--- /dev/null
- if (!autocvar_sv_ready_restart_after_countdown)
- if (time < game_starttime)
- not_allowed_to_move = 1;
+.float race_penalty;
+
+.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;
+float AdjustAirAccelQW(float accelqw, float factor);
+
+#ifdef CSQC
+
+.float watertype;
+
+#elif defined(SVQC)
+.float stat_sv_airaccel_qw;
+.float stat_sv_airstrafeaccel_qw;
+.float stat_sv_airspeedlimit_nonqw;
+.float stat_sv_maxspeed;
+.float stat_movement_highspeed;
+
+.float stat_sv_friction_on_land;
+.float stat_sv_friction_slick;
+
+.float stat_doublejump;
+
+.float stat_jumpspeedcap_min;
+.float stat_jumpspeedcap_max;
+.float stat_jumpspeedcap_disable_onramps;
+
+.float stat_jetpack_accel_side;
+.float stat_jetpack_accel_up;
+.float stat_jetpack_antigravity;
+.float stat_jetpack_fuel;
+.float stat_jetpack_maxspeed_up;
+.float stat_jetpack_maxspeed_side;
+
+void Physics_AddStats()
+{
+ // g_movementspeed hack
+ addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
+ addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
+ addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
+ addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
+
+ // jet pack
+ addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
+ addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
+ addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
+ addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
+ addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
+ addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
+
+ // hack to fix track_canjump
+ addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
+
+ // double jump
+ addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
+
+ // jump speed caps
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
+ addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
+
+ // hacks
+ addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
+ addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
+}
+
+void Physics_UpdateStats(float maxspd_mod)
+{
+ 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 = PHYS_HIGHSPEED; // TODO: remove this!
+
+ self.stat_doublejump = PHYS_DOUBLEJUMP;
+
+ self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
+ self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
+ self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
+ self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
+ self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
+ self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
+
+ self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
+ self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
+ self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
+
+ self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
+ self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
+}
+#endif
+
+float IsMoveInDirection(vector mv, float angle) // key mix factor
+{
+ if (mv_x == 0 && mv_y == 0)
+ return 0; // avoid division by zero
+ angle -= RAD2DEG * atan2(mv_y, mv_x);
+ angle = remainder(angle, 360) / 45;
+ return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
+}
+
+float GeomLerp(float a, float lerp, float b)
+{
+ return a == 0 ? (lerp < 1 ? 0 : b)
+ : b == 0 ? (lerp > 0 ? 0 : a)
+ : a * pow(fabs(b / a), lerp);
+}
+
+noref float pmove_waterjumptime;
+
+const float unstick_count = 27;
+vector unstick_offsets[unstick_count] =
+{
+// 1 no nudge (just return the original if this test passes)
+ '0.000 0.000 0.000',
+// 6 simple nudges
+ ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
+ '-0.125 0.000 0.000', '0.125 0.000 0.000',
+ ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
+// 4 diagonal flat nudges
+ '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
+ '-0.125 0.125 0.000', '0.125 0.125 0.000',
+// 8 diagonal upward nudges
+ '-0.125 0.000 0.125', '0.125 0.000 0.125',
+ ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
+ '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
+ '-0.125 0.125 0.125', '0.125 0.125 0.125',
+// 8 diagonal downward nudges
+ '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
+ ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
+ '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
+ '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
+};
+
+void PM_ClientMovement_Unstick()
+{
+ float i;
+ for (i = 0; i < unstick_count; i++)
+ {
+ vector neworigin = unstick_offsets[i] + self.origin;
+ tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
+ if (!trace_startsolid)
+ {
+ self.origin = neworigin;
+ return;// true;
+ }
+ }
+}
+
+void PM_ClientMovement_UpdateStatus()
+{
+ // make sure player is not stuck
+ PM_ClientMovement_Unstick();
+
+ // set crouched
+ if (PHYS_INPUT_BUTTON_CROUCH(self))
+ {
+ // wants to crouch, this always works..
