+#ifdef SVQC
+.float race_penalty;
+.float restart_jump;
+
+.float ladder_time;
+.entity ladder_entity;
+.float gravity;
+.float swamp_slowdown;
+.float lastflags;
+.float lastground;
+.float wasFlying;
+.float spectatorspeed;
+
+.vector movement_old;
+.float buttons_old;
+.vector v_angle_old;
+.string lastclassname;
+
+.float() PlayerPhysplug;
+#endif
+
// TODO: water prediction
// TODO: move to a common header
s.velocity += accelspeed * acceldir;
}
+
+/*
+=============
+PlayerJump
+
+When you press the jump key
+=============
+*/
+void PlayerJump (void)
+{
+#ifdef SVQC
+ if(self.frozen)
+ return; // no jumping in freezetag when frozen
+
+ if(self.player_blocked)
+ return; // no jumping while blocked
+
+ float doublejump = FALSE;
+ float mjumpheight = autocvar_sv_jumpvelocity;
+
+ player_multijump = doublejump;
+ player_jumpheight = mjumpheight;
+ if(MUTATOR_CALLHOOK(PlayerJump))
+ return;
+
+ doublejump = player_multijump;
+ mjumpheight = player_jumpheight;
+
+ if (autocvar_sv_doublejump)
+ {
+ tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ {
+ doublejump = TRUE;
+
+ // we MUST clip velocity here!
+ float f;
+ f = self.velocity * trace_plane_normal;
+ if(f < 0)
+ self.velocity -= f * trace_plane_normal;
+ }
+ }
+
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ {
+ self.velocity_z = self.stat_sv_maxspeed * 0.7;
+ return;
+ }
+
+ if (!doublejump)
+ if (!(self.flags & FL_ONGROUND))
+ return;
+
+ if(self.cvar_cl_movement_track_canjump)
+ if (!(self.flags & FL_JUMPRELEASED))
+ return;
+
+ // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
+ // velocity bounds. Final velocity is bound between (jumpheight *
+ // min + jumpheight) and (jumpheight * max + jumpheight);
+
+ if(autocvar_sv_jumpspeedcap_min != "")
+ {
+ float minjumpspeed;
+
+ minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+
+ if (self.velocity_z < minjumpspeed)
+ mjumpheight += minjumpspeed - self.velocity_z;
+ }
+
+ if(autocvar_sv_jumpspeedcap_max != "")
+ {
+ // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
+ tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+
+ if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
+ {
+ float maxjumpspeed;
+
+ maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+
+ if (self.velocity_z > maxjumpspeed)
+ mjumpheight -= self.velocity_z - maxjumpspeed;
+ }
+ }
+
+ if(!(self.lastflags & FL_ONGROUND))
+ {
+ if(autocvar_speedmeter)
+ dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ if(self.lastground < time - 0.3)
+ {
+ self.velocity_x *= (1 - autocvar_sv_friction_on_land);
+ self.velocity_y *= (1 - autocvar_sv_friction_on_land);
+ }
+ if(self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+ }
+
+ self.velocity_z = self.velocity_z + mjumpheight;
+ self.oldvelocity_z = self.velocity_z;
+
+ self.flags &= ~FL_ONGROUND;
+ self.flags &= ~FL_JUMPRELEASED;
+
+ animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+
+ if(autocvar_g_jump_grunt)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+ self.restart_jump = -1; // restart jump anim next time
+ // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
+#endif
+}
+
+void CheckWaterJump()
+{
+#ifdef SVQC
+ vector start, end;
+
+// check for a jump-out-of-water
+ makevectors (self.angles);
+ start = self.origin;
+ start_z = start_z + 8;
+ v_forward_z = 0;
+ normalize(v_forward);
+ end = start + v_forward*24;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction < 1)
+ { // solid at waist
+ start_z = start_z + self.maxs_z - 8;
+ end = start + v_forward*24;
+ self.movedir = trace_plane_normal * -50;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction == 1)
+ { // open at eye level
+ self.flags |= FL_WATERJUMP;
+ self.velocity_z = 225;
+ self.flags &= ~FL_JUMPRELEASED;
+ self.teleport_time = time + 2; // safety net
+ return;
+ }
+ }
+#endif
+}
+
+void CheckPlayerJump()
+{
+#ifdef SVQC
+ if (self.BUTTON_JUMP)
+ PlayerJump ();
+ else
+ self.flags |= FL_JUMPRELEASED;
+
+ if (self.waterlevel == WATERLEVEL_SWIMMING)
+ CheckWaterJump ();
+#endif
+}
+
+float racecar_angle(float forward, float down)
+{
+ float ret, angle_mult;
+
+ if(forward < 0)
+ {
+ forward = -forward;
+ down = -down;
+ }
+
+ ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+
+ angle_mult = forward / (800 + forward);
+
+ if(ret > 180)
+ return ret * angle_mult + 360 * (1 - angle_mult);
+ else
+ return ret * angle_mult;
+}
+
+void RaceCarPhysics()
+{
+#ifdef SVQC
+ // using this move type for "big rigs"
+ // the engine does not push the entity!
