48
49                 return;
50         }
51
52
53         if (!(self.flags & FL_ONGROUND))
54                 return;
55
56         if(!sv_pogostick)
57                 if (!(self.flags & FL_JUMPRELEASED))
58                         return;
59                         
60         if(self.health <= g_bloodloss)
61                 return;
62
63         if(g_runematch)
64         {
65                 if(self.runes & RUNE_SPEED)
66                 {
67                         if(self.runes & CURSE_SLOW)
68                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
69                         else
70                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
71                 }
72                 else if(self.runes & CURSE_SLOW)
73                 {
74                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
75                 }
76         }
77
78         if(g_minstagib && (self.items & IT_INVINCIBLE))
79         {
80                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
81         }
82
83         self.velocity_z = self.velocity_z + mjumpheight;
84         self.oldvelocity_z = self.velocity_z;
85
86         self.flags &~= FL_ONGROUND;
87         self.flags &~= FL_JUMPRELEASED;
88
89         if (self.crouch)
90                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
91         else
92                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
93
94         if(g_jump_grunt)
95                 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
96 }
97
98 void CheckWaterJump()
99 {
100         local vector start, end;
101
102 // check for a jump-out-of-water
103         makevectors (self.angles);
104         start = self.origin;
105         start_z = start_z + 8;
106         v_forward_z = 0;
107         normalize(v_forward);
108         end = start + v_forward*24;
109         traceline (start, end, TRUE, self);
110         if (trace_fraction < 1)
111         {       // solid at waist
112                 start_z = start_z + self.maxs_z - 8;
113                 end = start + v_forward*24;
114                 self.movedir = trace_plane_normal * -50;
115                 traceline (start, end, TRUE, self);
116                 if (trace_fraction == 1)
117                 {       // open at eye level
118                         self.flags |= FL_WATERJUMP;
119                         self.velocity_z = 225;
120                         self.flags &~= FL_JUMPRELEASED;
121                         self.teleport_time = time + 2;  // safety net
122                         return;
123                 }
124         }
125 };
126
127 float racecar_angle(float forward, float down)
128 {
129         float ret, angle_mult;
130
131         if(forward < 0)
132         {
133                 forward = -forward;
134                 down = -down;
135         }
136
137         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
138
139         angle_mult = forward / (800 + forward);
140
141         if(ret > 180)
142                 return ret * angle_mult + 360 * (1 - angle_mult);
143         else
144                 return ret * angle_mult;
145 }
146
147 void RaceCarPhysics()
148 {
149         // using this move type for "big rigs"
150         // the engine does not push the entity!
151
152         float accel, steer, f;
153         vector angles_save, rigvel;
154
155         angles_save = self.angles;
156         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
157         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
158
159         if(g_bugrigs_reverse_speeding)
160         {
161                 if(accel < 0)
162                 {
163                         // back accel is DIGITAL
164                         // to prevent speedhack
165                         if(accel < -0.5)
166                                 accel = -1;
167                         else
168                                 accel = 0;
169                 }
170         }
171
172         self.angles_x = 0;
173         self.angles_z = 0;
174         makevectors(self.angles); // new forward direction!
175
176         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
177         {
178                 float myspeed, upspeed, steerfactor, accelfactor;
179
180                 myspeed = self.velocity * v_forward;
181                 upspeed = self.velocity * v_up;
182
183                 // responsiveness factor for steering and acceleration
184                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
185                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
186
187                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
188                         steerfactor = -myspeed * g_bugrigs_steer;
189                 else
190                         steerfactor = -myspeed * f * g_bugrigs_steer;
191
192                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
193                         accelfactor = g_bugrigs_accel;
194                 else
195                         accelfactor = f * g_bugrigs_accel;
196                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
197
198                 if(accel < 0)
199                 {
200                         if(myspeed > 0)
201                         {
202                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
203                         }
204                         else
205                         {
206                                 if(!g_bugrigs_reverse_speeding)
207                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
208                         }
209                 }
210                 else
211                 {
212                         if(myspeed >= 0)
213                         {
214                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
215                         }
216                         else
217                         {
218                                 if(g_bugrigs_reverse_stopping)
219                                         myspeed = 0;
220                                 else
221                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
222                         }
223                 }
224                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
225                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
226
227                 self.angles_y += steer * frametime * steerfactor; // apply steering
228                 makevectors(self.angles); // new forward direction!
