]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into TimePath/physics
authorTimePath <andrew.hardaker1995@gmail.com>
Sun, 31 Jul 2016 09:49:35 +0000 (19:49 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Sun, 31 Jul 2016 10:26:14 +0000 (20:26 +1000)
# Conflicts:
# qcsrc/common/physics/player.qc
# qcsrc/common/triggers/trigger/jumppads.qc
# qcsrc/common/weapons/weapon/electro.qc
# qcsrc/server/g_world.qc

13 files changed:
1  2 
qcsrc/common/physics/movetypes/movetypes.qh
qcsrc/common/physics/player.qc
qcsrc/common/physics/player.qh
qcsrc/common/triggers/trigger/jumppads.qc
qcsrc/common/weapons/weapon/electro.qc
qcsrc/ecs/components/physics.qh
qcsrc/ecs/systems/cl_physics.qc
qcsrc/ecs/systems/physics.qc
qcsrc/lib/_all.inc
qcsrc/lib/iter.qh
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/sv_main.qc

index 764b993805ad55ec44a864e806e79dd98ad5529d,6b75d81c02eac80ec652a958c0903eef7e936689..35a73d3331755d5f24b04ef175ce3f3208bf7420
@@@ -5,10 -5,16 +5,12 @@@
  #define SET_ONGROUND(s)                     ((s).flags |= FL_ONGROUND)
  #define UNSET_ONGROUND(s)                   ((s).flags &= ~FL_ONGROUND)
  
- .float move_ltime;
- .void(entity this) move_think;
- .float move_nextthink;
- .void(entity this) move_blocked;
+ #ifdef CSQC
+ .float bouncestop;
+ .float bouncefactor;
+ #endif
 -#ifdef SVQC
 -.bool move_qcphysics;
 -#endif
 -
+ void set_movetype(entity this, int mt);
  
  .float move_movetype;
  .float move_time;
index 907784d356ad96e31abf6f61997dea106fb323ae,1ef5faa59d87554dd9bad0d251e1ce687fa0c205..74a44252fe8bd6d7fc8a11a177ca7ad9c1dfd8ee
@@@ -153,53 -154,8 +154,8 @@@ void PM_ClientMovement_UpdateStatus(ent
                }
        }
  
-       // set onground
-       vector origin1 = this.origin + '0 0 1';
-       vector origin2 = this.origin - '0 0 1';
-       if (ground && autocvar_cl_movement == 3)
-       {
-               tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
-               if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
-               {
-                       SET_ONGROUND(this);
-                       // this code actually "predicts" an impact; so let's clip velocity first
-                       this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
-               }
-               else
-                       UNSET_ONGROUND(this);
-       }
-       if(autocvar_cl_movement == 3)
-       {
-               // set watertype/waterlevel
-               origin1 = this.origin;
-               origin1.z += this.mins_z + 1;
-               this.waterlevel = WATERLEVEL_NONE;
-               int thepoint = pointcontents(origin1);
-               this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
-               if (this.watertype)
-               {
-                       this.waterlevel = WATERLEVEL_WETFEET;
-                       origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
-                       thepoint = pointcontents(origin1);
-                       if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
-                       {
-                               this.waterlevel = WATERLEVEL_SWIMMING;
-                               origin1.z = this.origin.z + 22;
-                               thepoint = pointcontents(origin1);
-                               if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
-                                       this.waterlevel = WATERLEVEL_SUBMERGED;
-                       }
-               }
-       }
 -      if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
 -              pmove_waterjumptime = 0;
 +      if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
 +              PHYS_WATERJUMP_TIME(this) = 0;
  #endif
  }
  
@@@ -920,26 -964,148 +789,8 @@@ void PM_jetpack(entity this, float maxs
                this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
  #endif
        }
- #ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if(autocvar_cl_movement == 3)
-       {
-               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       this.velocity_z -= g * 0.5;
-               else
-                       this.velocity_z -= g;
-       }
-       PM_ClientMovement_Move(this);
-       if(autocvar_cl_movement == 3)
-       {
-               if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
-                       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                               this.velocity_z -= g * 0.5;
-       }
- #endif
  }
  