+
+ float accel, steer, f, myspeed, steerfactor;
+ vector angles_save, rigvel;
+
+ angles_save = self.angles;
+ accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
+ steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
+
+ if(g_bugrigs_reverse_speeding)
+ {
+ if(accel < 0)
+ {
+ // back accel is DIGITAL
+ // to prevent speedhack
+ if(accel < -0.5)
+ accel = -1;
+ else
+ accel = 0;
+ }
+ }
+
+ self.angles_x = 0;
+ self.angles_z = 0;
+ makevectors(self.angles); // new forward direction!
+
+ if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
+ {
+ float upspeed, accelfactor;
+
+ myspeed = self.velocity * v_forward;
+ upspeed = self.velocity * v_up;
+
+ // responsiveness factor for steering and acceleration
+ f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
+ //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
+
+ if(myspeed < 0 && g_bugrigs_reverse_spinning)
+ steerfactor = -myspeed * g_bugrigs_steer;
+ else
+ steerfactor = -myspeed * f * g_bugrigs_steer;
+
+ if(myspeed < 0 && g_bugrigs_reverse_speeding)
+ accelfactor = g_bugrigs_accel;
+ else
+ accelfactor = f * g_bugrigs_accel;
+ //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
+
+ if(accel < 0)
+ {
+ if(myspeed > 0)
+ {
+ myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+ }
+ else
+ {
+ if(!g_bugrigs_reverse_speeding)
+ myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
+ }
+ }
+ else
+ {
+ if(myspeed >= 0)
+ {
+ myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
+ }
+ else
+ {
+ if(g_bugrigs_reverse_stopping)
+ myspeed = 0;
+ else
+ myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
+ }
+ }
+ // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
+ //MAXIMA: friction(v) := g_bugrigs_friction_floor;
+
+ self.angles_y += steer * frametime * steerfactor; // apply steering
+ makevectors(self.angles); // new forward direction!
+
+ myspeed += accel * accelfactor * frametime;
+
+ rigvel = myspeed * v_forward + '0 0 1' * upspeed;
+ }
+ else
+ {
+ myspeed = vlen(self.velocity);
+
+ // responsiveness factor for steering and acceleration
+ f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+ steerfactor = -myspeed * f;
+ self.angles_y += steer * frametime * steerfactor; // apply steering
+
+ rigvel = self.velocity;
+ makevectors(self.angles); // new forward direction!
+ }
+
+ rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
+ //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
+ //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
+ //MAXIMA: solve(total_acceleration(v) = 0, v);
+
+ if(g_bugrigs_planar_movement)
+ {
+ vector rigvel_xy, neworigin, up;
+ float mt;
+
+ rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+ rigvel_xy = vec2(rigvel);
+
+ if(g_bugrigs_planar_movement_car_jumping)
+ mt = MOVE_NORMAL;
+ else
+ mt = MOVE_NOMONSTERS;
+
+ tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
+ up = trace_endpos - self.origin;
+
+ // BUG RIGS: align the move to the surface instead of doing collision testing
+ // can we move?
