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Fix a mistake that potentially causes jump sounds where they shouldn't be
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
1 #include "physics.qh"
2 #include "triggers/include.qh"
3 #include "viewloc.qh"
4
5 #ifdef SVQC
6
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
9
10 // client side physics
11 bool Physics_Valid(string thecvar)
12 {
13         return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
14 }
15
16 float Physics_ClientOption(entity this, string option)
17 {
18         if(Physics_Valid(this.cvar_cl_physics))
19         {
20                 string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
21                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
22                         return cvar(s);
23         }
24         if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
25         {
26                 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27                 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
28                         return cvar(s);
29         }
30         return cvar(strcat("sv_", option));
31 }
32
33 void Physics_UpdateStats(entity this, float maxspd_mod)
34 {
35         STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
36         STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
37                 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
38                 : 0;
39         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
40         STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
41
42         // old stats
43         // fix some new settings
44         STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
45         STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
46         STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
47         STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
48         STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
49         STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
50         STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
51         STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
52         STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
53         STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
54         STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
55         STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
56         STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
57         STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
58         STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
59         STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
60         STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
61         STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
62         STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
63         STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
64 }
65 #endif
66
67 float IsMoveInDirection(vector mv, float ang) // key mix factor
68 {
69         if (mv_x == 0 && mv_y == 0)
70                 return 0; // avoid division by zero
71         ang -= RAD2DEG * atan2(mv_y, mv_x);
72         ang = remainder(ang, 360) / 45;
73         return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
74 }
75
76 float GeomLerp(float a, float lerp, float b)
77 {
78         return a == 0 ? (lerp < 1 ? 0 : b)
79                 : b == 0 ? (lerp > 0 ? 0 : a)
80                 : a * pow(fabs(b / a), lerp);
81 }
82
83 #define unstick_offsets(X) \
84 /* 1 no nudge (just return the original if this test passes) */ \
85         X(' 0.000  0.000  0.000') \
86 /* 6 simple nudges */ \
87         X(' 0.000  0.000  0.125') X('0.000  0.000 -0.125') \
88         X('-0.125  0.000  0.000') X('0.125  0.000  0.000') \
89         X(' 0.000 -0.125  0.000') X('0.000  0.125  0.000') \
90 /* 4 diagonal flat nudges */ \
91         X('-0.125 -0.125  0.000') X('0.125 -0.125  0.000') \
92         X('-0.125  0.125  0.000') X('0.125  0.125  0.000') \
93 /* 8 diagonal upward nudges */ \
94         X('-0.125  0.000  0.125') X('0.125  0.000  0.125') \
95         X(' 0.000 -0.125  0.125') X('0.000  0.125  0.125') \
96         X('-0.125 -0.125  0.125') X('0.125 -0.125  0.125') \
97         X('-0.125  0.125  0.125') X('0.125  0.125  0.125') \
98 /* 8 diagonal downward nudges */ \
99         X('-0.125  0.000 -0.125') X('0.125  0.000 -0.125') \
100         X(' 0.000 -0.125 -0.125') X('0.000  0.125 -0.125') \
101         X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
102         X('-0.125  0.125 -0.125') X('0.125  0.125 -0.125') \
103 /**/
104
105 void PM_ClientMovement_Unstick(entity this)
106 {
107         #define X(unstick_offset) \
108         { \
109                 vector neworigin = unstick_offset + this.origin; \
110                 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
111                 if (!trace_startsolid) \
112                 { \
113                         setorigin(this, neworigin); \
114                         return; \
115                 } \
116         }
117         unstick_offsets(X);
118         #undef X
119 }
120
121 void PM_ClientMovement_UpdateStatus(entity this, bool ground)
122 {
123 #ifdef CSQC
124         // make sure player is not stuck
125         if(autocvar_cl_movement != 3)
126                 PM_ClientMovement_Unstick(this);
127
128         // set crouched
129         if (PHYS_INPUT_BUTTON_CROUCH(this))
130         {
131                 // wants to crouch, this always works
132                 if (!IS_DUCKED(this)) SET_DUCKED(this);
133         }
134         else
135         {
136                 // wants to stand, if currently crouching we need to check for a low ceiling first
137                 if (IS_DUCKED(this))
138                 {
139                         tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
140                         if (!trace_startsolid) UNSET_DUCKED(this);
141                 }
142         }
143
144         // set onground
145         vector origin1 = this.origin + '0 0 1';
146         vector origin2 = this.origin - '0 0 1';
147
148         if (ground && autocvar_cl_movement != 3)
149         {
150                 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
151                 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
152                 {
153                         SET_ONGROUND(this);
154
155                         // this code actually "predicts" an impact; so let's clip velocity first
156                         this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
157                 }
158                 else
159                         UNSET_ONGROUND(this);
160         }
161
162         if(autocvar_cl_movement != 3)
163         {
164                 // set watertype/waterlevel
165                 origin1 = this.origin;
166                 origin1.z += this.mins_z + 1;
167                 this.waterlevel = WATERLEVEL_NONE;
168
169                 int thepoint = pointcontents(origin1);
170
171                 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
172
173                 if (this.watertype)
174                 {
175                         this.waterlevel = WATERLEVEL_WETFEET;
176                         origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
177                         thepoint = pointcontents(origin1);