229
230                 myspeed += accel * accelfactor * frametime;
231
232                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
233         }
234         else
235         {
236                 myspeed = vlen(self.velocity);
237
238                 // responsiveness factor for steering and acceleration
239                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
240                 steerfactor = -myspeed * f;
241                 self.angles_y += steer * frametime * steerfactor; // apply steering
242
243                 rigvel = self.velocity;
244                 makevectors(self.angles); // new forward direction!
245         }
246
247         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
248         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
249         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
250         //MAXIMA: solve(total_acceleration(v) = 0, v);
251
252         if(g_bugrigs_planar_movement)
253         {
254                 vector rigvel_xy, neworigin, up;
255                 float mt;
256
257                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
258                 rigvel_xy = rigvel;
259                 rigvel_xy_z = 0;
260
261                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
262                         mt = MOVE_NORMAL;
263                 else
264                         mt = MOVE_NOMONSTERS;
265
266                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
267                 up = trace_endpos - self.origin;
268
269                 // BUG RIGS: align the move to the surface instead of doing collision testing
270                 // can we move?
271                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
272
273                 // align to surface
274                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
275
276                 if(trace_fraction < 0.5)
277                 {
278                         trace_fraction = 1;
279                         neworigin = self.origin;
280                 }
281                 else
282                         neworigin = trace_endpos;
283
284                 if(trace_fraction < 1)
285                 {
286                         // now set angles_x so that the car points parallel to the surface
287                         self.angles = vectoangles(
288                                         '1 0 0' * v_forward_x * trace_plane_normal_z
289                                         +
290                                         '0 1 0' * v_forward_y * trace_plane_normal_z
291                                         +
292                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
293                                         );
294                         self.flags |= FL_ONGROUND;
295                 }
296                 else
297                 {
298                         // now set angles_x so that the car points forward, but is tilted in velocity direction
299                         self.flags &~= FL_ONGROUND;
300                 }
301
302                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
303                 self.movetype = MOVETYPE_NOCLIP;
304         }
305         else
306         {
307                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
308                 self.velocity = rigvel;
309                 self.movetype = MOVETYPE_FLY;
310         }
311
312         trace_fraction = 1;
313         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
314         if(trace_fraction != 1)
315         {
316                 self.angles = vectoangles2(
317                                 '1 0 0' * v_forward_x * trace_plane_normal_z
318                                 +
319                                 '0 1 0' * v_forward_y * trace_plane_normal_z
320                                 +
321                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
322                                 trace_plane_normal
323                                 );
324         }
325         else
326         {
327                 vector vel_local;
328
329                 vel_local_x = v_forward * self.velocity;
330                 vel_local_y = v_right * self.velocity;
331                 vel_local_z = v_up * self.velocity;
332
333                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
334                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
335         }
336
337         // smooth the angles
338         vector vf1, vu1, smoothangles;
339         makevectors(self.angles);
340         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
341         if(f == 0)
342                 f = 1;
343         vf1 = v_forward * f;
344         vu1 = v_up * f;
345         makevectors(angles_save);
346         vf1 = vf1 + v_forward * (1 - f);
347         vu1 = vu1 + v_up * (1 - f);
348         smoothangles = vectoangles2(vf1, vu1);
349         self.angles_x = -smoothangles_x;
350         self.angles_z =  smoothangles_z;
351 }
352
353 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
354 {
355         float zspeed, xyspeed, dot, k;
356
357         if(self.movement_x == 0 || self.movement_y != 0)
358                 return; // can't control movement if not moving forward or backward
359         
360         zspeed = self.velocity_z;
361         self.velocity_z = 0;
362         xyspeed = vlen(self.velocity);
363         self.velocity = normalize(self.velocity);
364
365         dot = self.velocity * wishdir;
366         k = 32;
367         k *= sv_aircontrol*dot*dot*frametime;
368
369         if(dot > 0) // we can't change direction while slowing down
370                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
371
372         self.velocity = self.velocity * xyspeed;
373         self.velocity_z = zspeed;
374 }
375
376 .vector movement_old;
377 .float buttons_old;
378 .vector v_angle_old;
379 .string lastclassname;