+ if (!IS_DUCKED(self))
+ SET_DUCKED(self);
+ }
+ else
+ {
+ // wants to stand, if currently crouching we need to check for a
+ // low ceiling first
+ if (IS_DUCKED(self))
+ {
+ tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
+ if (!trace_startsolid)
+ UNSET_DUCKED(self);
+ }
+ }
+
+ // set onground
+ vector origin1 = self.origin + '0 0 1';
+ vector origin2 = self.origin - '0 0 1';
+
+ tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ {
+ SET_ONGROUND(self);
+
+ // this code actually "predicts" an impact; so let's clip velocity first
+ float f = self.velocity * trace_plane_normal;
+ if (f < 0) // only if moving downwards actually
+ self.velocity -= f * trace_plane_normal;
+ }
+ else
+ UNSET_ONGROUND(self);
+
+ // set watertype/waterlevel
+ origin1 = self.origin;
+ origin1_z += self.mins_z + 1;
+ self.waterlevel = WATERLEVEL_NONE;
+
+ self.watertype = (pointcontents(origin1) == CONTENT_WATER);
+
+ if(self.watertype)
+ {
+ self.waterlevel = WATERLEVEL_WETFEET;
+ origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
+ if(pointcontents(origin1) == CONTENT_WATER)
+ {
+ self.waterlevel = WATERLEVEL_SWIMMING;
+ origin1_z = self.origin_z + 22;
+ if(pointcontents(origin1) == CONTENT_WATER)
+ self.waterlevel = WATERLEVEL_SUBMERGED;
+ }
+ }
+
+ if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
+ pmove_waterjumptime = 0;
+}
+
+void PM_ClientMovement_Move()
+{
+#ifdef CSQC
+ float t = PHYS_INPUT_TIMELENGTH;
+ vector primalvelocity = self.velocity;
+ PM_ClientMovement_UpdateStatus();
+ float bump = 0;
+ for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
+ {
+ vector neworigin = self.origin + t * self.velocity;
+ tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+ float old_trace1_fraction = trace_fraction;
+ vector old_trace1_endpos = trace_endpos;
+ vector old_trace1_plane_normal = trace_plane_normal;
+ if (trace_fraction < 1 && trace_plane_normal_z == 0)
+ {
+ // may be a step or wall, try stepping up
+ // first move forward at a higher level
+ vector currentorigin2 = self.origin;
+ currentorigin2_z += PHYS_STEPHEIGHT;
+ vector neworigin2 = neworigin;
+ neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ if (!trace_startsolid)
+ {
+ // then move down from there
+ currentorigin2 = trace_endpos;
+ neworigin2 = trace_endpos;
+ neworigin2_z = self.origin_z;
+ float old_trace2_fraction = trace_fraction;
+ vector old_trace2_plane_normal = trace_plane_normal;
+ tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+ // accept the new trace if it made some progress
+ if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
+ {
+ trace_fraction = old_trace2_fraction;
+ trace_endpos = trace_endpos;
+ trace_plane_normal = old_trace2_plane_normal;
+ }
+ else
+ {
+ trace_fraction = old_trace1_fraction;
+ trace_endpos = old_trace1_endpos;
+ trace_plane_normal = old_trace1_plane_normal;
+ }
+ }
+ }
+
+ // check if it moved at all
+ if (trace_fraction >= 0.001)
+ self.origin = trace_endpos;
+
+ // check if it moved all the way
+ if (trace_fraction == 1)
+ break;
+
+ // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
+ // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
+ // this got commented out in a change that supposedly makes the code match QW better
+ // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
+ if (trace_plane_normal_z > 0.7)
+ SET_ONGROUND(self);
+
+ t -= t * trace_fraction;
+
+ float f = self.velocity * trace_plane_normal;
+ self.velocity -= f * trace_plane_normal;
+ }
+ if (pmove_waterjumptime > 0)
+ self.velocity = primalvelocity;
+#endif
+}
+
+void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
+{
+ float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
+ if (k <= 0)
+ return;
+
+ k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
+
+ float zspeed = self.velocity_z;
+ self.velocity_z = 0;
+ float xyspeed = vlen(self.velocity);
+ self.velocity = normalize(self.velocity);
+
+ float dot = self.velocity * wishdir;
+
+ if (dot > 0) // we can't change direction while slowing down
+ {
+ k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
+ xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
+ k *= PHYS_AIRCONTROL;
+ self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
+ }
+
+ self.velocity = self.velocity * xyspeed;
+ self.velocity_z = zspeed;
+}
+
+float AdjustAirAccelQW(float accelqw, float factor)
+{
+ return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
+}
+
+// example config for alternate speed clamping:
+// sv_airaccel_qw 0.8
+// sv_airaccel_sideways_friction 0
+// prvm_globalset server speedclamp_mode 1
+// (or 2)
+void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+{
+ float speedclamp = stretchfactor > 0 ? stretchfactor
+ : accelqw < 0 ? 1 // full clamping, no stretch
+ : -1; // no clamping
+
+ accelqw = fabs(accelqw);
+
+ if (GAMEPLAYFIX_Q2AIRACCELERATE)
+ wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
+
+ float vel_straight = self.velocity * wishdir;
+ float vel_z = self.velocity_z;
+ vector vel_xy = vec2(self.velocity);
+ vector vel_perpend = vel_xy - vel_straight * wishdir;
+
+ float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
+
+ float vel_xy_current = vlen(vel_xy);
+ if (speedlimit)
+ accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
+ float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+ float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
+ vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
+ vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
+
+ if (sidefric < 0 && (vel_perpend*vel_perpend))
+ // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
+ {
+ float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+ float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
+ // assume: fmin > 1
+ // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
+ // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
+ // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
+ // obviously, this cannot be
+ if (fmin <= 0)
+ vel_perpend *= f;
+ else
+ {
+ fmin = sqrt(fmin);
+ vel_perpend *= max(fmin, f);
+ }
+ }
+ else
+ vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
+
+ vel_xy = vel_straight * wishdir + vel_perpend;
+
+ if (speedclamp >= 0)
+ {
+ float vel_xy_preclamp;
+ vel_xy_preclamp = vlen(vel_xy);
+ if (vel_xy_preclamp > 0) // prevent division by zero
+ {
+ vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
+ if (vel_xy_current < vel_xy_preclamp)
+ vel_xy *= (vel_xy_current / vel_xy_preclamp);
+ }
+ }
+
+ self.velocity = vel_xy + vel_z * '0 0 1';
+}
+
+void PM_AirAccelerate(vector wishdir, float wishspeed)
+{
+ if (wishspeed == 0)
+ return;
+
+ vector curvel = self.velocity;
+ curvel_z = 0;
+ float curspeed = vlen(curvel);
+
+ if (wishspeed > curspeed * 1.01)
+ wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+ else
+ {
+ float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
+ wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
+ }
+ vector wishvel = wishdir * wishspeed;
+ vector acceldir = wishvel - curvel;
+ float addspeed = vlen(acceldir);
+ acceldir = normalize(acceldir);
+
+ float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+
+ if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+ {
+ vector curdir = normalize(curvel);
+ float dot = acceldir * curdir;
+ if (dot < 0)
+ acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+ }
+
+ self.velocity += accelspeed * acceldir;
+}
+
+
+/*
+=============
+PlayerJump
+
+When you press the jump key
+returns TRUE if handled
+=============
+*/
+float PlayerJump (void)
+{
+ if (PHYS_FROZEN(self))
+ return TRUE; // no jumping in freezetag when frozen
+
+#ifdef SVQC
+ if (self.player_blocked)
+ return TRUE; // no jumping while blocked
+#endif
+
+ float doublejump = FALSE;
+ float mjumpheight = PHYS_JUMPVELOCITY;
+
+ player_multijump = doublejump;
+ player_jumpheight = mjumpheight;
+#ifdef SVQC
+ if (MUTATOR_CALLHOOK(PlayerJump))
+#elif defined(CSQC)
+ if(PM_multijump_checkjump())
+#endif
+ return TRUE;
+
+ doublejump = player_multijump;
+ mjumpheight = player_jumpheight;
+
+ if (PHYS_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 = PHYS_MAXSPEED(self) * 0.7;
+ return TRUE;
+ }
+
+ if (!doublejump)
+ if (!IS_ONGROUND(self))
+ return IS_JUMP_HELD(self);
+
+ if (PHYS_TRACK_CANJUMP(self))
+ if (IS_JUMP_HELD(self))
+ return TRUE;
+
+ // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
+ // velocity bounds. Final velocity is bound between (jumpheight *
+ // min + jumpheight) and (jumpheight * max + jumpheight);
+
+ if(PHYS_JUMPSPEEDCAP_MIN)
+ {
+ float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
+
+ if (self.velocity_z < minjumpspeed)
+ mjumpheight += minjumpspeed - self.velocity_z;
+ }
+
+ if(PHYS_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 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
+ {
+ float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
+
+ if (self.velocity_z > maxjumpspeed)
+ mjumpheight -= self.velocity_z - maxjumpspeed;
+ }
+ }
+
+ if (!WAS_ONGROUND(self))
+ {
+ 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 - PHYS_FRICTION_ONLAND);
+ self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+ }
+ if(self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+ }
+
+ self.velocity_z += mjumpheight;
+
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+
+#ifdef SVQC
+
+ self.oldvelocity_z = self.velocity_z;
+
+ animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+
+ if (autocvar_g_jump_grunt)
+ PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+#endif
+ return TRUE;
+}
+
+void CheckWaterJump()
+{
+// check for a jump-out-of-water
+ makevectors(PHYS_INPUT_ANGLES(self));
+ vector start = self.origin;
+ start_z += 8;
+ v_forward_z = 0;
+ normalize(v_forward);
+ vector 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.velocity_z = 225;
+#ifdef SVQC
+ self.flags |= FL_WATERJUMP;
+ SET_JUMP_HELD(self);
+ self.teleport_time = time + 2; // safety net
+#endif
+ }
+ }
+}
+
+
+#ifdef SVQC
+ #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+#elif defined(CSQC)
+ float autocvar_cl_jetpack_jump;
+ #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
+#endif
+.float jetpack_stopped;
+// Hack: shouldn't need to know about this
+.float multijump_count;
+void CheckPlayerJump()
+{
+#ifdef SVQC
+ float was_flying = ITEMS(self) & IT_USING_JETPACK;
+#endif
+ if (JETPACK_JUMP(self) < 2)
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+
+ if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+ {
+#ifdef SVQC
+ float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
+ float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
+ float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO;
+#else
+ PlayerJump(); // Client only
+ float has_fuel = TRUE; // TODO
+#endif
+ if (!(ITEMS(self) & IT_JETPACK)) { }
+ else if (self.jetpack_stopped) { }
+ else if (!has_fuel)
+ {
+#ifdef SVQC
+ if (was_flying) // TODO: ran out of fuel message
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+ else if (activate)
+ Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+#endif
+ self.jetpack_stopped = TRUE;
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+ }
+#ifdef SVQC
+ else if (activate && !PHYS_FROZEN(self))
+ ITEMS(self) |= IT_USING_JETPACK;
+#endif
+ }
+ else
+ {
+ self.jetpack_stopped = FALSE;
+#ifdef SVQC
+ ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+ }
+ if (!PHYS_INPUT_BUTTON_JUMP(self))
+ UNSET_JUMP_HELD(self);
+
+ if (self.waterlevel == WATERLEVEL_SWIMMING)
+ CheckWaterJump();
+}
+
+float racecar_angle(float forward, float down)
+{
+ if (forward < 0)
+ {
+ forward = -forward;
+ down = -down;
+ }
+
+ float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+
+ float 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!
