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disable planar jump when touchexplode
[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 void RaceCarPhysics()
141 {
142         // using this move type for "big rigs"
143         // the engine does not push the entity!
144
145         float accel, steer, f;
146         vector angles_save, rigvel;
147
148         angles_save = self.angles;
149         accel = bound(-1, self.movement_x / sv_maxspeed, 1);
150         steer = bound(-1, self.movement_y / sv_maxspeed, 1);
151
152         if(g_bugrigs_reverse_speeding)
153         {
154                 if(accel < 0)
155                 {
156                         // back accel is DIGITAL
157                         // to prevent speedhack
158                         if(accel < -0.5)
159                                 accel = -1;
160                         else
161                                 accel = 0;
162                 }
163         }
164
165         self.angles_x = 0;
166         self.angles_z = 0;
167         makevectors(self.angles); // new forward direction!
168
169         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
170         {
171                 float myspeed, upspeed, steerfactor, accelfactor;
172
173                 myspeed = self.velocity * v_forward;
174                 upspeed = self.velocity * v_up;
175
176                 // responsiveness factor for steering and acceleration
177                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
178
179                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
180                         steerfactor = -myspeed * g_bugrigs_steer;
181                 else
182                         steerfactor = -myspeed * f * g_bugrigs_steer;
183
184                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
185                         accelfactor = g_bugrigs_accel;
186                 else
187                         accelfactor = f * g_bugrigs_accel;
188
189                 if(accel < 0)
190                 {
191                         if(myspeed > 0)
192                         {
193                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
194                         }
195                         else
196                         {
197                                 if(!g_bugrigs_reverse_speeding)
198                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
199                         }
200                 }
201                 else
202                 {
203                         if(myspeed >= 0)
204                         {
205                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
206                         }
207                         else
208                         {
209                                 if(g_bugrigs_reverse_stopping)
210                                         myspeed = 0;
211                                 else
212                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
213                         }
214                 }
215                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
216
217                 self.angles_y += steer * frametime * steerfactor; // apply steering
218                 makevectors(self.angles); // new forward direction!
219
220                 myspeed += accel * accelfactor * frametime;
221
222                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
223         }
224         else
225         {
226                 myspeed = vlen(self.velocity);
227
228                 // responsiveness factor for steering and acceleration
229                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
230                 steerfactor = -myspeed * f;
231                 self.angles_y += steer * frametime * steerfactor; // apply steering
232
233                 rigvel = self.velocity;
234                 makevectors(self.angles); // new forward direction!
235         }
236
237         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air);
238
239         if(g_bugrigs_planar_movement)
240         {
241                 vector rigvel_xy, neworigin, up;
242                 float mt;
243
244                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
245                 rigvel_xy = rigvel;
246                 rigvel_xy_z = 0;
247
248                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
249                         mt = MOVE_NORMAL;
250                 else
251                         mt = MOVE_NOMONSTERS;
252
253                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
254                 up = trace_endpos - self.origin;
255
256                 // BUG RIGS: align the move to the surface instead of doing collision testing
257                 // can we move?