178                         if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
179                         {
180                                 this.waterlevel = WATERLEVEL_SWIMMING;
181                                 origin1.z = this.origin.z + 22;
182                                 thepoint = pointcontents(origin1);
183                                 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
184                                         this.waterlevel = WATERLEVEL_SUBMERGED;
185                         }
186                 }
187         }
188
189         if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_TELEPORT_TIME(this) <= 0)
190                 PHYS_TELEPORT_TIME(this) = 0;
191 #endif
192 }
193
194 void PM_ClientMovement_Move(entity this)
195 {
196 #ifdef CSQC
197
198         PM_ClientMovement_UpdateStatus(this, false);
199         if(autocvar_cl_movement == 3)
200                 return;
201
202         int bump;
203         float t;
204         float f;
205         vector neworigin;
206         vector currentorigin2;
207         vector neworigin2;
208         vector primalvelocity;
209
210         vector trace1_endpos = '0 0 0';
211         vector trace2_endpos = '0 0 0';
212         vector trace3_endpos = '0 0 0';
213         float trace1_fraction = 0;
214         float trace2_fraction = 0;
215         float trace3_fraction = 0;
216         vector trace1_plane_normal = '0 0 0';
217         vector trace2_plane_normal = '0 0 0';
218         vector trace3_plane_normal = '0 0 0';
219
220         primalvelocity = this.velocity;
221         for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
222         {
223                 neworigin = this.origin + t * this.velocity;
224                 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
225                 trace1_endpos = trace_endpos;
226                 trace1_fraction = trace_fraction;
227                 trace1_plane_normal = trace_plane_normal;
228                 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
229                 {
230                         // may be a step or wall, try stepping up
231                         // first move forward at a higher level
232                         currentorigin2 = this.origin;
233                         currentorigin2_z += PHYS_STEPHEIGHT;
234                         neworigin2 = neworigin;
235                         neworigin2_z += PHYS_STEPHEIGHT;
236                         tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
237                         trace2_endpos = trace_endpos;
238                         trace2_fraction = trace_fraction;
239                         trace2_plane_normal = trace_plane_normal;
240                         if(!trace_startsolid)
241                         {
242                                 // then move down from there
243                                 currentorigin2 = trace2_endpos;
244                                 neworigin2 = trace2_endpos;
245                                 neworigin2_z = this.origin_z;
246                                 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
247                                 trace3_endpos = trace_endpos;
248                                 trace3_fraction = trace_fraction;
249                                 trace3_plane_normal = trace_plane_normal;
250                                 // accept the new trace if it made some progress
251                                 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
252                                 {
253                                         trace1_endpos = trace2_endpos;
254                                         trace1_fraction = trace2_fraction;
255                                         trace1_plane_normal = trace2_plane_normal;
256                                         trace1_endpos = trace3_endpos;
257                                 }
258                         }
259                 }
260
261                 // check if it moved at all
262                 if(trace1_fraction >= 0.001)
263                         setorigin(this, trace1_endpos);
264
265                 // check if it moved all the way
266                 if(trace1_fraction == 1)
267                         break;
268
269                 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
270                 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
271                 // this got commented out in a change that supposedly makes the code match QW better
272                 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
273                 if(trace1_plane_normal_z > 0.7)
274                         SET_ONGROUND(this);
275
276                 t -= t * trace1_fraction;
277
278                 f = (this.velocity * trace1_plane_normal);
279                 this.velocity = this.velocity + -f * trace1_plane_normal;
280         }
281         if(PHYS_TELEPORT_TIME(this) > 0)
282                 this.velocity = primalvelocity;
283 #endif
284 }
285
286 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
287 {
288         float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
289         if (k <= 0)
290                 return;
291
292         k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
293
294         float zspeed = this.velocity_z;
295         this.velocity_z = 0;
296         float xyspeed = vlen(this.velocity);
297         this.velocity = normalize(this.velocity);
298
299         float dot = this.velocity * wishdir;
300
301         if (dot > 0) // we can't change direction while slowing down
302         {
303                 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
304                 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
305                 k *= PHYS_AIRCONTROL(this);
306                 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
307         }
308
309         this.velocity = this.velocity * xyspeed;
310         this.velocity_z = zspeed;
311 }
312
313 float AdjustAirAccelQW(float accelqw, float factor)
314 {
315         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
316 }
317
318 // example config for alternate speed clamping:
319 //   sv_airaccel_qw 0.8
320 //   sv_airaccel_sideways_friction 0
321 //   prvm_globalset server speedclamp_mode 1
322 //     (or 2)
323 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
324 {
325         float speedclamp = stretchfactor > 0 ? stretchfactor
326         : accelqw < 0 ? 1 // full clamping, no stretch
327         : -1; // no clamping
328
329         accelqw = fabs(accelqw);
330
331         if (GAMEPLAYFIX_Q2AIRACCELERATE)
332                 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
333
334         float vel_straight = this.velocity * wishdir;
335         float vel_z = this.velocity_z;
336         vector vel_xy = vec2(this.velocity);
337         vector vel_perpend = vel_xy - vel_straight * wishdir;
338
339         float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
340
341         float vel_xy_current  = vlen(vel_xy);
342         if (speedlimit)
343                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
344         float vel_xy_forward =  vel_xy_current  + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
345         float vel_xy_backward = vel_xy_current  - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
