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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 .float ladder_time;
5 .entity ladder_entity;
6 .float gravity;
7 .float swamp_slowdown;
8 .float lastflags;
9 .float lastground;
10 .float wasFlying;
11 .float spectatorspeed;
12
13 // client side physics
14 float Physics_Valid(string thecvar)
15 {
16         if(!autocvar_g_physics_clientselect) { return FALSE; }
17
18         string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
19
20         if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
21                 return TRUE;
22
23         return FALSE;
24 }
25
26 float Physics_ClientOption(entity pl, string option)
27 {
28         if(Physics_Valid(pl.cvar_cl_physics) && (cvar_type(sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option)) & 1))
29                 return cvar(sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option));
30         else
31                 return cvar(strcat("sv_", option));
32 }
33
34 /*
35 =============
36 PlayerJump
37
38 When you press the jump key
39 returns TRUE if handled
40 =============
41 */
42 float PlayerJump (void)
43 {
44         if(self.frozen)
45                 return TRUE; // no jumping in freezetag when frozen
46
47         if(self.player_blocked)
48                 return TRUE; // no jumping while blocked
49
50         float doublejump = FALSE;
51         float mjumpheight = self.stat_sv_jumpvelocity;
52
53         player_multijump = doublejump;
54         player_jumpheight = mjumpheight;
55         if(MUTATOR_CALLHOOK(PlayerJump))
56                 return TRUE;
57
58         doublejump = player_multijump;
59         mjumpheight = player_jumpheight;
60
61         if (autocvar_sv_doublejump)
62         {
63                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
64                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
65                 {
66                         doublejump = TRUE;
67
68                         // we MUST clip velocity here!
69                         float f;
70                         f = self.velocity * trace_plane_normal;
71                         if(f < 0)
72                                 self.velocity -= f * trace_plane_normal;
73                 }
74         }
75
76         if (self.waterlevel >= WATERLEVEL_SWIMMING)
77         {
78                 self.velocity_z = self.stat_sv_maxspeed * 0.7;
79                 return TRUE;
80         }
81
82         if (!doublejump)
83                 if (!(self.flags & FL_ONGROUND))
84                         return !(self.flags & FL_JUMPRELEASED);
85
86         if(self.cvar_cl_movement_track_canjump)
87                 if (!(self.flags & FL_JUMPRELEASED))
88                         return TRUE;
89
90         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
91         // velocity bounds.  Final velocity is bound between (jumpheight *
92         // min + jumpheight) and (jumpheight * max + jumpheight);
93
94         if(autocvar_sv_jumpspeedcap_min != "")
95         {
96                 float minjumpspeed;
97
98                 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
99
100                 if (self.velocity_z < minjumpspeed)
101                         mjumpheight += minjumpspeed - self.velocity_z;
102         }
103
104         if(autocvar_sv_jumpspeedcap_max != "")
105         {
106                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
107                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
108
109                 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
110                 {
111                         float maxjumpspeed;
112
113                         maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
114
115                         if (self.velocity_z > maxjumpspeed)
116                                 mjumpheight -= self.velocity_z - maxjumpspeed;
117                 }
118         }
119
120         if(!(self.lastflags & FL_ONGROUND))
121         {
122                 if(autocvar_speedmeter)
123                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
124                 if(self.lastground < time - 0.3)
125                 {
126                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
127                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
128                 }
129                 if(self.jumppadcount > 1)
130                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
131                 self.jumppadcount = 0;
132         }
133
134         self.velocity_z = self.velocity_z + mjumpheight;
135         self.oldvelocity_z = self.velocity_z;
136
137         self.flags &= ~FL_ONGROUND;
138         self.flags &= ~FL_JUMPRELEASED;
139
140         animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
141
142         if(autocvar_g_jump_grunt)
143                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
144
145         self.restart_jump = -1; // restart jump anim next time
146         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
147         return TRUE;
148 }
149 void CheckWaterJump()
150 {
151         vector start, end;
152
153 // check for a jump-out-of-water
154         makevectors (self.angles);
155         start = self.origin;
156         start_z = start_z + 8;
157         v_forward_z = 0;
158         normalize(v_forward);
159         end = start + v_forward*24;
160         traceline (start, end, TRUE, self);
161         if (trace_fraction < 1)
162         {       // solid at waist
163                 start_z = start_z + self.maxs_z - 8;
164                 end = start + v_forward*24;
165                 self.movedir = trace_plane_normal * -50;
166                 traceline (start, end, TRUE, self);
167                 if (trace_fraction == 1)
168                 {       // open at eye level