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
+
+ // align to surface
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
+
+ if(trace_fraction < 0.5)
+ {
+ trace_fraction = 1;
+ neworigin = self.origin;
+ }
+ else
+ neworigin = trace_endpos;
+
+ if(trace_fraction < 1)
+ {
+ // now set angles_x so that the car points parallel to the surface
+ self.angles = vectoangles(
+ '1 0 0' * v_forward_x * trace_plane_normal_z
+ +
+ '0 1 0' * v_forward_y * trace_plane_normal_z
+ +
+ '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
+ );
+ self.flags |= FL_ONGROUND;
+ }
+ else
+ {
+ // now set angles_x so that the car points forward, but is tilted in velocity direction
+ self.flags &= ~FL_ONGROUND;
+ }
+
+ self.velocity = (neworigin - self.origin) * (1.0 / frametime);
+ self.movetype = MOVETYPE_NOCLIP;
+ }
+ else
+ {
+ rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+ self.velocity = rigvel;
+ self.movetype = MOVETYPE_FLY;
+ }
+
+ trace_fraction = 1;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
+ if(trace_fraction != 1)
+ {
+ self.angles = vectoangles2(
+ '1 0 0' * v_forward_x * trace_plane_normal_z
+ +
+ '0 1 0' * v_forward_y * trace_plane_normal_z
+ +
+ '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
+ trace_plane_normal
+ );
+ }
+ else
+ {
+ vector vel_local;
+
+ vel_local_x = v_forward * self.velocity;
+ vel_local_y = v_right * self.velocity;
+ vel_local_z = v_up * self.velocity;
+
+ self.angles_x = racecar_angle(vel_local_x, vel_local_z);
+ self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
+ }
+
+ // smooth the angles
+ vector vf1, vu1, smoothangles;
+ makevectors(self.angles);
+ f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
+ if(f == 0)
+ f = 1;
+ vf1 = v_forward * f;
+ vu1 = v_up * f;
+ makevectors(angles_save);
+ vf1 = vf1 + v_forward * (1 - f);
+ vu1 = vu1 + v_up * (1 - f);
+ smoothangles = vectoangles2(vf1, vu1);
+ self.angles_x = -smoothangles_x;
+ self.angles_z = smoothangles_z;
+#endif
+}
+
+string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
+.float specialcommand_pos;
+void SpecialCommand()
+{
+#ifdef SVQC
+#ifdef TETRIS
+ TetrisImpulse();
+#else
+ if(!CheatImpulse(99))
+ print("A hollow voice says \"Plugh\".\n");
+#endif
+#endif
+}
+
+#ifdef SVQC
+float speedaward_speed;
+string speedaward_holder;
+string speedaward_uid;
+#endif
+void race_send_speedaward(float msg)
+{
+#ifdef SVQC
+ // send the best speed of the round
+ WriteByte(msg, SVC_TEMPENTITY);
+ WriteByte(msg, TE_CSQC_RACE);
+ WriteByte(msg, RACE_NET_SPEED_AWARD);
+ WriteInt24_t(msg, floor(speedaward_speed+0.5));
+ WriteString(msg, speedaward_holder);
+#endif
+}
+
+#ifdef SVQC
+float speedaward_alltimebest;
+string speedaward_alltimebest_holder;
+string speedaward_alltimebest_uid;
+#endif
+void race_send_speedaward_alltimebest(float msg)
+{
+#ifdef SVQC
+ // send the best speed
+ WriteByte(msg, SVC_TEMPENTITY);
+ WriteByte(msg, TE_CSQC_RACE);
+ WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
+ WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
+ WriteString(msg, speedaward_alltimebest_holder);
+#endif
+}
+
+float PM_check_keepaway(void)
+{
+#ifdef SVQC
+ return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
+#else
+ return 0;
+#endif
+}
+
+void PM_check_race_movetime(void)
+{
+#ifdef SVQC
+ self.race_movetime_frac += frametime;
+ float f = floor(self.race_movetime_frac);
+ self.race_movetime_frac -= f;
+ self.race_movetime_count += f;
+ self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
+#endif
+}
+
+float PM_check_specialcommand(float buttons)
+{
+#ifdef SVQC
+ string c;
+ if(!buttons)
+ c = "x";
+ else if(buttons == 1)
+ c = "1";
+ else if(buttons == 2)
+ c = " ";
+ else if(buttons == 128)
+ c = "s";
+ else if(buttons == 256)
+ c = "w";
+ else if(buttons == 512)
+ c = "a";
+ else if(buttons == 1024)
+ c = "d";
+ else
+ c = "?";
+
+ if(c == substring(specialcommand, self.specialcommand_pos, 1))