+
+ vector rigvel;
+
+ vector angles_save = self.angles;
+ float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
+ float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 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 (IS_ONGROUND(self) || g_bugrigs_air_steering)
+ {
+ float myspeed = self.velocity * v_forward;
+ float upspeed = self.velocity * v_up;
+
+ // responsiveness factor for steering and acceleration
+ float 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);
+
+ float steerfactor;
+ if (myspeed < 0 && g_bugrigs_reverse_spinning)
+ steerfactor = -myspeed * g_bugrigs_steer;
+ else
+ steerfactor = -myspeed * f * g_bugrigs_steer;
+
+ float accelfactor;
+ 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 - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+ }
+ else
+ {
+ if (!g_bugrigs_reverse_speeding)
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
+ }
+ }
+ else
+ {
+ if (myspeed >= 0)
+ {
+ myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
+ }
+ else
+ {
+ if (g_bugrigs_reverse_stopping)
+ myspeed = 0;
+ else
+ myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (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 * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
+ makevectors(self.angles); // new forward direction!
+
+ myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
+
+ rigvel = myspeed * v_forward + '0 0 1' * upspeed;
+ }
+ else
+ {
+ float myspeed = vlen(self.velocity);
+
+ // responsiveness factor for steering and acceleration
+ float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+ float steerfactor = -myspeed * f;
+ self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
+
+ rigvel = self.velocity;
+ makevectors(self.angles); // new forward direction!
+ }
+
+ rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
+ //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 -= PHYS_INPUT_TIMELENGTH * PHYS_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 * PHYS_INPUT_TIMELENGTH, mt, self);
+
+ // align to surface
+ tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, 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)
+ );
+ SET_ONGROUND(self);
+ }
+ else
+ {
+ // now set angles_x so that the car points forward, but is tilted in velocity direction
+ UNSET_ONGROUND(self);
+ }
+
+ self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
+ self.movetype = MOVETYPE_NOCLIP;
+ }
+ else
+ {
+ rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_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);
+ float f = bound(0, PHYS_INPUT_TIMELENGTH * 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 1;
+#endif
+}
+
+void PM_check_race_movetime(void)
+{
+#ifdef SVQC
+ self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
+ 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
+ PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
+ 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!
+ {
+ PHYS_INPUT_ANGLES(self)_x = random() * 360;
+ PHYS_INPUT_ANGLES(self)_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
+ if (self.punchangle != '0 0 0')
+ {
+ float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+ if (f > 0)
+ self.punchangle = normalize(self.punchangle) * f;
+ else
+ self.punchangle = '0 0 0';
+ }
+
+ if (self.punchvector != '0 0 0')
+ {
+ float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+ 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)
+ return;
+ PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
+ self.stat_sv_airspeedlimit_nonqw *= 0.5;
+#endif
+}
+
+// predict frozen movement, as frozen players CAN move in some cases
+void PM_check_frozen(void)
+{
+ if (!PHYS_FROZEN(self))
+ return;
+ if (PHYS_DODGING_FROZEN
+#ifdef SVQC
+ && IS_REAL_CLIENT(self)
+#endif
+ )
+ {
+ PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
+ PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
+ PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
+ }
+ else
+ PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
+
+ 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;
+ }
+}
+
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+ if (!self.player_blocked)
+ return;
+ PHYS_INPUT_MOVEVALUES(self) = '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
+ // WEAPONTODO
+ float xyspeed = vlen(vec2(self.velocity));
+ if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, 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, WEP_CVAR(vortex, charge_maxspeed));
+ float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
+ // add the extra charge
+ self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
+ }
+#endif
+}
+
+void PM_fly(float maxspd_mod)
+{
+ // noclipping or flying
+ UNSET_ONGROUND(self);
+
+ self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y
+ + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ if (time >= self.teleport_time)
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+}
+
+void PM_swim(float maxspd_mod)
+{
+ // swimming
+ UNSET_ONGROUND(self);
+
+ float jump = PHYS_INPUT_BUTTON_JUMP(self);
+ // water jump only in certain situations
+ // this mimics quakeworld code
+ if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+ {
+ vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
+ makevectors(yawangles);
+ vector forward = v_forward;
+ vector spot = self.origin + 24 * forward;
+ spot_z += 8;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (trace_startsolid)
+ {
+ spot_z += 24;
+ traceline(spot, spot, MOVE_NOMONSTERS, self);
+ if (!trace_startsolid)
+ {
+ self.velocity = forward * 50;
+ self.velocity_z = 310;
+ pmove_waterjumptime = 2;
+ UNSET_ONGROUND(self);
+ SET_JUMP_HELD(self);
+ }
+ }
+ }
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y
+ + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
+ if (wishvel == '0 0 0')
+ wishvel = '0 0 -60'; // drift towards bottom
+
+ vector wishdir = normalize(wishvel);
+ float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
+
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+
+// if (pmove_waterjumptime <= 0) // TODO: use
+ {
+ // water friction
+ float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+ f = min(max(0, f), 1);
+ self.velocity *= f;
+
+ f = wishspeed - self.velocity * wishdir;
+ if (f > 0)
+ {
+ float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+ self.velocity += accelspeed * wishdir;
+ }
+
+ // holding jump button swims upward slowly
+ if (jump)
+ {
+#if 0
+ if (self.watertype & CONTENT_LAVA)
+ self.velocity_z = 50;
+ else if (self.watertype & CONTENT_SLIME)
+ self.velocity_z = 80;
+ else
+ {
+ if (IS_NEXUIZ_DERIVED(gamemode))
+#endif
+ self.velocity_z = 200;
+#if 0
+ else
+ self.velocity_z = 100;
+ }
+#endif
+ }
+ }
+ PM_ClientMovement_Move();
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
+}
+
+void PM_ladder(float maxspd_mod)
+{
+ // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
+ UNSET_ONGROUND(self);
+
+ float g;
+ g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
+ if (PHYS_ENTGRAVITY(self))
+ g *= PHYS_ENTGRAVITY(self);
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ {
+ g *= 0.5;
+ self.velocity_z += g;
+ }
+
+ self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
+ makevectors(PHYS_INPUT_ANGLES(self));
+ //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
+ + v_right * PHYS_INPUT_MOVEVALUES(self)_y
+ + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
+ self.velocity_z += g;
+ if (self.ladder_entity.classname == "func_water")
+ {
+ float f = vlen(wishvel);
+ if (f > self.ladder_entity.speed)
+ 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 = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+ PM_ClientMovement_Move();
+#ifdef SVQC
+ if (time >= self.teleport_time)
+#endif
+ // water acceleration
+ PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
+}
+
+void PM_check_jumppad()
+{
+#ifdef CSQC
+ entity oldself = self;
+
+ for(self = world; (self = find(self, classname, "jumppad")); )
+ trigger_push_draw();
+
+ self = oldself;
+#endif
+}
+
+void PM_jetpack(float maxspd_mod)
+{
+ //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
+ makevectors(PHYS_INPUT_ANGLES(self));
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
+ + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
+ // add remaining speed as Z component
+ float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
+ // fix speedhacks :P
+ wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
+ // 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 = PHYS_JETPACK_ACCEL_SIDE;
+ float a_up = PHYS_JETPACK_ACCEL_UP;
+ float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
+
+ wishvel_x *= a_side;
+ wishvel_y *= a_side;
+ wishvel_z *= a_up;
+ wishvel_z += a_add;
+
+ float 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:
+ float 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')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+ if (wishvel_z - PHYS_GRAVITY > 0)
+ fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+ else
+ fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+
+ float fvel;
+ fvel = vlen(wishvel);
+ wishvel_x *= fxy;
+ wishvel_y *= fxy;
+ wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
+
+ fvel = min(1, vlen(wishvel) / best);
+ if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
+ f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * 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 * PHYS_INPUT_TIMELENGTH;
+ UNSET_ONGROUND(self);
+
+#ifdef SVQC
+ if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
+ self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+