 -void PM_walk(entity this, float maxspd_mod)
 -{
 -      if (!WAS_ONGROUND(this))
 -      {
 -#ifdef SVQC
 -              if (autocvar_speedmeter)
 -                      LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
 -#endif
 -              if (this.lastground < time - 0.3)
 -                      this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
 -#ifdef SVQC
 -              if (this.jumppadcount > 1)
 -                      LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
 -              this.jumppadcount = 0;
 -#endif
 -      }
 -
 -      // walking
 -      makevectors(this.v_angle.y * '0 1 0');
 -      const vector wishvel = v_forward * this.movement.x
 -                                              + v_right * this.movement.y;
 -      // acceleration
 -      const vector wishdir = normalize(wishvel);
 -      float wishspeed = vlen(wishvel);
 -      wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
 -      if (IS_DUCKED(this)) wishspeed *= 0.5;
 -
 -      // apply edge friction
 -      const float f2 = vlen2(vec2(this.velocity));
 -      if (f2 > 0)
 -      {
 -              trace_dphitq3surfaceflags = 0;
 -              tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
 -              // TODO: apply edge friction
 -              // apply ground friction
 -              const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
 -                      ? PHYS_FRICTION_SLICK(this)
 -                      : PHYS_FRICTION(this);
 -
 -              float f = sqrt(f2);
 -              f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
 -              f = max(0, f);
 -              this.velocity *= f;
 -              /*
 -                 Mathematical analysis time!
 -
 -                 Our goal is to invert this mess.
 -
 -                 For the two cases we get:
 -                      v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
 -                        = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
 -                      v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
 -                 and
 -                      v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 -                      v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 -
 -                 These cases would be chosen ONLY if:
 -                      v0 < PHYS_STOPSPEED(this)
 -                      v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
 -                      v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 -                 and, respectively:
 -                      v0 >= PHYS_STOPSPEED(this)
 -                      v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
 -                      v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 -               */
 -      }
 -      const float addspeed = wishspeed - this.velocity * wishdir;
 -      if (addspeed > 0)
 -      {
 -              const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
 -              this.velocity += accelspeed * wishdir;
 -      }
 -}
 -
 -void PM_air(entity this, float buttons_prev, float maxspd_mod)
 -{
 -      makevectors(this.v_angle.y * '0 1 0');
 -      vector wishvel = v_forward * this.movement.x
 -                                      + v_right * this.movement.y;
 -      // acceleration
 -      vector wishdir = normalize(wishvel);
 -      float wishspeed = vlen(wishvel);
 -
 -#ifdef SVQC
 -      if(time >= PHYS_TELEPORT_TIME(this))
 -#elif defined(CSQC)
 -      if(pmove_waterjumptime <= 0)
 -#endif
 -      {
 -              float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
 -
 -              // apply air speed limit
 -              float airaccelqw = PHYS_AIRACCEL_QW(this);
 -              float wishspeed0 = wishspeed;
 -              wishspeed = min(wishspeed, maxairspd);
 -              if (IS_DUCKED(this))
 -                      wishspeed *= 0.5;
 -              float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
 -
 -              float accelerating = (this.velocity * wishdir > 0);
 -              float wishspeed2 = wishspeed;
 -
 -              // CPM: air control
 -              if (PHYS_AIRSTOPACCELERATE(this))
 -              {
 -                      vector curdir = normalize(vec2(this.velocity));
 -                      airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
 -              }
 -              // note that for straight forward jumping:
 -              // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
 -              // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
 -              // -->
 -              // dv/dt = accel * maxspeed (when slow)
 -              // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
 -              // log dv/dt = logaccel + logmaxspeed (when slow)
 -              // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
 -              float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
 -              if (PHYS_MAXAIRSTRAFESPEED(this))
 -                      wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
 -              if (PHYS_AIRSTRAFEACCELERATE(this))
 -                      airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
 -              if (PHYS_AIRSTRAFEACCEL_QW(this))
 -                      airaccelqw =
 -              (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
 -              *
 -              (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
 -              // !CPM
 -
 -              if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
 -                      PM_AirAccelerate(this, wishdir, wishspeed2);
 -              else {
 -                  float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
 -                      PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
 -        }
 -
 -              if (PHYS_AIRCONTROL(this))
 -                      CPM_PM_Aircontrol(this, wishdir, wishspeed2);
 -      }
 -}
 -
  // used for calculating airshots
  bool IsFlying(entity this)
  {
@@@ -961,5 -1379,9 +812,9 @@@ void SV_PlayerPhysics(entity this
  void CSQC_ClientMovement_PlayerMove_Frame(entity this)
  #endif
  {
 -      PM_Main(this);
 +      sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
+ #ifdef SVQC
+       this.pm_frametime = frametime;
+ #endif
  }
Simple merge
index caa62e03607a408195f55151ffda88e348c46738,4a30ca69510d59a5c1aac0577f6a92fed64095d1..5ec7b41fd484c84fe3cbbe8ce7f32452038c8d9e
@@@ -235,30 -230,29 +230,30 @@@ void trigger_push_touch(entity this, en
        }
  
        if(this.enemy.target)
-               SUB_UseTargets(this.enemy, other, other); // TODO: do we need other as trigger too?
+               SUB_UseTargets(this.enemy, toucher, toucher); // TODO: do we need toucher as trigger too?
  