346         vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
347         vel_straight =          vel_straight    + bound(0, wishspeed - vel_straight,   step) * accelqw + step * (1 - accelqw);
348
349         if (sidefric < 0 && (vel_perpend*vel_perpend))
350                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
351         {
352                 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
353                 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
354                 // assume: themin > 1
355                 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
356                 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
357                 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
358                 // obviously, this cannot be
359                 if (themin <= 0)
360                         vel_perpend *= f;
361                 else
362                 {
363                         themin = sqrt(themin);
364                         vel_perpend *= max(themin, f);
365                 }
366         }
367         else
368                 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
369
370         vel_xy = vel_straight * wishdir + vel_perpend;
371
372         if (speedclamp >= 0)
373         {
374                 float vel_xy_preclamp;
375                 vel_xy_preclamp = vlen(vel_xy);
376                 if (vel_xy_preclamp > 0) // prevent division by zero
377                 {
378                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
379                         if (vel_xy_current < vel_xy_preclamp)
380                                 vel_xy *= (vel_xy_current / vel_xy_preclamp);
381                 }
382         }
383
384         this.velocity = vel_xy + vel_z * '0 0 1';
385 }
386
387 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
388 {
389         if (wishspeed == 0)
390                 return;
391
392         vector curvel = this.velocity;
393         curvel_z = 0;
394         float curspeed = vlen(curvel);
395
396         if (wishspeed > curspeed * 1.01)
397                 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
398         else
399         {
400                 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
401                 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
402         }
403         vector wishvel = wishdir * wishspeed;
404         vector acceldir = wishvel - curvel;
405         float addspeed = vlen(acceldir);
406         acceldir = normalize(acceldir);
407
408         float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
409
410         if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
411         {
412                 vector curdir = normalize(curvel);
413                 float dot = acceldir * curdir;
414                 if (dot < 0)
415                         acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
416         }
417
418         this.velocity += accelspeed * acceldir;
419 }
420
421
422 /*
423 =============
424 PlayerJump
425
426 When you press the jump key
427 returns true if handled
428 =============
429 */
430 bool PlayerJump(entity this)
431 {
432         if (PHYS_FROZEN(this))
433                 return true; // no jumping in freezetag when frozen
434
435 #ifdef SVQC
436         if (this.player_blocked)
437                 return true; // no jumping while blocked
438 #endif
439
440         bool doublejump = false;
441         float mjumpheight = PHYS_JUMPVELOCITY(this);
442
443         if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
444                 return true;
445
446         doublejump = player_multijump;
447         mjumpheight = player_jumpheight;
448
449         if (this.waterlevel >= WATERLEVEL_SWIMMING)
450         {
451                 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
452                 return true;
453         }
454
455         if (!doublejump)
456                 if (!IS_ONGROUND(this))
457                         return IS_JUMP_HELD(this);
458
459         bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
460         if(PHYS_TRACK_CANJUMP(this))
461                 track_jump = true;
462
463         if (track_jump)
464                 if (IS_JUMP_HELD(this))
465                         return true;
466
467         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
468         // velocity bounds.  Final velocity is bound between (jumpheight *
469         // min + jumpheight) and (jumpheight * max + jumpheight);
470
471         if(PHYS_JUMPSPEEDCAP_MIN != "")
472         {
473                 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
474
475                 if (this.velocity_z < minjumpspeed)
476                         mjumpheight += minjumpspeed - this.velocity_z;
477         }
478
479         if(PHYS_JUMPSPEEDCAP_MAX != "")
480         {
481                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
482                 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
483
484                 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
485                 {
486                         float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
487
488                         if (this.velocity_z > maxjumpspeed)
489                                 mjumpheight -= this.velocity_z - maxjumpspeed;
490                 }
491         }
492
493         if (!WAS_ONGROUND(this))
494         {
495 #ifdef SVQC
496                 if(autocvar_speedmeter)
497                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
498 #endif
499                 if(this.lastground < time - 0.3)
500                 {
501                         this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
502                         this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
503                 }
504 #ifdef SVQC
505                 if(this.jumppadcount > 1)
506                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
507                 this.jumppadcount = 0;
508 #endif
509         }
510
511         this.velocity_z += mjumpheight;
512
513         UNSET_ONGROUND(this);
514         SET_JUMP_HELD(this);
515
516 #ifdef SVQC
517
518         this.oldvelocity_z = this.velocity_z;
519
520         animdecide_setaction(this, ANIMACTION_JUMP, true);
521
522         if (autocvar_g_jump_grunt)
523                 WITH(entity, self, this, PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND));
524 #endif
525         return true;
526 }
527
528 void CheckWaterJump(entity this)
529 {
530 // check for a jump-out-of-water
531         makevectors(this.v_angle);
532         vector start = this.origin;
533         start_z += 8;
534         v_forward_z = 0;
535         normalize(v_forward);
536         vector end = start + v_forward*24;
537         traceline (start, end, true, this);
538         if (trace_fraction < 1)
539         {       // solid at waist
540                 start_z = start_z + this.maxs_z - 8;
541                 end = start + v_forward*24;
542                 this.movedir = trace_plane_normal * -50;
543                 traceline(start, end, true, this);
544                 if (trace_fraction == 1)
545                 {       // open at eye level
546                         this.velocity_z = 225;
547                         this.flags |= FL_WATERJUMP;
548                         SET_JUMP_HELD(this);