+ ITEMS(self) |= 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
+ }
+
+#ifdef CSQC
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ PM_ClientMovement_Move();
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+#endif
+}
+#ifdef SVQC
+void SV_WalkMove ()
+{
+ // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice),
+ // don't move
+ if (PHYS_INPUT_TIMELENGTH <= 0)
+ return;
+
+// if (autocvar_sv_gameplayfix_unstickplayers)
+// SV_CheckStuck (self);
+
+// applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP);
+
+// hitsupercontentsmask = SV_GenericHitSuperContentsMask(self);
+
+// SV_CheckVelocity(self);
+
+ // do a regular slide move unless it looks like you ran into a step
+// float oldonground = self.flags & FL_ONGROUND;
+
+ vector start_origin = self.origin;
+ vector start_velocity = self.velocity;
+
+ float clip = 0;
+// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0);
+
+// if(sv_gameplayfix_downtracesupportsongroundflag.integer)
+// if(!(clip & 1))
+ {
+ // only try this if there was no floor in the way in the trace (no,
+ // this check seems to be not REALLY necessary, because if clip & 1,
+ // our trace will hit that thing too)
+ vector upmove = self.origin;
+ upmove_z++;
+ vector downmove = self.origin;
+ upmove_z--;
+ float type;
+ if (self.movetype == MOVETYPE_FLYMISSILE)
+ type = MOVE_MISSILE;
+ else if (self.movetype == MOVETYPE_FLY_WORLDONLY)
+ type = MOVE_WORLDONLY;
+ else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT)
+ type = MOVE_NOMONSTERS; // only clip against bmodels
+ else
+ type = MOVE_NORMAL;
+ vector entmins = self.mins;
+ vector entmaxs = self.maxs;
+ tracebox(upmove, entmins, entmaxs, downmove, type, self);
+ if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ clip |= 1; // but we HAVE found a floor
+ }
+
+ // if the move did not hit the ground at any point, we're not on ground
+// if(!(clip & 1))
+// self.flags = self.flags & ~FL_ONGROUND;
+
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+
+ if(clip & 8) // teleport
+ return;
+
+ if (self.flags & FL_WATERJUMP)
+ return;
+
+// if (autocvar_sv_nostep)
+// return;
+
+ vector originalmove_origin = self.origin;
+ vector originalmove_velocity = self.velocity;
+ float originalmove_flags = self.flags;
+ entity originalmove_groundentity = self.groundentity;
+
+ // if move didn't block on a step, return
+ if (clip & 2)
+ {
+ // if move was not trying to move into the step, return
+ if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125)
+ return;
+
+ if (self.movetype != MOVETYPE_FLY)
+ {
+ // return if gibbed by a trigger
+ if (self.movetype != MOVETYPE_WALK)
+ return;
+
+ // return if attempting to jump while airborn (unless sv_jumpstep)
+// if (!autocvar_sv_jumpstep)
+// if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0)
+// return;
+ }
+
+ // try moving up and forward to go up a step
+ // back to start pos
+ self.origin = start_origin;
+ self.velocity = start_velocity;
+
+ // move up
+ vector upmove = '0 0 0';
+ upmove_z = autocvar_sv_stepheight;
+// if(!SV_PushEntity(&trace, self, upmove, true))
+// {
+// // we got teleported when upstepping... must abort the move
+// return;
+// }
+
+ // move forward
+ self.velocity_z = 0;
+// clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0);
+ self.velocity_z += start_velocity_z;
+// if(clip & 8)
+// {
+// // we got teleported when upstepping... must abort the move
+// // note that z velocity handling may not be what QC expects here, but we cannot help it
+// return;
+// }
+
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+
+ // check for stuckness, possibly due to the limited precision of floats
+ // in the clipping hulls
+ if (clip
+ && fabs(originalmove_origin_y - self.origin_y < 0.03125)
+ && fabs(originalmove_origin_x - self.origin_x < 0.03125))
+ {
+ //Con_Printf("wall\n");
+ // stepping up didn't make any progress, revert to original move
+ self.origin = originalmove_origin;
+ self.velocity = originalmove_velocity;
+ self.flags = originalmove_flags;
+ self.groundentity = originalmove_groundentity;
+ return;
+ }
+
+ //Con_Printf("step - ");
+
+ // extra friction based on view angle
+// if (clip & 2 && sv_wallfriction.integer)
+// SV_WallFriction (self, stepnormal);
+ }
+ // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
+// else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND))
+// return;
+
+ // move down
+ vector downmove = '0 0 0';
+ downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH;
+// if(!SV_PushEntity (&downtrace, self, downmove, true))
+// {
+// // we got teleported when downstepping... must abort the move
+// return;
+// }
+
+ if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+ {
+ // this has been disabled so that you can't jump when you are stepping