-       if (other.flags & FL_PROJECTILE)
+       if (toucher.flags & FL_PROJECTILE)
        {
-               other.angles = vectoangles (other.velocity);
-               other.com_phys_gravity_factor = 1;
-               switch(other.movetype)
+               toucher.angles = vectoangles (toucher.velocity);
++              toucher.com_phys_gravity_factor = 1;
+               switch(toucher.move_movetype)
                {
                        case MOVETYPE_FLY:
-                               other.movetype = MOVETYPE_TOSS;
-                               other.gravity = 1;
+                               set_movetype(toucher, MOVETYPE_TOSS);
+                               toucher.gravity = 1;
                                break;
                        case MOVETYPE_BOUNCEMISSILE:
-                               other.movetype = MOVETYPE_BOUNCE;
-                               other.gravity = 1;
+                               set_movetype(toucher, MOVETYPE_BOUNCE);
+                               toucher.gravity = 1;
                                break;
                }
-               UpdateCSQCProjectile(other);
+               UpdateCSQCProjectile(toucher);
        }
  
-       /*if (other.flags & FL_ITEM)
+       /*if (toucher.flags & FL_ITEM)
        {
-               ItemUpdate(other);
-               other.SendFlags |= ISF_DROP;
+               ItemUpdate(toucher);
+               toucher.SendFlags |= ISF_DROP;
        }*/
  
        if (this.spawnflags & PUSH_ONCE)
index 1fc3cb4b1a71ac0ae217beeaad83106652cfe2cc,2853625f2c343ef0829ab129ab635eeddd6ad6fe..1f8cc19441db45195999fe3262d577a09e9a8b4a
@@@ -193,21 -194,17 +194,21 @@@ void W_Electro_Explode(entity this, ent
  
  void W_Electro_Explode_use(entity this, entity actor, entity trigger)
  {
-       W_Electro_Explode(this);
+       W_Electro_Explode(this, trigger);
  }
  
- void W_Electro_TouchExplode(entity this)
+ void W_Electro_TouchExplode(entity this, entity toucher)
  {
-       PROJECTILE_TOUCH(this);
-       W_Electro_Explode(this);
+       PROJECTILE_TOUCH(this, toucher);
+       W_Electro_Explode(this, toucher);
  }
  
 +
 +void sys_phys_update_single(entity this);
 +
  void W_Electro_Bolt_Think(entity this)
  {
-       sys_phys_update_single(this);
++      // sys_phys_update_single(this);
        if(time >= this.ltime)
        {
                this.use(this, NULL, NULL);
                        { this.nextthink = min(time + WEP_CVAR_PRI(electro, midaircombo_interval), this.ltime); }
        }
        else { this.nextthink = this.ltime; }
-       this.nextthink = time;
++      // this.nextthink = time;
  }
  
  void W_Electro_Attack_Bolt(Weapon thiswep, entity actor)
        proj.projectiledeathtype = WEP_ELECTRO.m_id;
        setorigin(proj, w_shotorg);
  
-       if (IS_CSQC) proj.movetype = MOVETYPE_FLY;
++      // if (IS_CSQC)
+       set_movetype(proj, MOVETYPE_FLY);
        W_SetupProjVelocity_PRI(proj, electro);
        proj.angles = vectoangles(proj.velocity);
        settouch(proj, W_Electro_TouchExplode);
        CSQCProjectile(proj, true, PROJECTILE_ELECTRO_BEAM, true);
  
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
-       proj.com_phys_pos = proj.origin;
-       proj.com_phys_vel = proj.velocity;
++      // proj.com_phys_pos = proj.origin;
++      // proj.com_phys_vel = proj.velocity;
  }
  