549                         PHYS_TELEPORT_TIME(this) = time + 2;    // safety net
550                 }
551         }
552 }
553
554
555 #ifdef SVQC
556         #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
557 #elif defined(CSQC)
558         float autocvar_cl_jetpack_jump;
559         #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
560 #endif
561 .float jetpack_stopped;
562 void CheckPlayerJump(entity this)
563 {
564 #ifdef SVQC
565         float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
566 #endif
567         if (JETPACK_JUMP(this) < 2)
568                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
569
570         if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
571         {
572                 float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
573                 float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
574                 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
575
576                 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
577                 else if (this.jetpack_stopped) { }
578                 else if (!has_fuel)
579                 {
580 #ifdef SVQC
581                         if (was_flying) // TODO: ran out of fuel message
582                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
583                         else if (activate)
584                                 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
585 #endif
586                         this.jetpack_stopped = true;
587                         ITEMS_STAT(this) &= ~IT_USING_JETPACK;
588                 }
589                 else if (activate && !PHYS_FROZEN(this))
590                         ITEMS_STAT(this) |= IT_USING_JETPACK;
591         }
592         else
593         {
594                 this.jetpack_stopped = false;
595                 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
596         }
597         if (!PHYS_INPUT_BUTTON_JUMP(this))
598                 UNSET_JUMP_HELD(this);
599
600         if (this.waterlevel == WATERLEVEL_SWIMMING)
601                 CheckWaterJump(this);
602 }
603
604 float racecar_angle(float forward, float down)
605 {
606         if (forward < 0)
607         {
608                 forward = -forward;
609                 down = -down;
610         }
611
612         float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
613
614         float angle_mult = forward / (800 + forward);
615
616         if (ret > 180)
617                 return ret * angle_mult + 360 * (1 - angle_mult);
618         else
619                 return ret * angle_mult;
620 }
621
622 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
623 .float specialcommand_pos;
624 void SpecialCommand()
625 {
626 #ifdef SVQC
627         if (!CheatImpulse(99))
628                 LOG_INFO("A hollow voice says \"Plugh\".\n");
629 #endif
630 }
631
632 float PM_check_specialcommand(entity this, float buttons)
633 {
634 #ifdef SVQC
635         string c;
636         if (!buttons)
637                 c = "x";
638         else if (buttons == 1)
639                 c = "1";
640         else if (buttons == 2)
641                 c = " ";
642         else if (buttons == 128)
643                 c = "s";
644         else if (buttons == 256)
645                 c = "w";
646         else if (buttons == 512)
647                 c = "a";
648         else if (buttons == 1024)
649                 c = "d";
650         else
651                 c = "?";
652
653         if (c == substring(specialcommand, this.specialcommand_pos, 1))
654         {
655                 this.specialcommand_pos += 1;
656                 if (this.specialcommand_pos >= strlen(specialcommand))
657                 {
658                         this.specialcommand_pos = 0;
659                         SpecialCommand();
660                         return true;
661                 }
662         }
663         else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
664                 this.specialcommand_pos = 0;
665 #endif
666         return false;
667 }
668
669 void PM_check_nickspam(entity this)
670 {
671 #ifdef SVQC
672         if (time >= this.nickspamtime)
673                 return;
674         if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
675         {
676                 // slight annoyance for nick change scripts
677                 this.movement = -1 * this.movement;
678                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
679
680                 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
681                 {
682                         this.v_angle_x = random() * 360;
683                         this.v_angle_y = random() * 360;
684                         // at least I'm not forcing retardedview by also assigning to angles_z
685                         this.fixangle = true;
686                 }
687         }
688 #endif
689 }
690
691 void PM_check_punch(entity this)
692 {
693 #ifdef SVQC
694         if (this.punchangle != '0 0 0')
695         {
696                 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
697                 if (f > 0)
698                         this.punchangle = normalize(this.punchangle) * f;
699                 else
700                         this.punchangle = '0 0 0';
701         }
702
703         if (this.punchvector != '0 0 0')
704         {
705                 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
706                 if (f > 0)
707                         this.punchvector = normalize(this.punchvector) * f;
708                 else
709                         this.punchvector = '0 0 0';
710         }
711 #endif
712 }
713
714 // predict frozen movement, as frozen players CAN move in some cases
715 void PM_check_frozen(entity this)
716 {
717         if (!PHYS_FROZEN(this))
718                 return;
719         if (PHYS_DODGING_FROZEN
720 #ifdef SVQC
721         && IS_REAL_CLIENT(this)
722 #endif
723         )
724         {
725                 this.movement_x = bound(-5, this.movement.x, 5);
726                 this.movement_y = bound(-5, this.movement.y, 5);
727                 this.movement_z = bound(-5, this.movement.z, 5);
728         }
729         else
730                 this.movement = '0 0 0';
731
732         vector midpoint = ((this.absmin + this.absmax) * 0.5);
733         if (pointcontents(midpoint) == CONTENT_WATER)
734         {
735                 this.velocity = this.velocity * 0.5;
736
737                 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
738                         this.velocity_z = 200;
739         }
740 }
741
742 void PM_check_hitground(entity this)
743 {
744 #ifdef SVQC
745         if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
746         if (!IS_ONGROUND(this)) return;
747         if (!this.wasFlying) return;
748     this.wasFlying = false;
749     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
750     if (time < this.ladder_time) return;
751     if (this.hook) return;
752     this.nextstep = time + 0.3 + random() * 0.1;
753     trace_dphitq3surfaceflags = 0;
754     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
755     if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
756     entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
757     WITH(entity, self, this, GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND));
758 #endif
759 }
760
761 void PM_check_blocked(entity this)
762 {