380
381 void Nixnex_GiveCurrentWeapon();
382 void SV_PlayerPhysics()
383 {
384         local vector wishvel, wishdir, v;
385         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
386         string temps;
387         float buttons_prev;
388
389         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;
390         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
391         {
392                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
393                         self.parm_idlesince = time;
394         }
395         buttons_prev = self.buttons_old;
396         self.buttons_old = buttons;
397         self.movement_old = self.movement;
398         self.v_angle_old = self.v_angle;
399
400         if(time < self.nickspamtime)
401         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
402         {
403                 // slight annoyance for nick change scripts
404                 self.movement = -1 * self.movement;
405                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
406
407                 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!
408                 {
409                         self.angles_x = random() * 360;
410                         self.angles_y = random() * 360;
411                         // at least I'm not forcing retardedview by also assigning to angles_z
412                         self.fixangle = 1;
413                 }
414         }
415
416         if(time > self.shtest_next)
417         {
418                 if(self.shtest_next > 0)
419                 {
420                         // self.shtest_accumulator:
421                         //   started at time - SHTEST_DELTA
422                         //   should be at SHTEST_DELTA
423                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
424                         if(shtest_score > SHTEST_THRESHOLD)
425                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
426                         else if(cvar("developer_shtest"))
427                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
428                 }
429                 self.shtest_next = time + SHTEST_DELTA;
430                 self.shtest_accumulator = 0;
431         }
432         self.shtest_accumulator += frametime;
433
434         if (clienttype(self) == CLIENTTYPE_BOT)
435                 bot_think();
436
437         self.items &~= IT_USING_JETPACK;
438
439         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
440                 return;
441
442         if (self.punchangle != '0 0 0')
443         {
444                 f = vlen(self.punchangle) - 10 * frametime;
445                 if (f > 0)
446                         self.punchangle = normalize(self.punchangle) * f;
447                 else
448                         self.punchangle = '0 0 0';
449         }
450
451         if (self.punchvector != '0 0 0')
452         {
453                 f = vlen(self.punchvector) - 30 * frametime;
454                 if (f > 0)
455                         self.punchvector = normalize(self.punchvector) * f;
456                 else
457                         self.punchvector = '0 0 0';
458         }
459
460         maxspd_mod = 1;
461
462         if(g_runematch)
463         {
464                 if(self.runes & RUNE_SPEED)
465                 {
466                         if(self.runes & CURSE_SLOW)
467                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
468                         else
469                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
470                 }
471                 else if(self.runes & CURSE_SLOW)
472                 {
473                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
474                 }
475         }
476
477         if(g_minstagib && (self.items & IT_INVINCIBLE))
478         {
479                 maxspd_mod = cvar("g_minstagib_speed_moverate");
480         }
481
482         if(g_nexball && self.ballcarried)
483         {
484                 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
485         }
486
487         swampspd_mod = 1;
488         if(self.in_swamp) {
489                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
490         }
491
492         if(self.classname != "player")
493         {
494                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
495                 if(!self.spectatorspeed)
496                         self.spectatorspeed = maxspd_mod;
497                 if(self.impulse && self.impulse <= 19)
498                 {
499                         if(self.lastclassname != "player")
500                         {
501                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
502                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
503                                 else if(self.impulse == 11)
504                                         self.spectatorspeed = maxspd_mod;
505                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
506                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
507                                 else if(self.impulse >= 1 && self.impulse <= 9)
508                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
509                         } // otherwise just clear
510                         self.impulse = 0;
511                 }
512                 maxspd_mod = self.spectatorspeed;
513         }
514
515         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
516
517         if(self.speed != spd)
518         {
519                 self.speed = spd;
520                 temps = ftos(spd);
521                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
522                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
523                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
524                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