+ {
+ self.specialcommand_pos += 1;
+ if(self.specialcommand_pos >= strlen(specialcommand))
+ {
+ self.specialcommand_pos = 0;
+ SpecialCommand();
+ return TRUE;
+ }
+ }
+ else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
+ self.specialcommand_pos = 0;
+#endif
+ return FALSE;
+}
+
+void PM_check_nickspam(void)
+{
+#ifdef SVQC
+ if (time >= self.nickspamtime)
+ return;
+ if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+ {
+ // slight annoyance for nick change scripts
+ self.movement = -1 * self.movement;
+ self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
+
+ if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
+ {
+ self.angles_x = random() * 360;
+ self.angles_y = random() * 360;
+ // at least I'm not forcing retardedview by also assigning to angles_z
+ self.fixangle = TRUE;
+ }
+ }
+#endif
+}
+
+void PM_check_punch()
+{
+#ifdef SVQC
+ float f;
+ if (self.punchangle != '0 0 0')
+ {
+ f = vlen(self.punchangle) - 10 * frametime;
+ if (f > 0)
+ self.punchangle = normalize(self.punchangle) * f;
+ else
+ self.punchangle = '0 0 0';
+ }
+
+ if (self.punchvector != '0 0 0')
+ {
+ f = vlen(self.punchvector) - 30 * frametime;
+ if (f > 0)
+ self.punchvector = normalize(self.punchvector) * f;
+ else
+ self.punchvector = '0 0 0';
+ }
+#endif
+}
+
+void PM_check_spider(void)
+{
+#ifdef SVQC
+ if(time < self.spider_slowness)
+ {
+ self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+ self.stat_sv_airspeedlimit_nonqw *= 0.5;
+ }
+#endif
+}
+
+void PM_check_frozen(void)
+{
+#ifdef SVQC
+ if(!self.frozen)
+ return;
+ if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+ {
+ self.movement_x = bound(-5, self.movement_x, 5);
+ self.movement_y = bound(-5, self.movement_y, 5);
+ self.movement_z = bound(-5, self.movement_z, 5);
+ }
+ else
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+
+ vector midpoint = ((self.absmin + self.absmax) * 0.5);
+ if(pointcontents(midpoint) == CONTENT_WATER)
+ {
+ self.velocity = self.velocity * 0.5;
+
+ if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+ self.velocity_z = 200;
+ }
+#endif
+}
+
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+ if(self.player_blocked)
+ {
+ self.movement = '0 0 0';
+ self.disableclientprediction = 1;
+ }
+#endif
+}
+
+#ifdef SVQC
+float speedaward_lastsent;
+float speedaward_lastupdate;
+string GetMapname(void);
+#endif
+void PM_check_race(void)
+{
+#ifdef SVQC
+ if not(g_cts || g_race)
+ return;
+ if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+ {
+ speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
+ speedaward_holder = self.netname;
+ speedaward_uid = self.crypto_idfp;
+ speedaward_lastupdate = time;
+ }
+ if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+ {
+ string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
+ race_send_speedaward(MSG_ALL);
+ speedaward_lastsent = speedaward_speed;
+ if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
+ {
+ speedaward_alltimebest = speedaward_speed;
+ speedaward_alltimebest_holder = speedaward_holder;
+ speedaward_alltimebest_uid = speedaward_uid;
+ db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
+ db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
+ race_send_speedaward_alltimebest(MSG_ALL);
+ }
+ }
+#endif
+}
+
+void PM_check_vortex(void)
+{
+#ifdef SVQC
+ float xyspeed;
+ xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+ if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
+ {
+ // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
+ xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
+ float f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+ // add the extra charge
+ self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+ }
+#endif
+}
+
+void PM_fly(float maxspd_mod)
+{
+#ifdef SVQC
+ // noclipping or flying
+ self.flags &= ~FL_ONGROUND;
+
+ self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+ makevectors(self.v_angle);