258                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
259
260                 // align to surface
261                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
262
263                 if(trace_fraction < 0.5)
264                 {
265                         trace_fraction = 1;
266                         neworigin = self.origin;
267                 }
268                 else
269                         neworigin = trace_endpos;
270
271                 if(trace_fraction < 1)
272                 {
273                         // now set angles_x so that the car points parallel to the surface
274                         self.angles = vectoangles(
275                                         '1 0 0' * v_forward_x * trace_plane_normal_z
276                                         +
277                                         '0 1 0' * v_forward_y * trace_plane_normal_z
278                                         +
279                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
280                                         );
281                         self.flags |= FL_ONGROUND;
282                 }
283                 else
284                 {
285                         // now set angles_x so that the car points forward, but is tilted in velocity direction
286                         self.flags (-) FL_ONGROUND;
287                 }
288
289                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
290                 self.movetype = MOVETYPE_NOCLIP;
291         }
292         else
293         {
294                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295                 self.velocity = rigvel;
296                 self.movetype = MOVETYPE_FLY;
297         }
298
299         trace_fraction = 1;
300         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
301         if(trace_fraction != 1)
302         {
303                 self.angles = vectoangles(
304                                 '1 0 0' * v_forward_x * trace_plane_normal_z
305                                 +
306                                 '0 1 0' * v_forward_y * trace_plane_normal_z
307                                 +
308                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
309                                 );
310         }
311         else
312         {
313                 vector vel_local;
314
315                 vel_local_x = v_forward * self.velocity;
316                 vel_local_y = v_right * self.velocity;
317                 vel_local_z = v_up * self.velocity;
318
319                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
320                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
321         }
322
323         // smooth the angles
324         vector vf1, vu1, smoothangles;
325         makevectors(self.angles);
326         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
327         if(f == 0)
328                 f = 1;
329         vf1 = v_forward * f;
330         vu1 = v_up * f;
331         makevectors(angles_save);
332         vf1 = vf1 + v_forward * (1 - f);
333         vu1 = vu1 + v_up * (1 - f);
334         smoothangles = vectoangles2(vf1, vu1);
335         self.angles_x = -smoothangles_x;
336         self.angles_z =  smoothangles_z;
337 }
338
339 .vector movement_old;
340 .float buttons_old;
341 .vector v_angle_old;
342
343 void Nixnex_GiveCurrentWeapon();
344 void SV_PlayerPhysics()
345 {
346         local vector wishvel, wishdir, v;
347         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
348         string temps;
349
350         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;
351         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
352         {
353                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
354                         self.parm_idlesince = time;
355         }
356         self.buttons_old = buttons;
357         self.movement_old = self.movement;
358         self.v_angle_old = self.v_angle;
359
360         if(time > self.shtest_next)
361         {
362                 if(self.shtest_next > 0)
363                 {
364                         // self.shtest_accumulator:
365                         //   started at time - SHTEST_DELTA
366                         //   should be at SHTEST_DELTA
367                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
368                         if(shtest_score > SHTEST_THRESHOLD)
369                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
370                         else if(cvar("developer_shtest"))
371                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
372                 }
373                 self.shtest_next = time + SHTEST_DELTA;
374                 self.shtest_accumulator = 0;
375         }
376         self.shtest_accumulator += frametime;
377
378         if (clienttype(self) == CLIENTTYPE_BOT)
379                 bot_think();
380
381         if (self.movetype == MOVETYPE_NONE && self.disableclientprediction != 2)
382                 return;
383
384         if (self.punchangle != '0 0 0')
385         {
386                 f = vlen(self.punchangle) - 10 * frametime;
387                 if (f > 0)
388                         self.punchangle = normalize(self.punchangle) * f;
389                 else
390                         self.punchangle = '0 0 0';
391         }
392
393         if (self.punchvector != '0 0 0')
394         {
395                 f = vlen(self.punchvector) - 30 * frametime;
396                 if (f > 0)
397                         self.punchvector = normalize(self.punchvector) * f;
398                 else
399                         self.punchvector = '0 0 0';
400         }
401
402         maxspd_mod = 1;
403
404         if(g_runematch)
405         {
406                 if(self.runes & RUNE_SPEED)
407                 {
408                         if(self.runes & CURSE_SLOW)
409                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
410                         else
411                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
412                 }
413                 else if(self.runes & CURSE_SLOW)
414                 {
415                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
416                 }
417         }
418
419         if(g_minstagib && (self.items & IT_INVINCIBLE))
420         {
421                 maxspd_mod = cvar("g_minstagib_speed_moverate");
422         }
423
424         swampspd_mod = 1;
425         if(self.in_swamp) {
426                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
427         }
428
429         if(self.flags & FL_NOTARGET)
430         {