525         }
526
527         // if dead, behave differently
528         if (self.deadflag)
529                 goto end;
530
531         if (!self.fixangle && !g_bugrigs)
532         {
533                 self.angles_x = 0;
534                 self.angles_y = self.v_angle_y;
535                 self.angles_z = 0;
536         }
537
538         if(self.flags & FL_ONGROUND)
539         if(self.wasFlying)
540         {
541                 self.wasFlying = 0;
542
543                 if(self.waterlevel < WATERLEVEL_SWIMMING)
544                 if(time >= self.ladder_time)
545                 if not(self.hook)
546                 {
547                         self.nextstep = time + 0.3 + random() * 0.1;
548                         trace_dphitq3surfaceflags = 0;
549                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
550                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
551                         {
552                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
553                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
554                                 else
555                                         GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
556                         }
557                 }
558         }
559
560         if(IsFlying(self))
561                 self.wasFlying = 1;
562
563         if(self.classname == "player")
564         {
565                 if(sv_doublejump)
566                 {
567                         self.flags &~= FL_ONGROUND;
568                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
569                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
570                                 self.flags |= FL_ONGROUND;
571                 }
572
573                 if (self.BUTTON_JUMP)
574                         PlayerJump ();
575                 else
576                         self.flags |= FL_JUMPRELEASED;
577
578                 if (self.waterlevel == WATERLEVEL_SWIMMING)
579                         CheckWaterJump ();
580         }
581
582         if (self.flags & FL_WATERJUMP )
583         {
584                 self.velocity_x = self.movedir_x;
585                 self.velocity_y = self.movedir_y;
586                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
587                 {
588                         self.flags &~= FL_WATERJUMP;
589                         self.teleport_time = 0;
590                 }
591         }
592         else if (g_bugrigs && self.classname == "player")
593         {
594                 RaceCarPhysics();
595         }
596         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
597         {
598                 // noclipping or flying
599                 self.flags &~= FL_ONGROUND;
600
601                 self.velocity = self.velocity * (1 - frametime * sv_friction);
602                 makevectors(self.v_angle);
603                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
604                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
605                 // acceleration
606                 wishdir = normalize(wishvel);
607                 wishspeed = vlen(wishvel);
608                 if (wishspeed > spd)
609                         wishspeed = spd;
610                 if (time >= self.teleport_time)
611                 {
612                         f = wishspeed - (self.velocity * wishdir);
613                         if (f > 0)
614                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
615                 }
616         }
617         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
618         {
619                 // swimming
620                 self.flags &~= FL_ONGROUND;
621
622                 makevectors(self.v_angle);
623                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
624                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
625                 if (wishvel == '0 0 0')
626                         wishvel = '0 0 -60'; // drift towards bottom
627
628                 wishdir = normalize(wishvel);
629                 wishspeed = vlen(wishvel);
630                 if (wishspeed > spd)
631                         wishspeed = spd;
632                 wishspeed = wishspeed * 0.7;
633
634                 // water friction
635                 self.velocity = self.velocity * (1 - frametime * sv_friction);
636
637                 // water acceleration
638                 f = wishspeed - (self.velocity * wishdir);
639                 if (f > 0)
640                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
641         }
642         else if (time < self.ladder_time)
643         {
644                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
645                 self.flags &~= FL_ONGROUND;
646
647                 self.velocity = self.velocity * (1 - frametime * sv_friction);
648                 makevectors(self.v_angle);
649                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
650                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
651                 if (self.gravity)
652                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
653                 else
654                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
655                 if (self.ladder_entity.classname == "func_water")
656                 {
657                         f = vlen(wishvel);
658                         if (f > self.ladder_entity.speed)
659                                 wishvel = wishvel * (self.ladder_entity.speed / f);
660
661                         self.watertype = self.ladder_entity.skin;
662                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
663                         if ((self.origin_z + self.view_ofs_z) < f)
664                                 self.waterlevel = WATERLEVEL_SUBMERGED;
665                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