+ // up while already jumping (also known as the Quake2 double jump bug)
+ }
+ else
+ {
+ //Con_Printf("slope\n");
+ // if the push down didn't end up on good ground, use the move without
+ // the step up. This happens near wall / slope combinations, and can
+ // cause the player to hop up higher on a slope too steep to climb
+ self.origin = originalmove_origin;
+ self.velocity = originalmove_velocity;
+ self.flags = originalmove_flags;
+ self.groundentity = originalmove_groundentity;
+ }
+
+// SV_CheckVelocity(self);
+// SV_LinkEdict(self);
+// SV_LinkEdict_TouchAreaGrid(self);
+}
+#endif
+void PM_walk(float buttons_prev, float maxspd_mod)
+{
+ if (!WAS_ONGROUND(self))
+ {
+ if (autocvar_speedmeter)
+ dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+ if (self.lastground < time - 0.3)
+ self.velocity *= (1 - PHYS_FRICTION_ONLAND);
+ if (self.jumppadcount > 1)
+ dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+ self.jumppadcount = 0;
+ }
+ // walking
+ makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+
+ wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+
+ // apply edge friction
+ float f = vlen(vec2(self.velocity));
+ if (f > 0)
+ {
+ float realfriction;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+ // TODO: apply edge friction
+ // apply ground friction
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+ realfriction = PHYS_FRICTION_SLICK;
+ else
+ realfriction = PHYS_FRICTION;
+
+ f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+ f = max(0, f);
+ self.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 / v0) * PHYS_FRICTION)
+ = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+ and
+ v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+
+ These cases would be chosen ONLY if:
+ v0 < PHYS_STOPSPEED
+ v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
+ v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ and, respectively:
+ v0 >= PHYS_STOPSPEED
+ v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
+ v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+ */
+ }
+ float addspeed = wishspeed - self.velocity * wishdir;
+ if (addspeed > 0)
+ {
+ float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+ self.velocity += accelspeed * wishdir;
+ }
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+ if (self.velocity * self.velocity)
+ PM_ClientMovement_Move();
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+ self.velocity_z -= g * 0.5;
+}
+
+void PM_air(float buttons_prev, float maxspd_mod)
+{
+ makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
+ vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
+ + v_right * PHYS_INPUT_MOVEVALUES(self).y;
+ // acceleration
+ vector wishdir = normalize(wishvel);
+ float wishspeed = vlen(wishvel);
+
+#ifdef SVQC
+ if (time >= self.teleport_time)
+#else
+ if (pmove_waterjumptime <= 0)
+#endif
+ {
+ float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
+
+ // apply air speed limit
+ float airaccelqw = PHYS_AIRACCEL_QW(self);
+ float wishspeed0 = wishspeed;
+ wishspeed = min(wishspeed, maxairspd);
+ if (IS_DUCKED(self))
+ wishspeed *= 0.5;
+ float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+
+ float accelerating = (self.velocity * wishdir > 0);
+ float wishspeed2 = wishspeed;
+
+ // CPM: air control
+ if (PHYS_AIRSTOPACCELERATE)
+ {
+ vector curdir = normalize(vec2(self.velocity));
+ airaccel += (PHYS_AIRSTOPACCELERATE*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(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
+ if (PHYS_MAXAIRSTRAFESPEED)
+ wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
+ if (PHYS_AIRSTRAFEACCELERATE)
+ airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
+ if (PHYS_AIRSTRAFEACCEL_QW(self))
+ airaccelqw =
+ (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+ *
+ (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+ // !CPM
+
+ if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
+ PM_AirAccelerate(wishdir, wishspeed2);
+ else
+ PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
+
+ if (PHYS_AIRCONTROL)
+ CPM_PM_Aircontrol(wishdir, wishspeed2);
+ }
+ float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+ else
+ self.velocity_z -= g;
+ PM_ClientMovement_Move();
+ if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+ if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ self.velocity_z -= g * 0.5;
+}
+
+// used for calculating airshots
+float PM_is_flying()
+{
+ if (IS_ONGROUND(self))
+ return 0;
+ if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ return 0;
+ traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
+ return trace_fraction >= 1;
+}
+
+void PM_Main()
+{
+ float buttons = PHYS_INPUT_BUTTON_MASK(self);
+#ifdef CSQC
+ self.team = myteam + 1; // is this correct?