169                         self.flags |= FL_WATERJUMP;
170                         self.velocity_z = 225;
171                         self.flags &= ~FL_JUMPRELEASED;
172                         self.teleport_time = time + 2;  // safety net
173                         return;
174                 }
175         }
176 }
177
178 .float jetpack_stopped;
179 // Hack: shouldn't need to know about this
180 .float multijump_count;
181 void CheckPlayerJump()
182 {
183         float was_flying = self.items & IT_USING_JETPACK;
184
185         if (self.cvar_cl_jetpack_jump < 2)
186                 self.items &= ~IT_USING_JETPACK;
187
188         if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
189         {
190                 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
191                 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
192                 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
193                 if (self.jetpack_stopped) { }
194                 else if (!has_fuel)
195                 {
196                         if (was_flying) // TODO: ran out of fuel message
197                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
198                         else
199                                 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
200                         self.jetpack_stopped = TRUE;
201                         self.items &= ~IT_USING_JETPACK;
202                 }
203                 else if (activate && !self.frozen)
204                         self.items |= IT_USING_JETPACK;
205         }
206         else
207         {
208                 self.jetpack_stopped = FALSE;
209                 self.items &= ~IT_USING_JETPACK;
210         }
211         if (!self.BUTTON_JUMP)
212                 self.flags |= FL_JUMPRELEASED;
213
214         if (self.waterlevel == WATERLEVEL_SWIMMING)
215                 CheckWaterJump ();
216 }
217
218 float racecar_angle(float forward, float down)
219 {
220         float ret, angle_mult;
221
222         if(forward < 0)
223         {
224                 forward = -forward;
225                 down = -down;
226         }
227
228         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
229
230         angle_mult = forward / (800 + forward);
231
232         if(ret > 180)
233                 return ret * angle_mult + 360 * (1 - angle_mult);
234         else
235                 return ret * angle_mult;
236 }
237
238 void RaceCarPhysics()
239 {
240         // using this move type for "big rigs"
241         // the engine does not push the entity!
242
243         float accel, steer, f, myspeed, steerfactor;
244         vector angles_save, rigvel;
245
246         angles_save = self.angles;
247         accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
248         steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
249
250         if(g_bugrigs_reverse_speeding)
251         {
252                 if(accel < 0)
253                 {
254                         // back accel is DIGITAL
255                         // to prevent speedhack
256                         if(accel < -0.5)
257                                 accel = -1;
258                         else
259                                 accel = 0;
260                 }
261         }
262
263         self.angles_x = 0;
264         self.angles_z = 0;
265         makevectors(self.angles); // new forward direction!
266
267         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
268         {
269                 float upspeed, accelfactor;
270
271                 myspeed = self.velocity * v_forward;
272                 upspeed = self.velocity * v_up;
273
274                 // responsiveness factor for steering and acceleration
275                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
276                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
277
278                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
279                         steerfactor = -myspeed * g_bugrigs_steer;
280                 else
281                         steerfactor = -myspeed * f * g_bugrigs_steer;
282
283                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
284                         accelfactor = g_bugrigs_accel;
285                 else
286                         accelfactor = f * g_bugrigs_accel;
287                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
288
289                 if(accel < 0)
290                 {
291                         if(myspeed > 0)
292                         {
293                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
294                         }
295                         else
296                         {
297                                 if(!g_bugrigs_reverse_speeding)
298                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
299                         }
300                 }
301                 else
302                 {
303                         if(myspeed >= 0)
304                         {
305                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
306                         }
307                         else
308                         {
309                                 if(g_bugrigs_reverse_stopping)
310                                         myspeed = 0;
311                                 else
312                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
313                         }
314                 }
315                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
316                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
317
318                 self.angles_y += steer * frametime * steerfactor; // apply steering
319                 makevectors(self.angles); // new forward direction!