- void W_Electro_Orb_Touch(entity this)
+ void W_Electro_Orb_Stick(entity this, entity to)
  {
-       PROJECTILE_TOUCH(this);
-       if(other.takedamage == DAMAGE_AIM)
-               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this); } }
+       entity newproj = spawn();
+       newproj.classname = this.classname;
+       newproj.bot_dodge = this.bot_dodge;
+       newproj.bot_dodgerating = this.bot_dodgerating;
+       newproj.owner = this.owner;
+       newproj.realowner = this.realowner;
+       setsize(newproj, this.mins, this.maxs);
+       setorigin(newproj, this.origin);
+       setmodel(newproj, MDL_PROJECTILE_ELECTRO);
+       newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+       newproj.takedamage = this.takedamage;
+       newproj.damageforcescale = this.damageforcescale;
+       newproj.health = this.health;
+       newproj.event_damage = this.event_damage;
+       newproj.spawnshieldtime = this.spawnshieldtime;
+       newproj.damagedbycontents = true;
+       set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
+       newproj.projectiledeathtype = this.projectiledeathtype;
+       settouch(newproj, func_null);
+       setthink(newproj, getthink(this));
+       newproj.nextthink = this.nextthink;
+       newproj.use = this.use;
+       newproj.flags = this.flags;
+       remove(this);
+       if(to)
+               SetMovetypeFollow(this, to);
+ }
+ void W_Electro_Orb_Touch(entity this, entity toucher)
+ {
+       PROJECTILE_TOUCH(this, toucher);
+       if(toucher.takedamage == DAMAGE_AIM)
+               { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
        else
        {
                //UpdateCSQCProjectile(this);
index 377e1d1d8e27ca602cca0f92d9c64ef6a44ae657,502657e4bcbeb52db0fa319c1c41161a21f13480..f150a296c299e8d46980c1ba2d4fb278665947d4
@@@ -4,22 -4,4 +4,23 @@@ COMPONENT(phys)
  .vector com_phys_pos, com_phys_pos_prev;
  .vector com_phys_ang, com_phys_ang_prev;
  .vector com_phys_vel;
 +.float com_phys_vel_max;
 +.float com_phys_vel_max_air;
 +.float com_phys_vel_max_air_strafe;
  .vector com_phys_acc;
 +.float com_phys_acc_rate;
 +.float com_phys_acc_rate_air;
 +.float com_phys_acc_rate_air_strafe;
 +.float com_phys_acc_rate_air_stop;
 +.float com_phys_friction;
 +
 +.vector com_phys_gravity;
 +.float com_phys_gravity_factor;
 +// TODO: remove
 +.bool com_phys_ground;
 +.bool com_phys_air;
 +.bool com_phys_ladder;
 +.bool com_phys_vel_2d;
 +.bool com_phys_water;
 +.bool com_phys_friction_air;
++.bool move_qcphysics;
index 52e8ed0caeb3c9800aa282449f50238de95913e3,0000000000000000000000000000000000000000..206c80d96526f4001200bd8b6d0a56d9a05e3fd6
mode 100644,000000..100644
--- /dev/null
@@@ -1,30 -1,0 +1,30 @@@
-       PM_ClientMovement_UpdateStatus(this, true);
 +#include "physics.qh"
 +
 +void sys_phys_fix(entity this, float dt)
 +{
 +      this.team = myteam + 1; // is this correct?
 +      PHYS_WATERJUMP_TIME(this) -= dt;
 +      this.oldmovement = this.movement;
 +      this.movement = PHYS_INPUT_MOVEVALUES(this);
 +      this.items = STAT(ITEMS, this);
 +      this.spectatorspeed = STAT(SPECTATORSPEED, this);
 +      if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
 +              UNSET_JUMP_HELD(this);           // canjump = true
++      PM_ClientMovement_UpdateStatus(this);
 +}
 +
 +bool sys_phys_override(entity this)
 +{
 +      // no vehicle prediction
 +      return hud != HUD_NORMAL;
 +}
 +
 +void sys_phys_monitor(entity this) {}
 +
 +void sys_phys_ai(entity this) {}
 +
 +void sys_phys_pregame_hold(entity this) {}
 +
 +void sys_phys_spectator_control(entity this) {}
 +
 +void sys_phys_fixspeed(entity this, float maxspeed_mod) {}
index 7267a48644303ad98e939bc0b74782d0e2528c6c,8348b87851cc82f8e3bf6999d54bd01a6246116b..8646b29cc983827a48be0387de3373d8f3295bf9
@@@ -8,486 -2,5 +8,484 @@@ void sys_phys_simulate_simple(entity th
  