763 #ifdef SVQC
764         if (!this.player_blocked)
765                 return;
766         this.movement = '0 0 0';
767         this.disableclientprediction = 1;
768 #endif
769 }
770
771 void PM_fly(entity this, float maxspd_mod)
772 {
773         // noclipping or flying
774         UNSET_ONGROUND(this);
775
776         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
777         makevectors(this.v_angle);
778         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
779         vector wishvel = v_forward * this.movement.x
780                                         + v_right * this.movement.y
781                                         + '0 0 1' * this.movement.z;
782         // acceleration
783         vector wishdir = normalize(wishvel);
784         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
785         if(time >= PHYS_TELEPORT_TIME(this))
786                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
787         PM_ClientMovement_Move(this);
788 }
789
790 void PM_swim(entity this, float maxspd_mod)
791 {
792         // swimming
793         UNSET_ONGROUND(this);
794
795         float jump = PHYS_INPUT_BUTTON_JUMP(this);
796         // water jump only in certain situations
797         // this mimics quakeworld code
798         if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
799         {
800                 vector yawangles = '0 1 0' * this.v_angle.y;
801                 makevectors(yawangles);
802                 vector forward = v_forward;
803                 vector spot = this.origin + 24 * forward;
804                 spot_z += 8;
805                 traceline(spot, spot, MOVE_NOMONSTERS, this);
806                 if (trace_startsolid)
807                 {
808                         spot_z += 24;
809                         traceline(spot, spot, MOVE_NOMONSTERS, this);
810                         if (!trace_startsolid)
811                         {
812                                 this.velocity = forward * 50;
813                                 this.velocity_z = 310;
814                                 PHYS_TELEPORT_TIME(this) = 2;
815                                 UNSET_ONGROUND(this);
816                                 SET_JUMP_HELD(this);
817                         }
818                 }
819         }
820         makevectors(this.v_angle);
821         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
822         vector wishvel = v_forward * this.movement.x
823                                         + v_right * this.movement.y
824                                         + '0 0 1' * this.movement.z;
825         if (wishvel == '0 0 0')
826                 wishvel = '0 0 -60'; // drift towards bottom
827
828         vector wishdir = normalize(wishvel);
829         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
830
831         if (IS_DUCKED(this))
832         wishspeed *= 0.5;
833
834 //      if (pmove_waterjumptime <= 0) // TODO: use
835     {
836                 // water friction
837                 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
838                 f = min(max(0, f), 1);
839                 this.velocity *= f;
840
841                 f = wishspeed - this.velocity * wishdir;
842                 if (f > 0)
843                 {
844                         float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
845                         this.velocity += accelspeed * wishdir;
846                 }
847
848                 // holding jump button swims upward slowly
849                 if (jump)
850                 {
851 #if 0
852                         if (this.watertype & CONTENT_LAVA)
853                                 this.velocity_z =  50;
854                         else if (this.watertype & CONTENT_SLIME)
855                                 this.velocity_z =  80;
856                         else
857                         {
858                                 if (IS_NEXUIZ_DERIVED(gamemode))
859 #endif
860                                         this.velocity_z = 200;
861 #if 0
862                                 else
863                                         this.velocity_z = 100;
864                         }
865 #endif
866                 }
867         }
868         // water acceleration
869         PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
870         PM_ClientMovement_Move(this);
871 }
872
873 void PM_ladder(entity this, float maxspd_mod)
874 {
875         // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
876         UNSET_ONGROUND(this);
877
878         float g;
879         g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
880         if (PHYS_ENTGRAVITY(this))
881                 g *= PHYS_ENTGRAVITY(this);
882         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
883         {
884                 g *= 0.5;
885                 this.velocity_z += g;
886         }
887
888         this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
889         makevectors(this.v_angle);
890         //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
891         vector wishvel = v_forward * this.movement_x
892                                         + v_right * this.movement_y
893                                         + '0 0 1' * this.movement_z;
894         this.velocity_z += g;
895         if (this.ladder_entity.classname == "func_water")
896         {
897                 float f = vlen(wishvel);
898                 if (f > this.ladder_entity.speed)
899                         wishvel *= (this.ladder_entity.speed / f);
900
901                 this.watertype = this.ladder_entity.skin;
902                 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
903                 if ((this.origin_z + this.view_ofs_z) < f)
904                         this.waterlevel = WATERLEVEL_SUBMERGED;
905                 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
906                         this.waterlevel = WATERLEVEL_SWIMMING;
907                 else if ((this.origin_z + this.mins_z + 1) < f)
908                         this.waterlevel = WATERLEVEL_WETFEET;
909                 else
910                 {
911                         this.waterlevel = WATERLEVEL_NONE;
912                         this.watertype = CONTENT_EMPTY;
913                 }
914         }
915         // acceleration
916         vector wishdir = normalize(wishvel);
917         float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
918         if(time >= PHYS_TELEPORT_TIME(this))
919                 // water acceleration
920                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
921         PM_ClientMovement_Move(this);
922 }
923
924 void PM_jetpack(entity this, float maxspd_mod)
925 {
926         //makevectors(this.v_angle.y * '0 1 0');
927         makevectors(this.v_angle);
928         vector wishvel = v_forward * this.movement_x
929                                         + v_right * this.movement_y;
930         // add remaining speed as Z component
931         float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
932         // fix speedhacks :P
933         wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
934         // add the unused velocity as up component
935         wishvel_z = 0;
936
937         // if (this.BUTTON_JUMP)
938                 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
939
940         // it is now normalized, so...