666                                 self.waterlevel = WATERLEVEL_SWIMMING;
667                         else if ((self.origin_z + self.mins_z + 1) < f)
668                                 self.waterlevel = WATERLEVEL_WETFEET;
669                         else
670                         {
671                                 self.waterlevel = WATERLEVEL_NONE;
672                                 self.watertype = CONTENT_EMPTY;
673                         }
674                 }
675                 // acceleration
676                 wishdir = normalize(wishvel);
677                 wishspeed = vlen(wishvel);
678                 if (wishspeed > spd)
679                         wishspeed = spd;
680                 if (time >= self.teleport_time)
681                 {
682                         f = wishspeed - (self.velocity * wishdir);
683                         if (f > 0)
684                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
685                 }
686         }
687         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
688         {
689                 //makevectors(self.v_angle_y * '0 1 0');
690                 makevectors(self.v_angle);
691                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
692                 // add remaining speed as Z component
693                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
694                 // fix speedhacks :P
695                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
696                 // add the unused velocity as up component
697                 wishvel_z = 0;
698
699                 // if(self.BUTTON_JUMP)
700                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
701
702                 // it is now normalized, so...
703                 float a_side, a_up, a_add, a_diff;
704                 a_side = cvar("g_jetpack_acceleration_side");
705                 a_up = cvar("g_jetpack_acceleration_up");
706                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
707
708                 wishvel_x *= a_side;
709                 wishvel_y *= a_side;
710                 wishvel_z *= a_up;
711                 wishvel_z += a_add;
712
713                 float best;
714                 best = 0;
715                 //////////////////////////////////////////////////////////////////////////////////////
716                 // finding the maximum over all vectors of above form
717                 // with wishvel having an absolute value of 1
718                 //////////////////////////////////////////////////////////////////////////////////////
719                 // we're finding the maximum over
720                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
721                 // for z in the range from -1 to 1
722                 //////////////////////////////////////////////////////////////////////////////////////
723                 // maximum is EITHER attained at the single extreme point:
724                 a_diff = a_side * a_side - a_up * a_up;
725                 if(a_diff != 0)
726                 {
727                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
728                         if(f > -1 && f < 1) // can it be attained?
729                         {
730                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
731                                 //print("middle\n");
732                         }
733                 }
734                 // OR attained at z = 1:
735                 f = (a_up + a_add) * (a_up + a_add);
736                 if(f > best)
737                 {
738                         best = f;
739                         //print("top\n");
740                 }
741                 // OR attained at z = -1:
742                 f = (a_up - a_add) * (a_up - a_add);
743                 if(f > best)
744                 {
745                         best = f;
746                         //print("bottom\n");
747                 }
748                 best = sqrt(best);
749                 //////////////////////////////////////////////////////////////////////////////////////
750
751                 //print("best possible acceleration: ", ftos(best), "\n");
752
753                 float fxy, fz;
754                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
755                 if(wishvel_z - sv_gravity > 0)
756                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
757                 else
758                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
759
760                 float fvel;
761                 fvel = vlen(wishvel);
762                 wishvel_x *= fxy;
763                 wishvel_y *= fxy;
764                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
765
766                 fvel = min(1, vlen(wishvel) / best);
767                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
768                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
769                 else
770                         f = 1;
771
772                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
773
774                 if (f > 0 && wishvel != '0 0 0')
775                 {
776                         self.velocity = self.velocity + wishvel * f * frametime;
777                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
778                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
779                         self.flags &~= FL_ONGROUND;
780                         self.items |= IT_USING_JETPACK;
781
782                         // jetpack also inhibits health regeneration, but only for 1 second
783                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
784                 }
785         }
786         else if (self.flags & FL_ONGROUND)
787         {
788                 // we get here if we ran out of ammo
789                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