  void sys_phys_update(entity this, float dt)
  {
 -      PM_Main(this);
 +      if (!IS_CLIENT(this)) {
 +              sys_phys_simulate_simple(this, dt);
 +              return;
 +      }
 +      sys_in_update(this, dt);
 +
 +      sys_phys_fix(this, dt);
 +      if (sys_phys_override(this)) { return; } sys_phys_monitor(this);
 +
 +      this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
 +      this.movement_old = this.movement;
 +      this.v_angle_old = this.v_angle;
 +
 +      sys_phys_ai(this);
 +
 +      sys_phys_pregame_hold(this);
 +
 +      if (IS_SVQC) {
 +              if (PHYS_MOVETYPE(this) == MOVETYPE_NONE) { return; }
 +              // when we get here, disableclientprediction cannot be 2
-               this.disableclientprediction = 0;
++              this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
 +      }
 +
 +      viewloc_PlayerPhysics(this);
 +
 +      PM_check_frozen(this);
 +
 +      PM_check_blocked(this);
 +
 +      float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown;  // cvar("g_balance_swamp_moverate");
 +
 +// conveyors: first fix velocity
 +      if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
 +      MUTATOR_CALLHOOK(PlayerPhysics, this);
 +
 +      if (!IS_PLAYER(this)) {
 +              sys_phys_spectator_control(this);
 +              maxspeed_mod = this.spectatorspeed;
 +      }
 +      sys_phys_fixspeed(this, maxspeed_mod);
 +
 +      if (IS_DEAD(this)) {
 +              // handle water here
 +              vector midpoint = ((this.absmin + this.absmax) * 0.5);
 +              if (pointcontents(midpoint) == CONTENT_WATER) {
 +                      this.velocity = this.velocity * 0.5;
 +
 +                      // do we want this?
 +                      // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
 +                      // { this.velocity_z = 70; }
 +              }
 +              goto end;
 +      }
 +
 +      if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
 +      if (IS_PLAYER(this)) {
 +              if (IS_ONGROUND(this)) {
 +                      PM_check_hitground(this);
 +                      PM_Footsteps(this);
 +              } else if (IsFlying(this)) {
 +                      this.wasFlying = true;
 +              }
 +              CheckPlayerJump(this);
 +      }
 +
 +      if (this.flags & FL_WATERJUMP) {
 +              this.velocity_x = this.movedir.x;
 +              this.velocity_y = this.movedir.y;
-               if (time > PHYS_TELEPORT_TIME(this)
-                   || this.waterlevel == WATERLEVEL_NONE
++              if (this.waterlevel == WATERLEVEL_NONE
++                  || time > PHYS_TELEPORT_TIME(this)
 +                  || PHYS_WATERJUMP_TIME(this) <= 0
 +                 ) {
 +                      this.flags &= ~FL_WATERJUMP;
 +                      PHYS_TELEPORT_TIME(this) = 0;
 +                      PHYS_WATERJUMP_TIME(this) = 0;
 +              }
 +      } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod)) {
 +              // handled
 +      } else if (PHYS_MOVETYPE(this) == MOVETYPE_NOCLIP
 +          || PHYS_MOVETYPE(this) == MOVETYPE_FLY
 +          || PHYS_MOVETYPE(this) == MOVETYPE_FLY_WORLDONLY
 +          || MUTATOR_CALLHOOK(IsFlying, this)) {
 +              this.com_phys_friction = PHYS_FRICTION(this);
 +              this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
 +              this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
 +              this.com_phys_friction_air = true;
 +              sys_phys_simulate(this, dt);
 +              this.com_phys_friction_air = false;
 +      } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
 +              this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
 +              this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
 +              this.com_phys_water = true;
 +              sys_phys_simulate(this, dt);
 +              this.com_phys_water = false;
 +      } else if (time < this.ladder_time) {
 +              this.com_phys_friction = PHYS_FRICTION(this);
 +              this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
 +              this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
 +              this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
 +              if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
 +              this.com_phys_ladder = true;
 +              this.com_phys_friction_air = true;
 +              sys_phys_simulate(this, dt);
 +              this.com_phys_friction_air = false;
 +              this.com_phys_ladder = false;
 +              this.com_phys_gravity = '0 0 0';
 +      } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
 +              PM_jetpack(this, maxspeed_mod);
 +      } else if (IS_ONGROUND(this)) {
 +              if (!WAS_ONGROUND(this)) {
 +                      emit(phys_land, this);
 +                      if (this.lastground < time - 0.3) {
 +                              this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
 +                      }
 +              }
 +              this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
 +              this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
 +              if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
 +              this.com_phys_ground = true;
 +              this.com_phys_vel_2d = true;
 +              sys_phys_simulate(this, dt);
 +              this.com_phys_vel_2d = false;
 +              this.com_phys_ground = false;
 +              this.com_phys_gravity = '0 0 0';
 +      } else {
 +              this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
 +              this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
 +              this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
 +              this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
 +              this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
 +              this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
 +              this.com_phys_air = true;
 +              this.com_phys_vel_2d = true;
 +              sys_phys_simulate(this, dt);
 +              this.com_phys_vel_2d = false;
 +              this.com_phys_air = false;
 +      }
 +
 +      LABEL(end)
 +      if (IS_ONGROUND(this)) { this.lastground = time; }
 +// conveyors: then break velocity again
 +      if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
 +      this.lastflags = this.flags;
 +
 +      this.lastclassname = this.classname;
 +}
 +
 +/** for players */
 +void sys_phys_simulate(entity this, float dt)
 +{
 +      const vector g = -this.com_phys_gravity;
 +      const bool jump = this.com_in_jump;
 +
 +      if (!this.com_phys_ground && !this.com_phys_air) {
 +              // noclipping
 +              // flying
 +              // on a spawnfunc_func_ladder
 +              // swimming in spawnfunc_func_water
 +              // swimming
 +              UNSET_ONGROUND(this);
 +
 +              if (this.com_phys_friction_air) {
 +                      this.velocity_z += g.z / 2;
 +                      this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
 +                      this.velocity_z += g.z / 2;
 +              }
 +      }
 +
 +      if (this.com_phys_water) {
 +              // water jump only in certain situations
 +              // this mimics quakeworld code
 +              if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
 +                      vector yawangles = '0 1 0' * this.v_angle.y;
 +                      makevectors(yawangles);
 +                      vector forward = v_forward;
 +                      vector spot = this.origin + 24 * forward;
 +                      spot_z += 8;
 +                      traceline(spot, spot, MOVE_NOMONSTERS, this);
 +                      if (trace_startsolid) {
 +                              spot_z += 24;
 +                              traceline(spot, spot, MOVE_NOMONSTERS, this);
 +                              if (!trace_startsolid) {
 +                                      this.velocity = forward * 50;
 +                                      this.velocity_z = 310;
-                                       if (IS_CSQC) { PHYS_WATERJUMP_TIME(this) = 2; }