+ //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+ if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+ wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ if (time >= self.teleport_time)
+ PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_swim(float maxspd_mod)
+{
+#ifdef SVQC
+ // swimming
+ self.flags &= ~FL_ONGROUND;
+
+ makevectors(self.v_angle);
+ //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ if (wishvel == '0 0 0')
+ wishvel = '0 0 -60'; // drift towards bottom
+
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+ if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+ wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ wishspeed = wishspeed * 0.7;
+
+ // water friction
+ self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+
+ // water acceleration
+ PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_ladder(float maxspd_mod)
+{
+#ifdef SVQC
+ // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
+ self.flags &= ~FL_ONGROUND;
+
+ float g;
+ g = autocvar_sv_gravity * frametime;
+ if(self.gravity)
+ g *= self.gravity;
+ if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
+ {
+ g *= 0.5;
+ self.velocity_z += g;
+ }
+
+ self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+ makevectors(self.v_angle);
+ //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
+ self.velocity_z += g;
+ if (self.ladder_entity.classname == "func_water")
+ {
+ float f = vlen(wishvel);
+ if (f > self.ladder_entity.speed)
+ wishvel = wishvel * (self.ladder_entity.speed / f);
+
+ self.watertype = self.ladder_entity.skin;
+ f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
+ if ((self.origin_z + self.view_ofs_z) < f)
+ self.waterlevel = WATERLEVEL_SUBMERGED;
+ else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
+ self.waterlevel = WATERLEVEL_SWIMMING;
+ else if ((self.origin_z + self.mins_z + 1) < f)
+ self.waterlevel = WATERLEVEL_WETFEET;
+ else
+ {
+ self.waterlevel = WATERLEVEL_NONE;
+ self.watertype = CONTENT_EMPTY;
+ }
+ }
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+ if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+ wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ if (time >= self.teleport_time)
+ {
+ // water acceleration
+ PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+ }
+#endif
+}
+
+void PM_jetpack(float maxspd_mod)
+{
+#ifdef SVQC
+ //makevectors(self.v_angle_y * '0 1 0');
+ makevectors(self.v_angle);
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ // add remaining speed as Z component
+ float maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
+ // fix speedhacks :P
+ wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
+ // add the unused velocity as up component
+ wishvel_z = 0;
+
+ // if(self.BUTTON_JUMP)
+ wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
+
+ // it is now normalized, so...
+ float a_side, a_up, a_add, a_diff;
+ a_side = autocvar_g_jetpack_acceleration_side;
+ a_up = autocvar_g_jetpack_acceleration_up;
+ a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
+
+ wishvel_x *= a_side;
+ wishvel_y *= a_side;
+ wishvel_z *= a_up;
+ wishvel_z += a_add;
+
+ float best;
+ best = 0;
+ //////////////////////////////////////////////////////////////////////////////////////
+ // finding the maximum over all vectors of above form
+ // with wishvel having an absolute value of 1
+ //////////////////////////////////////////////////////////////////////////////////////
+ // we're finding the maximum over
+ // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
+ // for z in the range from -1 to 1
+ //////////////////////////////////////////////////////////////////////////////////////
+ // maximum is EITHER attained at the single extreme point:
+ a_diff = a_side * a_side - a_up * a_up;
+ float f;
+ if(a_diff != 0)
+ {
+ f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
+ if(f > -1 && f < 1) // can it be attained?