790                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
791
792                 // walking
793                 makevectors(self.v_angle_y * '0 1 0');
794                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
795
796                 if(!(self.lastflags & FL_ONGROUND))
797                 {
798                         if(cvar("speedmeter"))
799                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
800                         if(self.lastground < time - 0.3)
801                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
802                         if(self.jumppadcount > 1)
803                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
804                         self.jumppadcount = 0;
805                 }
806
807                 if (self.velocity_x || self.velocity_y)
808                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
809                 {
810                         v = self.velocity;
811                         v_z = 0;
812                         f = vlen(v);
813                         if (f < sv_stopspeed)
814                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
815                         else
816                                 f = 1 - frametime * sv_friction;
817                         if (f > 0)
818                                 self.velocity = self.velocity * f;
819                         else
820                                 self.velocity = '0 0 0';
821                 }
822                 // acceleration
823                 wishdir = normalize(wishvel);
824                 wishspeed = vlen(wishvel);
825                 if (wishspeed > spd)
826                         wishspeed = spd;
827                 if (self.crouch)
828                         wishspeed = wishspeed * 0.5;
829                 if (time >= self.teleport_time)
830                 {
831                         f = wishspeed - (self.velocity * wishdir);
832                         if (f > 0)
833                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
834                 }
835         }
836         else
837         {
838                 // we get here if we ran out of ammo
839                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
840                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
841
842                 if(maxspd_mod*swampspd_mod < 1)
843                 {
844                         maxairspd = sv_maxairspeed*maxspd_mod*swampspd_mod;
845                         airaccel = sv_airaccelerate*maxspd_mod*swampspd_mod;
846                 }
847                 else
848                 {
849                         maxairspd = sv_maxairspeed;
850                         airaccel = sv_airaccelerate;
851                 }
852                 // airborn
853                 makevectors(self.v_angle_y * '0 1 0');
854                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
855                 // acceleration
856                 wishdir = normalize(wishvel);
857                 wishspeed = vlen(wishvel);
858                 if (wishspeed > maxairspd)
859                         wishspeed = maxairspd;
860                 if (self.crouch)
861                         wishspeed = wishspeed * 0.5;
862                 if (time >= self.teleport_time)
863                 {
864                         // CPM: air control
865                         float wishspeed2;
866                         wishspeed2 = wishspeed;
867                         if(sv_airstopaccelerate)
868                                 if(self.velocity * wishdir < 0)
869                                         airaccel = sv_airstopaccelerate;
870                         if(self.movement_x == 0 && self.movement_y != 0)
871                         {
872                                 if(sv_maxairstrafespeed)
873                                         wishspeed = min(wishspeed, sv_maxairstrafespeed);
874                                 if(sv_airstrafeaccelerate)
875                                         airaccel = sv_airstrafeaccelerate;
876                         }
877                         // !CPM
878                         
879                         // NOTE: this does the same as the commented out old code if:
880                         //   sv_airaccel_qw 0
881                         //   sv_airaccel_sideways_friction 0
882
883                         float vel_straight;
884                         float vel_z;
885                         vector vel_perpend;
886                         vel_straight = self.velocity * wishdir;
887                         vel_z = self.velocity_z;
888                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
889
890                         f = wishspeed - vel_straight;
891                         if(f > 0)
892                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
893                         if(wishspeed > 0)
894                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
895
896                         // anti-sideways friction to fix QW-style bunnyhopping
897                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
898
899                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
900                         
901                         if(sv_aircontrol)
902                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
903
904                         /*
905                         f = wishspeed;// - (self.velocity * wishdir);
906                         if (f > 0)
907                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
908                         */
909                 }
910         }
911
912 :end
913         if(self.flags & FL_ONGROUND)
914                 self.lastground = time;
915
916         self.lastflags = self.flags;
917         self.lastclassname = self.classname;
918 };