 +                                      UNSET_ONGROUND(this);
 +                                      SET_JUMP_HELD(this);
 +                              }
 +                      }
 +              }
 +      }
 +      makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
 +      // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
 +      vector wishvel = v_forward * this.movement.x
 +          + v_right * this.movement.y
 +          + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
 +      if (this.com_phys_water) {
++              if (PHYS_INPUT_BUTTON_CROUCH(this)) {
++                      wishvel.z = -PHYS_MAXSPEED(this);
++              }
 +              if (this.viewloc) {
 +                      wishvel.z = -160;    // drift anyway
 +              } else if (wishvel == '0 0 0') {
 +                      wishvel = '0 0 -60'; // drift towards bottom
 +              }
 +      }
 +      if (this.com_phys_ladder) {
 +              if (this.viewloc) {
 +                      wishvel.z = this.oldmovement.x;
 +              }
 +              if (this.ladder_entity.classname == "func_water") {
 +                      float f = vlen(wishvel);
 +                      if (f > this.ladder_entity.speed) {
 +                              wishvel *= (this.ladder_entity.speed / f);
 +                      }
 +
 +                      this.watertype = this.ladder_entity.skin;
 +                      f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
 +                      if ((this.origin_z + this.view_ofs_z) < f) {
 +                              this.waterlevel = WATERLEVEL_SUBMERGED;
 +                      } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
 +                              this.waterlevel = WATERLEVEL_SWIMMING;
 +                      } else if ((this.origin_z + this.mins_z + 1) < f) {
 +                              this.waterlevel = WATERLEVEL_WETFEET;
 +                      } else {
 +                              this.waterlevel = WATERLEVEL_NONE;
 +                              this.watertype = CONTENT_EMPTY;
 +                      }
 +              }
 +      }
 +      // acceleration
 +      const vector wishdir = normalize(wishvel);
 +      float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
 +
 +      if (this.com_phys_air) {
 +              if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
 +                  ||  (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
 +                      // apply air speed limit
 +                      float airaccelqw = PHYS_AIRACCEL_QW(this);
 +                      float wishspeed0 = wishspeed;
 +                      const float maxairspd = this.com_phys_vel_max;
 +                      wishspeed = min(wishspeed, maxairspd);
 +                      if (IS_DUCKED(this)) {
 +                              wishspeed *= 0.5;
 +                      }
 +                      float airaccel = this.com_phys_acc_rate_air;
 +
 +                      float accelerating = (this.velocity * wishdir > 0);
 +                      float wishspeed2 = wishspeed;
 +
 +                      // CPM: air control
 +                      if (PHYS_AIRSTOPACCELERATE(this)) {
 +                              vector curdir = normalize(vec2(this.velocity));
 +                              airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
 +                      }
 +                      // note that for straight forward jumping:
 +                      // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
 +                      // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
 +                      // -->
 +                      // dv/dt = accel * maxspeed (when slow)
 +                      // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
 +                      // log dv/dt = logaccel + logmaxspeed (when slow)
 +                      // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
 +                      float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90);  // if one is nonzero, other is always zero
 +                      if (PHYS_MAXAIRSTRAFESPEED(this)) {
 +                              wishspeed =
 +                                  min(wishspeed,
 +                                      GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
 +                      }
 +                      if (PHYS_AIRSTRAFEACCELERATE(this)) {
 +                              airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
 +                      }
 +                      if (PHYS_AIRSTRAFEACCEL_QW(this)) {
 +                              airaccelqw =
 +                                  (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
 +                                  *
 +                                  (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
 +                      }
 +                      // !CPM
 +
 +                      if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
 +                              PM_AirAccelerate(this, wishdir, wishspeed2);
 +                      } else {
 +                              float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
 +                              PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
 +                                      PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
 +                      }
 +
 +                      if (PHYS_AIRCONTROL(this)) {
 +                              CPM_PM_Aircontrol(this, wishdir, wishspeed2);
 +                      }
 +              }
 +      } else {
-               if (this.com_phys_ground || this.com_phys_water) {
-                       if (IS_DUCKED(this)) { wishspeed *= 0.5; }
-               }
++              if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
 +              if (this.com_phys_water) {
 +                      wishspeed *= 0.7;
 +
 +                      //      if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
 +                      {
 +                              // water friction
 +                              float f = 1 - dt * PHYS_FRICTION(this);
 +                              f = min(max(0, f), 1);
 +                              this.velocity *= f;
 +
 +                              f = wishspeed - this.velocity * wishdir;
 +                              if (f > 0) {
 +                                      float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
 +                                      this.velocity += accelspeed * wishdir;
 +                              }
 +
 +                              // holding jump button swims upward slowly
 +                              if (jump && !this.viewloc) {
 +                                      // was:
 +                                      // lava: 50
 +                                      // slime: 80
 +                                      // water: 100
 +                                      // idea: double those
 +                                      this.velocity_z = 200;
++                                      if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
++                                              this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
++                                      }
 +                              }
 +                      }
 +                      if (this.viewloc) {
 +                              const float addspeed = wishspeed - this.velocity * wishdir;
 +                              if (addspeed > 0) {
 +                                      const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
 +                                      this.velocity += accelspeed * wishdir;
 +                              }
 +                      } else {
 +                              // water acceleration
 +                              PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
-                               PM_ClientMovement_Move(this);
 +                      }
 +                      return;
 +              }
 +              if (this.com_phys_ground) {
 +                      // apply edge friction
 +                      const float f2 = vlen2(vec2(this.velocity));