431                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
432                 if(!self.spectatorspeed)
433                         self.spectatorspeed = maxspd_mod;
434                 if(self.impulse && self.impulse <= 19)
435                 {
436                         if(self.lastflags & FL_NOTARGET)
437                         {
438                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
439                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
440                                 else if(self.impulse == 11)
441                                         self.spectatorspeed = maxspd_mod;
442                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
443                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
444                                 else if(self.impulse >= 1 && self.impulse <= 9)
445                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
446                         } // otherwise just clear
447                         self.impulse = 0;
448                 }
449                 maxspd_mod = self.spectatorspeed;
450         }
451
452         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
453
454         if(self.speed != spd)
455         {
456                 self.speed = spd;
457                 temps = ftos(spd);
458                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
459                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
460                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
461                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
462
463                 temps = ftos(sv_accelerate * maxspd_mod);
464                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
465         }
466
467         // if dead, behave differently
468         if (self.deadflag)
469                 return;
470
471         if (!self.fixangle && !g_bugrigs)
472         {
473                 self.angles_x = 0;
474                 self.angles_y = self.v_angle_y;
475                 self.angles_z = 0;
476         }
477
478         if(self.flags & FL_ONGROUND)
479         if(self.wasFlying)
480         {
481                 self.wasFlying = 0;
482
483                 if(self.waterlevel < 2)
484                 if(time >= self.ladder_time)
485                 if not(self.hook)
486                 {
487                         self.nextstep = time + 0.3 + random() * 0.1;
488                         trace_dphitq3surfaceflags = 0;
489                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
490                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
491                         {
492                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
493                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
494                                 else
495                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
496                         }
497                 }
498         }
499
500         if(IsFlying(self))
501                 self.wasFlying = 1;
502
503         if(self.classname == "player")
504         {
505                 if(sv_doublejump)
506                 {
507                         self.flags = self.flags - (self.flags & FL_ONGROUND);
508                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
509                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
510                                 self.flags = self.flags | FL_ONGROUND;
511                 }
512
513                 if (self.BUTTON_JUMP)
514                         PlayerJump ();
515                 else
516                         self.flags = self.flags | FL_JUMPRELEASED;
517
518                 if (self.waterlevel == 2)
519                         CheckWaterJump ();
520         }
521
522         if (self.flags & FL_WATERJUMP )
523         {
524                 self.velocity_x = self.movedir_x;
525                 self.velocity_y = self.movedir_y;
526                 if (time > self.teleport_time || self.waterlevel == 0)
527                 {
528                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
529                         self.teleport_time = 0;
530                 }
531         }
532         else if (g_bugrigs && self.classname == "player")
533         {
534                 RaceCarPhysics();
535         }
536         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
537         {
538                 // noclipping or flying
539                 self.flags = self.flags - (self.flags & FL_ONGROUND);
540
541                 self.velocity = self.velocity * (1 - frametime * sv_friction);
542                 makevectors(self.v_angle);
543                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
544                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
545                 // acceleration
546                 wishdir = normalize(wishvel);
547                 wishspeed = vlen(wishvel);
548                 if (wishspeed > sv_maxspeed*maxspd_mod)
549                         wishspeed = sv_maxspeed*maxspd_mod;
550                 if (time >= self.teleport_time)
551                 {
552                         f = wishspeed - (self.velocity * wishdir);
553                         if (f > 0)
554                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
555                 }
556         }
557         else if (self.waterlevel >= 2)
558         {
559                 // swimming
560                 self.flags = self.flags - (self.flags & FL_ONGROUND);
561
562                 makevectors(self.v_angle);
563                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
564                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
565                 if (wishvel == '0 0 0')
566                         wishvel = '0 0 -60'; // drift towards bottom
567
568                 wishdir = normalize(wishvel);
569                 wishspeed = vlen(wishvel);
570                 if (wishspeed > sv_maxspeed*maxspd_mod)
571                         wishspeed = sv_maxspeed*maxspd_mod;
572                 wishspeed = wishspeed * 0.7;
573
574                 // water friction
575                 self.velocity = self.velocity * (1 - frametime * sv_friction);
576
577                 // water acceleration
578                 f = wishspeed - (self.velocity * wishdir);
579                 if (f > 0)
580                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
581         }
582         else if (time < self.ladder_time)
583         {
584                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
585                 self.flags = self.flags - (self.flags & FL_ONGROUND);
586