941         float a_side = PHYS_JETPACK_ACCEL_SIDE;
942         float a_up = PHYS_JETPACK_ACCEL_UP;
943         float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY(this);
944
945         wishvel_x *= a_side;
946         wishvel_y *= a_side;
947         wishvel_z *= a_up;
948         wishvel_z += a_add;
949
950         float best = 0;
951         //////////////////////////////////////////////////////////////////////////////////////
952         // finding the maximum over all vectors of above form
953         // with wishvel having an absolute value of 1
954         //////////////////////////////////////////////////////////////////////////////////////
955         // we're finding the maximum over
956         //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
957         // for z in the range from -1 to 1
958         //////////////////////////////////////////////////////////////////////////////////////
959         // maximum is EITHER attained at the single extreme point:
960         float a_diff = a_side * a_side - a_up * a_up;
961         float f;
962         if (a_diff != 0)
963         {
964                 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
965                 if (f > -1 && f < 1) // can it be attained?
966                 {
967                         best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
968                         //print("middle\n");
969                 }
970         }
971         // OR attained at z = 1:
972         f = (a_up + a_add) * (a_up + a_add);
973         if (f > best)
974         {
975                 best = f;
976                 //print("top\n");
977         }
978         // OR attained at z = -1:
979         f = (a_up - a_add) * (a_up - a_add);
980         if (f > best)
981         {
982                 best = f;
983                 //print("bottom\n");
984         }
985         best = sqrt(best);
986         //////////////////////////////////////////////////////////////////////////////////////
987
988         //print("best possible acceleration: ", ftos(best), "\n");
989
990         float fxy, fz;
991         fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
992         if (wishvel_z - PHYS_GRAVITY(this) > 0)
993                 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
994         else
995                 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
996
997         float fvel;
998         fvel = vlen(wishvel);
999         wishvel_x *= fxy;
1000         wishvel_y *= fxy;
1001         wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1002
1003         fvel = min(1, vlen(wishvel) / best);
1004         if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1005                 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1006         else
1007                 f = 1;
1008
1009         //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1010
1011         if (f > 0 && wishvel != '0 0 0')
1012         {
1013                 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1014                 UNSET_ONGROUND(this);
1015
1016 #ifdef SVQC
1017                 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1018                         this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1019
1020                 ITEMS_STAT(this) |= IT_USING_JETPACK;
1021
1022                 // jetpack also inhibits health regeneration, but only for 1 second
1023                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1024 #endif
1025         }
1026
1027 #ifdef CSQC
1028         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1029         if(autocvar_cl_movement != 3)
1030         {
1031                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1032                         this.velocity_z -= g * 0.5;
1033                 else
1034                         this.velocity_z -= g;
1035         }
1036         PM_ClientMovement_Move(this);
1037         if(autocvar_cl_movement != 3)
1038         {
1039                 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1040                         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1041                                 this.velocity_z -= g * 0.5;
1042         }
1043 #endif
1044 }
1045
1046 void PM_walk(entity this, float maxspd_mod)
1047 {
1048         if (!WAS_ONGROUND(this))
1049         {
1050 #ifdef SVQC
1051                 if (autocvar_speedmeter)
1052                         LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1053 #endif
1054                 if (this.lastground < time - 0.3)
1055                         this.velocity *= (1 - PHYS_FRICTION_ONLAND);
1056 #ifdef SVQC
1057                 if (this.jumppadcount > 1)
1058                         LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1059                 this.jumppadcount = 0;
1060 #endif
1061         }
1062
1063         // walking
1064         makevectors(this.v_angle.y * '0 1 0');
1065         const vector wishvel = v_forward * this.movement.x
1066                                                 + v_right * this.movement.y;
1067         // acceleration
1068         const vector wishdir = normalize(wishvel);
1069         float wishspeed = vlen(wishvel);
1070         wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1071         if (IS_DUCKED(this)) wishspeed *= 0.5;
1072
1073         // apply edge friction
1074         const float f2 = vlen2(vec2(this.velocity));
1075         if (f2 > 0)
1076         {
1077                 trace_dphitq3surfaceflags = 0;
1078                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1079                 // TODO: apply edge friction
1080                 // apply ground friction
1081                 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1082                         ? PHYS_FRICTION_SLICK
1083                         : PHYS_FRICTION(this);
1084
1085                 float f = sqrt(f2);
1086                 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1087                 f = max(0, f);
1088                 this.velocity *= f;