+ {
+ best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
+ //print("middle\n");
+ }
+ }
+ // OR attained at z = 1:
+ f = (a_up + a_add) * (a_up + a_add);
+ if(f > best)
+ {
+ best = f;
+ //print("top\n");
+ }
+ // OR attained at z = -1:
+ f = (a_up - a_add) * (a_up - a_add);
+ if(f > best)
+ {
+ best = f;
+ //print("bottom\n");
+ }
+ best = sqrt(best);
+ //////////////////////////////////////////////////////////////////////////////////////
+
+ //print("best possible acceleration: ", ftos(best), "\n");
+
+ float fxy, fz;
+ fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
+ if(wishvel_z - autocvar_sv_gravity > 0)
+ fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+ else
+ fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+
+ float fvel;
+ fvel = vlen(wishvel);
+ wishvel_x *= fxy;
+ wishvel_y *= fxy;
+ wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
+
+ fvel = min(1, vlen(wishvel) / best);
+ if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
+ else
+ f = 1;
+
+ //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
+
+ if (f > 0 && wishvel != '0 0 0')
+ {
+ self.velocity = self.velocity + wishvel * f * frametime;
+ if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+ self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
+ self.flags &= ~FL_ONGROUND;
+ self.items |= IT_USING_JETPACK;
+
+ // jetpack also inhibits health regeneration, but only for 1 second
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+ }
+#endif
+}
+
+void PM_walk(float buttons_prev, float maxspd_mod)
+{
+#ifdef SVQC
+ // we get here if we ran out of ammo
+ if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+ sprint(self, "You don't have any fuel for the ^2Jetpack\n");
+
+ // walking
+ makevectors(self.v_angle_y * '0 1 0');
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+
+ if(!(self.lastflags & FL_ONGROUND))
+ {
+ if(autocvar_speedmeter)
+ dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ if(self.lastground < time - 0.3)
+ self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
+ if(self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+ }
+
+#ifdef LETS_TEST_FTEQCC
+ if(self.velocity_x || self.velocity_y)
+ {
+ // good
+ }
+ else
+ {
+ if(self.velocity_x)
+ checkclient();
+ if(self.velocity_y)
+ checkclient();
+ }
+#endif
+
+ vector v = self.velocity;
+ v_z = 0;
+ float f = vlen(v);
+ if(f > 0)
+ {
+ if (f < autocvar_sv_stopspeed)
+ f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
+ else
+ f = 1 - frametime * autocvar_sv_friction;
+ if (f > 0)
+ self.velocity = self.velocity * f;
+ else
+ self.velocity = '0 0 0';
+ /*
+ Mathematical analysis time!
+
+ Our goal is to invert this mess.
+
+ For the two cases we get:
+ v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
+ = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+ v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+ and
+ v = v0 * (1 - frametime * autocvar_sv_friction)
+ v0 = v / (1 - frametime * autocvar_sv_friction)
+
+ These cases would be chosen ONLY if:
+ v0 < autocvar_sv_stopspeed
+ v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
+ v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+ and, respectively:
+ v0 >= autocvar_sv_stopspeed
+ v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
+ v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+ */
+ }
+
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+ if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+ wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+ if (self.crouch)
+ wishspeed = wishspeed * 0.5;
+ if (time >= self.teleport_time)
+ PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_air(float buttons_prev, float maxspd_mod)
+{
+#ifdef SVQC
+ float wishspeed0;
+ // we get here if we ran out of ammo
+ if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+ sprint(self, "You don't have any fuel for the ^2Jetpack\n");
+
+ float maxairspd, airaccel;
+ if(maxspd_mod < 1)
+ {
+ maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
+ airaccel = autocvar_sv_airaccelerate*maxspd_mod;
+ }
+ else
+ {
+ maxairspd = autocvar_sv_maxairspeed;