 +                      if (f2 > 0) {
 +                              trace_dphitq3surfaceflags = 0;
 +                              tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
 +                              // TODO: apply edge friction
 +                              // apply ground friction
 +                              const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
 +                                  ? PHYS_FRICTION_SLICK(this)
 +                                      : PHYS_FRICTION(this);
 +
 +                              float f = sqrt(f2);
 +                              f = 1 - dt * realfriction
 +                                  * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
 +                              f = max(0, f);
 +                              this.velocity *= f;
 +                              /*
 +                                 Mathematical analysis time!
 +
 +                                 Our goal is to invert this mess.
 +
 +                                 For the two cases we get:
 +                                  v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
 +                                    = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
 +                                  v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
 +                                 and
 +                                  v = v0 * (1 - dt * PHYS_FRICTION(this))
 +                                  v0 = v / (1 - dt * PHYS_FRICTION(this))
 +
 +                                 These cases would be chosen ONLY if:
 +                                  v0 < PHYS_STOPSPEED(this)
 +                                  v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
 +                                  v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
 +                                 and, respectively:
 +                                  v0 >= PHYS_STOPSPEED(this)
 +                                  v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
 +                                  v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
 +                               */
 +                      }
 +                      const float addspeed = wishspeed - this.velocity * wishdir;
 +                      if (addspeed > 0) {
 +                              const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
 +                              this.velocity += accelspeed * wishdir;
 +                      }
-                       if (IS_CSQC && vdist(this.velocity, >, 0)) {
-                               PM_ClientMovement_Move(this);
-                       }
 +                      return;
 +              }
 +
-               if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
++              if (IS_CSQC ? PHYS_WATERJUMP_TIME(this) <= 0 : time >= PHYS_TELEPORT_TIME(this)) {
 +                      PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
 +              }
 +      }
-       PM_ClientMovement_Move(this);
 +}
 +
 +.entity groundentity;
 +/** for other entities */
 +void sys_phys_simulate_simple(entity this, float dt)
 +{
 +      vector mn = this.mins;
 +      vector mx = this.maxs;
 +
 +      vector g = '0 0 0';
 +      if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
 +
 +      vector acc = this.com_phys_acc;
 +      vector vel = this.com_phys_vel;
 +      vector pos = this.com_phys_pos;
 +
 +      // SV_Physics_Toss
 +
 +      vel += g * dt;
 +
 +      this.angles += dt * this.avelocity;
 +      float movetime = dt;
 +      for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
 +              vector push = vel * movetime;
 +              vector p0 = pos;
 +              vector p1 = p0 + push;
 +              // SV_PushEntity
 +              tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
 +              if (!trace_startsolid) {
 +                      bool hit = trace_fraction < 1;
 +                      pos = trace_endpos;
 +                      entity ent = trace_ent;
 +                      // SV_LinkEdict_TouchAreaGrid
 +                      if (this.solid != SOLID_NOT) {
 +                              FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
 +                                      if (it.solid != SOLID_TRIGGER || it == this) continue;
 +                                      if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
 +                                          // SV_LinkEdict_TouchAreaGrid_Call
 +                                          trace_allsolid = false;
 +                                          trace_startsolid = false;
 +                                          trace_fraction = 1;
 +                                          trace_inwater = false;
 +                                          trace_inopen = true;
 +                                          trace_endpos = it.origin;
 +                                          trace_plane_normal = '0 0 1';
 +                                          trace_plane_dist = 0;
 +                                          trace_ent = this;
 +                                          trace_dpstartcontents = 0;
 +                                          trace_dphitcontents = 0;
 +                                          trace_dphitq3surfaceflags = 0;
 +                                          trace_dphittexturename = string_null;
-                                           gettouch(it)((other = this, it));
++                                          gettouch(it)(this, it);
 +                                          vel = this.velocity;
 +                                      }
 +                              });
 +                      }
 +                      if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
 +                              // SV_Impact (ent, trace);
 +                              tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
-                               void(entity) touched = gettouch(this);
++                              void(entity, entity) touched = gettouch(this);
 +                              if (touched && this.solid != SOLID_NOT) {
-                                       touched((other = ent, this));
++                                      touched(ent, this);
 +                              }
-                               void(entity) touched2 = gettouch(ent);
++                              void(entity, entity) touched2 = gettouch(ent);
 +                              if (this && ent && touched2 && ent.solid != SOLID_NOT) {
 +                                      trace_endpos = ent.origin;
 +                                      trace_plane_normal *= -1;
 +                                      trace_plane_dist *= -1;
 +                                      trace_ent = this;
 +                                      trace_dpstartcontents = 0;
 +                                      trace_dphitcontents = 0;
 +                                      trace_dphitq3surfaceflags = 0;
 +                                      trace_dphittexturename = string_null;
-                                       touched2((other = this, ent));
++                                      touched2(this, ent);
 +                              }
 +                      }
 +              }
 +              // end SV_PushEntity
 +              if (wasfreed(this)) { return; }
 +              tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
 +              if (trace_fraction == 1) { break; }
 +              movetime *= 1 - min(1, trace_fraction);
 +              ClipVelocity(vel, trace_plane_normal, vel, 1);
 +      }
 +
 +      this.com_phys_acc = acc;
 +      this.com_phys_vel = vel;
 +      this.com_phys_pos = pos;
 +      setorigin(this, this.com_phys_pos);
 +}
 +
 +void sys_phys_update_single(entity this)
 +{
 +      sys_phys_simulate_simple(this, frametime);
  }
Simple merge
Simple merge
index 3ae2f27f397b3509fb1919e24972834dc3deb382,5102aecdf69e6ff2dd931611274a2630db91897a..7d477ac577daf27f5074f1b4194766172b6512b3
@@@ -1983,7 -1984,47 +1984,48 @@@ string GotoMap(string m
                return "Map switch will happen after scoreboard.";
  }
  