320
321                 myspeed += accel * accelfactor * frametime;
322
323                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
324         }
325         else
326         {
327                 myspeed = vlen(self.velocity);
328
329                 // responsiveness factor for steering and acceleration
330                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
331                 steerfactor = -myspeed * f;
332                 self.angles_y += steer * frametime * steerfactor; // apply steering
333
334                 rigvel = self.velocity;
335                 makevectors(self.angles); // new forward direction!
336         }
337
338         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
339         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
340         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
341         //MAXIMA: solve(total_acceleration(v) = 0, v);
342
343         if(g_bugrigs_planar_movement)
344         {
345                 vector rigvel_xy, neworigin, up;
346                 float mt;
347
348                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
349                 rigvel_xy = vec2(rigvel);
350
351                 if(g_bugrigs_planar_movement_car_jumping)
352                         mt = MOVE_NORMAL;
353                 else
354                         mt = MOVE_NOMONSTERS;
355
356                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
357                 up = trace_endpos - self.origin;
358
359                 // BUG RIGS: align the move to the surface instead of doing collision testing
360                 // can we move?
361                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
362
363                 // align to surface
364                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
365
366                 if(trace_fraction < 0.5)
367                 {
368                         trace_fraction = 1;
369                         neworigin = self.origin;
370                 }
371                 else
372                         neworigin = trace_endpos;
373
374                 if(trace_fraction < 1)
375                 {
376                         // now set angles_x so that the car points parallel to the surface
377                         self.angles = vectoangles(
378                                         '1 0 0' * v_forward_x * trace_plane_normal_z
379                                         +
380                                         '0 1 0' * v_forward_y * trace_plane_normal_z
381                                         +
382                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
383                                         );
384                         self.flags |= FL_ONGROUND;
385                 }
386                 else
387                 {
388                         // now set angles_x so that the car points forward, but is tilted in velocity direction
389                         self.flags &= ~FL_ONGROUND;
390                 }
391
392                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
393                 self.movetype = MOVETYPE_NOCLIP;
394         }
395         else
396         {
397                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
398                 self.velocity = rigvel;
399                 self.movetype = MOVETYPE_FLY;
400         }
401
402         trace_fraction = 1;
403         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
404         if(trace_fraction != 1)
405         {
406                 self.angles = vectoangles2(
407                                 '1 0 0' * v_forward_x * trace_plane_normal_z
408                                 +
409                                 '0 1 0' * v_forward_y * trace_plane_normal_z
410                                 +
411                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
412                                 trace_plane_normal
413                                 );
414         }
415         else
416         {
417                 vector vel_local;
418
419                 vel_local_x = v_forward * self.velocity;
420                 vel_local_y = v_right * self.velocity;
421                 vel_local_z = v_up * self.velocity;
422
423                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
424                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
425         }
426
427         // smooth the angles
428         vector vf1, vu1, smoothangles;
429         makevectors(self.angles);
430         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
431         if(f == 0)
432                 f = 1;
433         vf1 = v_forward * f;
434         vu1 = v_up * f;
435         makevectors(angles_save);
436         vf1 = vf1 + v_forward * (1 - f);
437         vu1 = vu1 + v_up * (1 - f);
438         smoothangles = vectoangles2(vf1, vu1);
439         self.angles_x = -smoothangles_x;
440         self.angles_z =  smoothangles_z;
441 }
442
443 float IsMoveInDirection(vector mv, float angle) // key mix factor
444 {
445         if(mv_x == 0 && mv_y == 0)
446                 return 0; // avoid division by zero
447         angle -= RAD2DEG * atan2(mv_y, mv_x);