+ airaccel = autocvar_sv_airaccelerate;
+ }
+ // airborn
+ makevectors(self.v_angle_y * '0 1 0');
+ vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = wishspeed0 = vlen(wishvel);
+ if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
+ wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
+ if (wishspeed > maxairspd)
+ wishspeed = maxairspd;
+ if (self.crouch)
+ wishspeed = wishspeed * 0.5;
+ if (time >= self.teleport_time)
+ {
+ float accelerating;
+ float wishspeed2;
+ float airaccelqw;
+ float strafity;
+
+ airaccelqw = self.stat_sv_airaccel_qw;
+ accelerating = (self.velocity * wishdir > 0);
+ wishspeed2 = wishspeed;
+
+ // CPM
+ if(autocvar_sv_airstopaccelerate)
+ {
+ vector curdir;
+ curdir = self.velocity;
+ curdir_z = 0;
+ curdir = normalize(curdir);
+ airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+ }
+ // note that for straight forward jumping:
+ // step = accel * frametime * 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)
+ strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
+ if(autocvar_sv_maxairstrafespeed)
+ wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
+ if(autocvar_sv_airstrafeaccelerate)
+ airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
+ if(self.stat_sv_airstrafeaccel_qw)
+ airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
+ // !CPM
+
+ if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
+ PM_AirAccelerate(self, wishdir, wishspeed);
+ else
+ PM_Accelerate(self, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
+
+ if(autocvar_sv_aircontrol)
+ CPM_PM_Aircontrol(self, wishdir, wishspeed2);
+ }
+#endif
+}
+
+// TODO: merge this with main physics frame
void CSQC_ClientMovement_Physics_Walk(entity s)
{
float friction;
PM_Accelerate(s, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE, 1, 0, 0, 0);
}
-void CSQC_ClientMovement_PlayerMove(entity s)
+void PM_Main(entity s)
{
+#ifdef CSQC
//Con_Printf(" %f", frametime);
if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
UNSET_JUMP_HELD(s); // canjump = true
pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
CSQC_ClientMovement_UpdateStatus(s);
+#endif
+#ifdef SVQC
+float maxspd_mod, spd, buttons;
+ string temps;
+ float buttons_prev;
+ float not_allowed_to_move;
+
+ WarpZone_PlayerPhysics_FixVAngle();
+
+ maxspd_mod = 1;
+ maxspd_mod *= PM_check_keepaway();
+ maxspd_mod *= autocvar_g_movement_highspeed;
+
+ // fix physics stats for g_movement_highspeed
+ // TODO maybe rather use maxairspeed? needs testing
+ self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
+ if(autocvar_sv_airstrafeaccel_qw)
+ self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
+ else
+ self.stat_sv_airstrafeaccel_qw = 0;
+ self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
+ self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
+ self.stat_movement_highspeed = autocvar_g_movement_highspeed;
+
+ if(self.PlayerPhysplug)
+ if(self.PlayerPhysplug())
+ return;
+
+ PM_check_race_movetime();
+
+ anticheat_physics();
+
+ 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 + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
+
+ if (PM_check_specialcommand(buttons))
+ return;
+
+ if(sv_maxidle > 0)
+ {
+ if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+ self.parm_idlesince = time;
+ }
+ buttons_prev = self.buttons_old;
+ self.buttons_old = buttons;
+ self.movement_old = self.movement;
+ self.v_angle_old = self.v_angle;
+
+ PM_check_nickspam();
+
+ PM_check_punch();
+
+ if (IS_BOT_CLIENT(self))
+ {
+ if(playerdemo_read())
+ return;
+ bot_think();
+ }
+
+ self.items &= ~IT_USING_JETPACK;
+
+ if(IS_PLAYER(self))
+ {
+ if(self.race_penalty)
+ if(time > self.race_penalty)
+ self.race_penalty = 0;
+
+ not_allowed_to_move = 0;
+ if(self.race_penalty)
+ not_allowed_to_move = 1;
+ if(!autocvar_sv_ready_restart_after_countdown)
+ if(time < game_starttime)
+ not_allowed_to_move = 1;
+
+ if(not_allowed_to_move)
+ {
+ self.velocity = '0 0 0';
+ self.movetype = MOVETYPE_NONE;
+ self.disableclientprediction = 2;
+ }
+ else if(self.disableclientprediction == 2)
+ {