 -              
+ bool autocvar_sv_freezenonclients;
+ bool autocvar_sv_gameplayfix_delayprojectiles;
+ void Physics_Frame()
+ {
+       if(autocvar_sv_freezenonclients)
+               return;
+       FOREACH_ENTITY_FLOAT(pure_data, false,
+       {
+               if(IS_CLIENT(it) || it.classname == "" || it.movetype == MOVETYPE_PUSH || it.movetype == MOVETYPE_FAKEPUSH || it.movetype == MOVETYPE_PHYSICS)
+                       continue;
+               int mt = it.move_movetype;
+               if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
+               {
+                       it.move_qcphysics = false;
+                       it.movetype = mt;
+                       continue;
+               }
++
+               it.movetype = ((it.move_qcphysics) ? MOVETYPE_NONE : it.move_movetype);
+               if(it.move_movetype == MOVETYPE_NONE)
+                       continue;
+               if(it.move_qcphysics)
+                       Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+       });
+       if(autocvar_sv_gameplayfix_delayprojectiles >= 0)
+               return;
+       FOREACH_ENTITY_FLOAT(move_qcphysics, true,
+       {
+               if(IS_CLIENT(it) || is_pure(it) || it.classname == "" || it.move_movetype == MOVETYPE_NONE)
+                       continue;
+               Movetype_Physics_NoMatchTicrate(it, PHYS_INPUT_TIMELENGTH, false);
+       });
+ }
 +void systems_update();
  void EndFrame()
  {
        anticheat_endframe();
                PlayerState s = PS(it);
                s.ps_push(s, it);
        });
 +      systems_update();
+       IL_ENDFRAME();
  }
  
  
Simple merge
index dc2019792b134bbf826f86ddf232f3402fdf70c3,7469d2230de7e1bd79f3c9746410d7d42e880b23..a10edf45b4173a8a01df3b1632aa0578430ca027
@@@ -152,10 -153,9 +153,10 @@@ Called before each frame by the serve
  float game_delay;
  float game_delay_last;
  
- bool autocvar_sv_autopause = true;
+ bool autocvar_sv_autopause = false;
  float RedirectionThink();
 -void PM_Main(Client this);
 +void systems_update();
 +void sys_phys_update(entity this, float dt);
  void StartFrame()
  {
      // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)