1089                 /*
1090                    Mathematical analysis time!
1091
1092                    Our goal is to invert this mess.
1093
1094                    For the two cases we get:
1095                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1096                           = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1097                         v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1098                    and
1099                         v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1100                         v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1101
1102                    These cases would be chosen ONLY if:
1103                         v0 < PHYS_STOPSPEED(this)
1104                         v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1105                         v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1106                    and, respectively:
1107                         v0 >= PHYS_STOPSPEED(this)
1108                         v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1109                         v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1110                  */
1111         }
1112         const float addspeed = wishspeed - this.velocity * wishdir;
1113         if (addspeed > 0)
1114         {
1115                 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1116                 this.velocity += accelspeed * wishdir;
1117         }
1118 #ifdef CSQC
1119         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1120         if(autocvar_cl_movement != 3)
1121         {
1122                 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1123                         this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1124         }
1125         if (vdist(this.velocity, >, 0))
1126                 PM_ClientMovement_Move(this);
1127         if(autocvar_cl_movement != 3)
1128         {
1129                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1130                         if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1131                                 this.velocity_z -= g * 0.5;
1132         }
1133 #endif
1134 }
1135
1136 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1137 {
1138         makevectors(this.v_angle.y * '0 1 0');
1139         vector wishvel = v_forward * this.movement.x
1140                                         + v_right * this.movement.y;
1141         // acceleration
1142         vector wishdir = normalize(wishvel);
1143         float wishspeed = vlen(wishvel);
1144
1145         if(PHYS_TELEPORT_TIME(this) < time)
1146         {
1147                 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1148
1149                 // apply air speed limit
1150                 float airaccelqw = PHYS_AIRACCEL_QW(this);
1151                 float wishspeed0 = wishspeed;
1152                 wishspeed = min(wishspeed, maxairspd);
1153                 if (IS_DUCKED(this))
1154                         wishspeed *= 0.5;
1155                 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1156
1157                 float accelerating = (this.velocity * wishdir > 0);
1158                 float wishspeed2 = wishspeed;
1159
1160                 // CPM: air control
1161                 if (PHYS_AIRSTOPACCELERATE(this))
1162                 {
1163                         vector curdir = normalize(vec2(this.velocity));
1164                         airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1165                 }
1166                 // note that for straight forward jumping:
1167                 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1168                 // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1169                 // -->
1170                 // dv/dt = accel * maxspeed (when slow)
1171                 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1172                 // log dv/dt = logaccel + logmaxspeed (when slow)
1173                 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1174                 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1175                 if (PHYS_MAXAIRSTRAFESPEED(this))
1176                         wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1177                 if (PHYS_AIRSTRAFEACCELERATE(this))
1178                         airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1179                 if (PHYS_AIRSTRAFEACCEL_QW(this))
1180                         airaccelqw =
1181                 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1182                 *
1183                 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1184                 // !CPM
1185
1186                 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1187                         PM_AirAccelerate(this, wishdir, wishspeed2);
1188                 else
1189                         PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
1190
1191                 if (PHYS_AIRCONTROL(this))
1192                         CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1193         }
1194 #ifdef CSQC
1195         float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1196         if(autocvar_cl_movement != 3)
1197         if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1198                 this.velocity_z -= g * 0.5;
1199         else
1200                 this.velocity_z -= g;
1201 #endif
1202         PM_ClientMovement_Move(this);
1203 #ifdef CSQC
1204         if(autocvar_cl_movement != 3)
1205         if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1206                 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1207                         this.velocity_z -= g * 0.5;
1208 #endif
1209 }
1210
1211 // used for calculating airshots
1212 bool IsFlying(entity this)
1213 {
1214         if(IS_ONGROUND(this))
1215                 return false;
1216         if(this.waterlevel >= WATERLEVEL_SWIMMING)
1217                 return false;
1218         traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1219         if(trace_fraction < 1)
1220                 return false;
1221         return true;
1222 }
1223
1224 void PM_Main(entity this)
1225 {
1226         int buttons = PHYS_INPUT_BUTTON_MASK(this);
1227 #ifdef CSQC
1228         this.items = getstati(STAT_ITEMS, 0, 24);
1229
1230         this.movement = PHYS_INPUT_MOVEVALUES(this);
1231
1232         vector oldv_angle = this.v_angle;
1233         vector oldangles = this.angles; // we need to save these, as they're abused by other code
1234         this.v_angle = PHYS_INPUT_ANGLES(this);
1235         this.angles = PHYS_WORLD_ANGLES(this);
1236
1237         this.team = myteam + 1; // is this correct?