587                 self.velocity = self.velocity * (1 - frametime * sv_friction);
588                 makevectors(self.v_angle);
589                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
590                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
591                 if (self.gravity)
592                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
593                 else
594                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
595                 if (self.ladder_entity.classname == "func_water")
596                 {
597                         f = vlen(wishvel);
598                         if (f > self.ladder_entity.speed)
599                                 wishvel = wishvel * (self.ladder_entity.speed / f);
600
601                         self.watertype = self.ladder_entity.skin;
602                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
603                         if ((self.origin_z + self.view_ofs_z) < f)
604                                 self.waterlevel = 3;
605                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
606                                 self.waterlevel = 2;
607                         else if ((self.origin_z + self.mins_z + 1) < f)
608                                 self.waterlevel = 1;
609                         else
610                         {
611                                 self.waterlevel = 0;
612                                 self.watertype = CONTENT_EMPTY;
613                         }
614                 }
615                 // acceleration
616                 wishdir = normalize(wishvel);
617                 wishspeed = vlen(wishvel);
618                 if (wishspeed > sv_maxspeed)
619                         wishspeed = sv_maxspeed;
620                 if (time >= self.teleport_time)
621                 {
622                         f = wishspeed - (self.velocity * wishdir);
623                         if (f > 0)
624                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
625                 }
626         }
627         else if (self.flags & FL_ONGROUND)
628         {
629                 // walking
630                 makevectors(self.v_angle_y * '0 1 0');
631                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
632
633                 if(!(self.lastflags & FL_ONGROUND))
634                 {
635                         if(cvar("speedmeter"))
636                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
637                         if(self.lastground < time - 0.3)
638                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
639                         if(self.jumppadcount > 1)
640                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
641                         self.jumppadcount = 0;
642                 }
643
644                 if (self.velocity_x || self.velocity_y)
645                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
646                 {
647                         v = self.velocity;
648                         v_z = 0;
649                         f = vlen(v);
650                         if (f < sv_stopspeed)
651                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
652                         else
653                                 f = 1 - frametime * sv_friction;
654                         if (f > 0)
655                                 self.velocity = self.velocity * f;
656                         else
657                                 self.velocity = '0 0 0';
658                 }
659                 // acceleration
660                 wishdir = normalize(wishvel);
661                 wishspeed = vlen(wishvel);
662                 if (wishspeed > sv_maxspeed*maxspd_mod)
663                         wishspeed = sv_maxspeed*maxspd_mod;
664                 if (self.crouch)
665                         wishspeed = wishspeed * 0.5;
666                 if (time >= self.teleport_time)
667                 {
668                         f = wishspeed - (self.velocity * wishdir);
669                         if (f > 0)
670                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
671                 }
672         }
673         else
674         {
675                 if(maxspd_mod < 1)
676                 {
677                         maxairspd = sv_maxairspeed*maxspd_mod;
678                         airaccel = sv_airaccelerate*maxspd_mod;
679                 }
680                 else
681                 {
682                         maxairspd = sv_maxairspeed;
683                         airaccel = sv_airaccelerate;
684                 }
685                 // airborn
686                 makevectors(self.v_angle_y * '0 1 0');
687                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
688                 // acceleration
689                 wishdir = normalize(wishvel);
690                 wishspeed = vlen(wishvel);
691                 if (wishspeed > maxairspd)
692                         wishspeed = maxairspd;
693                 if (self.crouch)
694                         wishspeed = wishspeed * 0.5;
695                 if (time >= self.teleport_time)
696                 {
697                         // NOTE: this does the same as the commented out old code if:
698                         //   sv_airaccel_qw 0
699                         //   sv_airaccel_sideways_friction 0
700                         
701                         float vel_straight;
702                         float vel_z;
703                         vector vel_perpend;
704                         vel_straight = self.velocity * wishdir;
705                         vel_z = self.velocity_z;
706                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
707
708                         f = wishspeed - vel_straight;
709                         if(f > 0)
710                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
711                         if(wishspeed > 0)
712                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
713
714                         // anti-sideways friction to fix QW-style bunnyhopping
715                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
716
717                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
718
719                         /*
720                         f = wishspeed;// - (self.velocity * wishdir);
721                         if (f > 0)
722                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
723                         */
724                 }
725         }
726
727         if(self.flags & FL_ONGROUND)
728                 self.lastground = time;
729
730         self.lastflags = self.flags;
731 };