448         angle = remainder(angle, 360) / 45;
449         if(angle >  1)
450                 return 0;
451         if(angle < -1)
452                 return 0;
453         return 1 - fabs(angle);
454 }
455
456 float GeomLerp(float a, float lerp, float b)
457 {
458         if(a == 0)
459         {
460                 if(lerp < 1)
461                         return 0;
462                 else
463                         return b;
464         }
465         if(b == 0)
466         {
467                 if(lerp > 0)
468                         return 0;
469                 else
470                         return a;
471         }
472         return a * pow(fabs(b / a), lerp);
473 }
474
475 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
476 {
477         float zspeed, xyspeed, dot, k;
478
479 #if 0
480         // this doesn't play well with analog input
481         if(self.movement_x == 0 || self.movement_y != 0)
482                 return; // can't control movement if not moving forward or backward
483         k = 32;
484 #else
485         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
486         if(k <= 0)
487                 return;
488 #endif
489
490         k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
491
492         zspeed = self.velocity_z;
493         self.velocity_z = 0;
494         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
495
496         dot = self.velocity * wishdir;
497
498         if(dot > 0) // we can't change direction while slowing down
499         {
500                 k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
501                 xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
502                 k *= self.stat_sv_aircontrol;
503                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
504         }
505
506         self.velocity = self.velocity * xyspeed;
507         self.velocity_z = zspeed;
508 }
509
510 float AdjustAirAccelQW(float accelqw, float factor)
511 {
512         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
513 }
514
515 // example config for alternate speed clamping:
516 //   sv_airaccel_qw 0.8
517 //   sv_airaccel_sideways_friction 0
518 //   prvm_globalset server speedclamp_mode 1
519 //     (or 2)
520 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
521 {
522         float vel_straight;
523         float vel_z;
524         vector vel_perpend;
525         float step;
526
527         vector vel_xy;
528         float vel_xy_current;
529         float vel_xy_backward, vel_xy_forward;
530         float speedclamp;
531
532         if(stretchfactor > 0)
533                 speedclamp = stretchfactor;
534         else if(accelqw < 0)
535                 speedclamp = 1; // full clamping, no stretch
536         else
537                 speedclamp = -1; // no clamping
538
539         if(accelqw < 0)
540                 accelqw = -accelqw;
541
542         if(autocvar_sv_gameplayfix_q2airaccelerate)
543                 wishspeed0 = wishspeed;
544
545         vel_straight = self.velocity * wishdir;
546         vel_z = self.velocity_z;
547         vel_xy = vec2(self.velocity);
548         vel_perpend = vel_xy - vel_straight * wishdir;
549
550         step = accel * frametime * wishspeed0;
551
552         vel_xy_current  = vlen(vel_xy);
553         if(speedlimit)
554                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
555         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
556         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
557         if(vel_xy_backward < 0)
558                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
559
560         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
561
562         if(sidefric < 0 && (vel_perpend*vel_perpend))
563                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
564         {
565                 float f, fminimum;
566                 f = max(0, 1 + frametime * wishspeed * sidefric);
567                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
568                 // this cannot be > 1
569                 if(fminimum <= 0)
570                         vel_perpend = vel_perpend * max(0, f);
571                 else
572                 {
573                         fminimum = sqrt(fminimum);
574                         vel_perpend = vel_perpend * max(fminimum, f);
575                 }
576         }
577         else
578                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
579
580         vel_xy = vel_straight * wishdir + vel_perpend;
581
582         if(speedclamp >= 0)
583         {
584                 float vel_xy_preclamp;
585                 vel_xy_preclamp = vlen(vel_xy);
586                 if(vel_xy_preclamp > 0) // prevent division by zero
587                 {
588                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
589                         if(vel_xy_current < vel_xy_preclamp)
590                                 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
591                 }
592         }
593
594         self.velocity = vel_xy + vel_z * '0 0 1';
595 }
596
597 void PM_AirAccelerate(vector wishdir, float wishspeed)
598 {