+ if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
+ UNSET_JUMP_HELD(self); // canjump = true
+ pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
+#endif
+ PM_ClientMovement_UpdateStatus();
+
+#ifdef SVQC
+ WarpZone_PlayerPhysics_FixVAngle();
+#endif
+ float maxspeed_mod = 1;
+ maxspeed_mod *= PM_check_keepaway();
+ maxspeed_mod *= PHYS_HIGHSPEED;
+
+#ifdef SVQC
+ Physics_UpdateStats(maxspeed_mod);
+
+ if (self.PlayerPhysplug)
+ if (self.PlayerPhysplug())
+ return;
+#endif
+
+ PM_check_race_movetime();
+#ifdef SVQC
+ anticheat_physics();
+#endif
+
+ if (PM_check_specialcommand(buttons))
+ return;
+#ifdef SVQC
+ if (sv_maxidle > 0)
+ {
+ if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
+ self.parm_idlesince = time;
+ }
+#endif
+ float buttons_prev = self.buttons_old;
+ self.buttons_old = buttons;
+ self.movement_old = PHYS_INPUT_MOVEVALUES(self);
+ self.v_angle_old = PHYS_INPUT_ANGLES(self);
+
+ PM_check_nickspam();
+
+ PM_check_punch();
+#ifdef SVQC
+ if (IS_BOT_CLIENT(self))
+ {
+ if (playerdemo_read())
+ return;
+ bot_think();
+ }
+
+ if (IS_PLAYER(self))
+#endif
+ {
+#ifdef SVQC
+ if (self.race_penalty)
+ if (time > self.race_penalty)
+ self.race_penalty = 0;
+#endif
+
+ float not_allowed_to_move = 0;
+#ifdef SVQC
+ if (self.race_penalty)
+ not_allowed_to_move = 1;
+#endif
+#ifdef SVQC
++ if (time < game_starttime)
++ not_allowed_to_move = 1;
+#endif
+
+ if (not_allowed_to_move)
+ {
+ self.velocity = '0 0 0';
+ self.movetype = MOVETYPE_NONE;
+#ifdef SVQC
+ self.disableclientprediction = 2;
+#endif
+ }
+#ifdef SVQC
+ else if (self.disableclientprediction == 2)
+ {
+ if (self.movetype == MOVETYPE_NONE)
+ self.movetype = MOVETYPE_WALK;
+ self.disableclientprediction = 0;
+ }
+#endif
+ }
+
+#ifdef SVQC
+ if (self.movetype == MOVETYPE_NONE)
+ return;
+
+ // when we get here, disableclientprediction cannot be 2
+ self.disableclientprediction = 0;
+#endif
+
+ PM_check_spider();
+
+ PM_check_frozen();
+
+ PM_check_blocked();
+
+ maxspeed_mod = 1;
+
+#ifdef SVQC
+ if (self.in_swamp) {
+ maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
+ }
+#endif
+
+ // conveyors: first fix velocity
+ if (self.conveyor.state)
+ self.velocity -= self.conveyor.movedir;
+
+#ifdef SVQC
+ MUTATOR_CALLHOOK(PlayerPhysics);
+#endif
+#ifdef CSQC
+ PM_multijump();
+#endif
+
+// float forcedodge = 1;
+// if(forcedodge) {
+//#ifdef CSQC
+// PM_dodging_checkpressedkeys();
+//#endif
+// PM_dodging();
+// PM_ClientMovement_Move();
+// return;
+// }
+
+#ifdef SVQC
+ if (!IS_PLAYER(self))
+ {
+ maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
+ if (!self.spectatorspeed)
+ self.spectatorspeed = maxspeed_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 = maxspeed_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;
+ }
+ maxspeed_mod *= self.spectatorspeed;
+ }
+#endif
+
+#ifdef SVQC
+ // if dead, behave differently
+ // in CSQC, physics don't handle dead player
+ if (self.deadflag)
+ goto end;
+#endif
+
+#ifdef SVQC
+ if (!self.fixangle && !g_bugrigs)
+ self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
+#endif
+
+#ifdef SVQC
+ if (IS_ONGROUND(self))
+ 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);
+ }
+ }
+ }
+#endif
+
+ if (PM_is_flying())
+ self.wasFlying = 1;
+
+#ifdef SVQC
+ if (IS_PLAYER(self))
+#endif
+ CheckPlayerJump();
+
+ PM_check_jumppad();
+
+ if (self.flags & /* FL_WATERJUMP */ 2048)
+ {
+ 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 */ 2048;
+ self.teleport_time = 0;
+ }
+ }
+
+#ifdef SVQC
+ else if (g_bugrigs && IS_PLAYER(self))
+ RaceCarPhysics();
+#endif
+
+ else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
+ PM_fly(maxspeed_mod);
+
+ else if (self.waterlevel >= WATERLEVEL_SWIMMING)
+ PM_swim(maxspeed_mod);
+
+ else if (time < self.ladder_time)
+ PM_ladder(maxspeed_mod);
+
+ else if (ITEMS(self) & IT_USING_JETPACK)
+ PM_jetpack(maxspeed_mod);
+
+ else
+ {
+ if (IS_ONGROUND(self))
+ PM_walk(buttons_prev, maxspeed_mod);
+ else
+ PM_air(buttons_prev, maxspeed_mod);
+ }
+
+#ifdef SVQC
+ if (!IS_OBSERVER(self))
+ PM_check_race();
+#endif
+ PM_check_vortex();
+
+:end
+ if (IS_ONGROUND(self))
+ self.lastground = time;
+
+ // conveyors: then break velocity again
+ if (self.conveyor.state)
+ self.velocity += self.conveyor.movedir;
+
+#ifdef SVQC
+ self.lastflags = self.flags;
+#elif defined(CSQC)
+ self.lastflags = self.pmove_flags;
+#endif
+
+ self.lastclassname = self.classname;
+}
+
+#ifdef SVQC
+void SV_PlayerPhysics(void)
+#elif defined(CSQC)
+void CSQC_ClientMovement_PlayerMove_Frame(void)
+#endif
+{
+ PM_Main();
+}