1238         if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1239                 UNSET_JUMP_HELD(this); // canjump = true
1240         PHYS_TELEPORT_TIME(this) -= PHYS_INPUT_TIMELENGTH;
1241
1242         PM_ClientMovement_UpdateStatus(this, true);
1243 #endif
1244
1245
1246 #ifdef SVQC
1247         WarpZone_PlayerPhysics_FixVAngle();
1248 #endif
1249         float maxspeed_mod = 1;
1250         maxspeed_mod *= PHYS_HIGHSPEED;
1251
1252 #ifdef SVQC
1253         Physics_UpdateStats(this, maxspeed_mod);
1254
1255         if (this.PlayerPhysplug)
1256                 if (this.PlayerPhysplug())
1257                         return;
1258 #endif
1259
1260 #ifdef SVQC
1261         anticheat_physics(this);
1262 #endif
1263
1264         if (PM_check_specialcommand(this, buttons))
1265                 return;
1266 #ifdef SVQC
1267         if (sv_maxidle > 0)
1268         {
1269                 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1270                         this.parm_idlesince = time;
1271         }
1272 #endif
1273         int buttons_prev = this.buttons_old;
1274         this.buttons_old = buttons;
1275         this.movement_old = this.movement;
1276         this.v_angle_old = this.v_angle;
1277
1278         PM_check_nickspam(this);
1279
1280         PM_check_punch(this);
1281 #ifdef SVQC
1282         if (IS_BOT_CLIENT(this))
1283         {
1284                 if (playerdemo_read(this))
1285                         return;
1286                 WITH(entity, self, this, bot_think());
1287         }
1288 #endif
1289
1290 #ifdef SVQC
1291         if (IS_PLAYER(this))
1292         {
1293                 const bool allowed_to_move = (time >= game_starttime);
1294                 if (!allowed_to_move)
1295                 {
1296                         this.velocity = '0 0 0';
1297                         this.movetype = MOVETYPE_NONE;
1298                         this.disableclientprediction = 2;
1299                 }
1300                 else if (this.disableclientprediction == 2)
1301                 {
1302                         if (this.movetype == MOVETYPE_NONE)
1303                                 this.movetype = MOVETYPE_WALK;
1304                         this.disableclientprediction = 0;
1305                 }
1306         }
1307 #endif
1308
1309 #ifdef SVQC
1310         if (this.movetype == MOVETYPE_NONE)
1311                 return;
1312
1313         // when we get here, disableclientprediction cannot be 2
1314         this.disableclientprediction = 0;
1315 #endif
1316
1317         viewloc_PlayerPhysics(this);
1318
1319         PM_check_frozen(this);
1320
1321         PM_check_blocked(this);
1322
1323         maxspeed_mod = 1;
1324
1325         if (this.in_swamp)
1326                 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1327
1328         // conveyors: first fix velocity
1329         if (this.conveyor.state)
1330                 this.velocity -= this.conveyor.movedir;
1331
1332         MUTATOR_CALLHOOK(PlayerPhysics, this);
1333
1334 #ifdef SVQC
1335         if (!IS_PLAYER(this))
1336         {
1337                 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1338                 if (!this.spectatorspeed)
1339                         this.spectatorspeed = maxspeed_mod;
1340                 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1341                 {
1342                         if (this.lastclassname != "player")
1343                         {
1344                                 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1345                                         this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1346                                 else if (this.impulse == 11)
1347                                         this.spectatorspeed = maxspeed_mod;
1348                                 else if (this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1349                                         this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1350                                 else if (this.impulse >= 1 && this.impulse <= 9)
1351                                         this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1352                         } // otherwise just clear
1353                         this.impulse = 0;
1354                 }
1355                 maxspeed_mod = this.spectatorspeed;
1356         }
1357
1358         float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1359         if(this.speed != spd)
1360         {
1361                 this.speed = spd;
1362                 string temps = ftos(spd);
1363                 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1364                 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1365                 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1366                 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1367         }
1368
1369         if(this.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1370         {
1371                 this.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1372                 stuffcmd(this, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1373         }
1374         if(this.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1375         {
1376                 this.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1377                 stuffcmd(this, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1378         }
1379 #endif
1380
1381         if(PHYS_DEAD(this))
1382         {
1383                 // handle water here
1384                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1385                 if(pointcontents(midpoint) == CONTENT_WATER)
1386                 {
1387                         this.velocity = this.velocity * 0.5;
1388
1389                         // do we want this?
1390                         //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1391                                 //{ this.velocity_z = 70; }
1392                 }
1393                 goto end;
1394         }
1395
1396 #ifdef SVQC
1397         if (!this.fixangle)
1398                 this.angles = '0 1 0' * this.v_angle.y;
1399 #endif
1400
1401         PM_check_hitground(this);
1402
1403         if(IsFlying(this))
1404                 this.wasFlying = 1;
1405
1406         if (IS_PLAYER(this))
1407                 CheckPlayerJump(this);
1408
1409         if (this.flags & FL_WATERJUMP)
1410         {
1411                 this.velocity_x = this.movedir.x;
1412                 this.velocity_y = this.movedir.y;
1413                 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
1414                 {
1415                         this.flags &= ~FL_WATERJUMP;
1416                         PHYS_TELEPORT_TIME(this) = 0;
1417                 }
1418         }
1419
1420         else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1421                 { }
1422
1423 #ifdef SVQC
1424         else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1425 #elif defined(CSQC)
1426         else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1427 #endif
1428                 PM_fly(this, maxspeed_mod);
1429
1430         else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1431                 PM_swim(this, maxspeed_mod);
1432
1433         else if (time < this.ladder_time)
1434                 PM_ladder(this, maxspeed_mod);
1435
1436         else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1437                 PM_jetpack(this, maxspeed_mod);
1438
1439         else if (IS_ONGROUND(this))
1440                 PM_walk(this, maxspeed_mod);
1441
1442         else
1443                 PM_air(this, buttons_prev, maxspeed_mod);
1444
1445 :end
1446         if (IS_ONGROUND(this))
1447                 this.lastground = time;
1448
1449         // conveyors: then break velocity again
1450         if(this.conveyor.state)
1451                 this.velocity += this.conveyor.movedir;
1452
1453         this.lastflags = this.flags;
1454
1455         this.lastclassname = this.classname;
1456
1457 #ifdef CSQC
1458         this.v_angle = oldv_angle;
1459         this.angles = oldangles;
1460 #endif
1461 }
1462
1463 #if defined(SVQC)
1464 void SV_PlayerPhysics()
1465 #elif defined(CSQC)
1466 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
1467 #endif
1468 {
1469 #ifdef SVQC
1470         SELFPARAM();
1471 #endif
1472         PM_Main(this);
1473 }