+ if(self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ self.disableclientprediction = 0;
+ }
+ }
+
+ if (self.movetype == MOVETYPE_NONE)
+ return;
+
+ // when we get here, disableclientprediction cannot be 2
+ self.disableclientprediction = 0;
+ if(time < self.ladder_time)
+ self.disableclientprediction = 1;
+
+ PM_check_spider();
+
+ PM_check_frozen();
+
+ MUTATOR_CALLHOOK(PlayerPhysics);
+
+ PM_check_blocked();
+
+ maxspd_mod = 1;
+
+ if(self.in_swamp) {
+ maxspd_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
+ }
+
+ // conveyors: first fix velocity
+ if(self.conveyor.state)
+ self.velocity -= self.conveyor.movedir;
+
+ if (!IS_PLAYER(self))
+ {
+ maxspd_mod *= autocvar_sv_spectator_speed_multiplier;
+ if(!self.spectatorspeed)
+ self.spectatorspeed = maxspd_mod;
+ if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+ {
+ if(self.lastclassname != "player")
+ {
+ if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
+ self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
+ else if(self.impulse == 11)
+ self.spectatorspeed = maxspd_mod;
+ else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
+ self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
+ else if(self.impulse >= 1 && self.impulse <= 9)
+ self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
+ } // otherwise just clear
+ self.impulse = 0;
+ }
+ maxspd_mod *= self.spectatorspeed;
+ }
+
+ spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod;
+ if(self.speed != spd)
+ {
+ self.speed = spd;
+ temps = ftos(spd);
+ stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
+ stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
+ }
+
+ // if dead, behave differently
+ if (self.deadflag)
+ goto end;
+
+ if (!self.fixangle && !g_bugrigs)
+ {
+ self.angles_x = 0;
+ self.angles_y = self.v_angle_y;
+ self.angles_z = 0;
+ }
+
+ if(self.flags & FL_ONGROUND)
+ if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
+ if(self.wasFlying)
+ {
+ self.wasFlying = 0;
+
+ if(self.waterlevel < WATERLEVEL_SWIMMING)
+ if(time >= self.ladder_time)
+ if (!self.hook)
+ {
+ self.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
+ {
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ }
+ }
+ }
+
+ if(IsFlying(self))
+ self.wasFlying = 1;
+
+ if(IS_PLAYER(self))
+ CheckPlayerJump();
+#endif
+#ifdef CSQC
if (s.waterlevel >= WATERLEVEL_SWIMMING)
CSQC_ClientMovement_Physics_Swim(s);
else
CSQC_ClientMovement_Physics_Walk(s);
+#endif
+#ifdef SVQC
+ if (self.flags & FL_WATERJUMP )
+ {
+ self.velocity_x = self.movedir_x;
+ self.velocity_y = self.movedir_y;
+ if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
+ {
+ self.flags &= ~FL_WATERJUMP;
+ self.teleport_time = 0;
+ }
+ }
+ else if (g_bugrigs && IS_PLAYER(self))
+ {
+ RaceCarPhysics();
+ }
+ else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
+ {
+ PM_fly(maxspd_mod);
+ }
+ else if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ {
+ PM_swim(maxspd_mod);
+ }
+ else if (time < self.ladder_time)
+ {
+ PM_ladder(maxspd_mod);
+ }
+ else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
+ {
+ PM_jetpack(maxspd_mod);
+ }
+ else if (self.flags & FL_ONGROUND)
+ {
+ PM_walk(buttons_prev, maxspd_mod);
+ }
+ else
+ {
+ PM_air(buttons_prev, maxspd_mod);
+ }
+#endif
+#ifdef SVQC
+ if(!IS_OBSERVER(self))
+ PM_check_race();
+
+ PM_check_vortex();
+:end
+ if(self.flags & FL_ONGROUND)
+ self.lastground = time;
+
+ // conveyors: then break velocity again
+ if(self.conveyor.state)
+ self.velocity += self.conveyor.movedir;
+
+ self.lastflags = self.flags;
+ self.lastclassname = self.classname;
+#endif
}
void CSQC_ClientMovement_PlayerMove_Frame(entity s)
if (PHYS_INPUT_TIMELENGTH > 0.05)
{
PHYS_INPUT_TIMELENGTH /= 2;
- CSQC_ClientMovement_PlayerMove(s);
+ PM_Main(s);
}
- CSQC_ClientMovement_PlayerMove(s);
+ PM_Main(s);
}
else
{
#undef PHYS_WARSOWBUNNY_BACKTOSIDERATIO
#undef PHYS_WARSOWBUNNY_AIRFORWARDACCEL
#undef PHYS_WARSOWBUNNY_TOPSPEED
-#undef PHYS_WARSOWBUNNY_TURNACCEL
\ No newline at end of file
+#undef PHYS_WARSOWBUNNY_TURNACCEL
+
+#ifdef SVQC
+// Entry point
+void SV_PlayerPhysics(void)
+{
+ PM_Main(self);
+}
+#endif
\ No newline at end of file