599         vector curvel, wishvel, acceldir, curdir;
600         float addspeed, accelspeed, curspeed, f;
601         float dot;
602
603         if(wishspeed == 0)
604                 return;
605
606         curvel = self.velocity;
607         curvel_z = 0;
608         curspeed = vlen(curvel);
609
610         if(wishspeed > curspeed * 1.01)
611         {
612                 wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
613         }
614         else
615         {
616                 f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
617                 wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
618         }
619         wishvel = wishdir * wishspeed;
620         acceldir = wishvel - curvel;
621         addspeed = vlen(acceldir);
622         acceldir = normalize(acceldir);
623
624         accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
625
626         if(self.stat_sv_warsowbunny_backtosideratio < 1)
627         {
628                 curdir = normalize(curvel);
629                 dot = acceldir * curdir;
630                 if(dot < 0)
631                         acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
632         }
633
634         self.velocity += accelspeed * acceldir;
635 }
636
637 .vector movement_old;
638 .float buttons_old;
639 .vector v_angle_old;
640 .string lastclassname;
641
642 .float() PlayerPhysplug;
643
644 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
645 .float specialcommand_pos;
646 void SpecialCommand()
647 {
648 #ifdef TETRIS
649         TetrisImpulse();
650 #else
651         if(!CheatImpulse(99))
652                 print("A hollow voice says \"Plugh\".\n");
653 #endif
654 }
655
656 float speedaward_speed;
657 string speedaward_holder;
658 string speedaward_uid;
659 void race_send_speedaward(float msg)
660 {
661         // send the best speed of the round
662         WriteByte(msg, SVC_TEMPENTITY);
663         WriteByte(msg, TE_CSQC_RACE);
664         WriteByte(msg, RACE_NET_SPEED_AWARD);
665         WriteInt24_t(msg, floor(speedaward_speed+0.5));
666         WriteString(msg, speedaward_holder);
667 }
668
669 float speedaward_alltimebest;
670 string speedaward_alltimebest_holder;
671 string speedaward_alltimebest_uid;
672 void race_send_speedaward_alltimebest(float msg)
673 {
674         // send the best speed
675         WriteByte(msg, SVC_TEMPENTITY);
676         WriteByte(msg, TE_CSQC_RACE);
677         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
678         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
679         WriteString(msg, speedaward_alltimebest_holder);
680 }
681
682 string GetMapname(void);
683 float speedaward_lastupdate;
684 float speedaward_lastsent;
685 void SV_PlayerPhysics()
686 {
687         vector wishvel, wishdir, v;
688         float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
689         string temps;
690         float buttons_prev;
691         float not_allowed_to_move;
692         string c;
693
694         WarpZone_PlayerPhysics_FixVAngle();
695
696         maxspd_mod = 1;
697         if(self.ballcarried)
698                 if(g_keepaway)
699                         maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
700
701         maxspd_mod *= autocvar_g_movement_highspeed;
702
703         // fix physics stats for g_movement_highspeed
704         // TODO maybe rather use maxairspeed? needs testing
705         self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
706         if(Physics_ClientOption(self, "airstrafeaccel_qw"))
707                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
708         else
709                 self.stat_sv_airstrafeaccel_qw = 0;
710         self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
711         self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
712         
713         // fix some new settings
714         self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
715         self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
716         self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
717         self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
718         self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
719         self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
720         self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
721         self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
722         self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
723         self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
724         self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
725         self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
726         self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
727         self.stat_sv_friction = Physics_ClientOption(self, "friction");
728         self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
729         self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
730         self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
731         self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
732         self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
733
734     if(self.PlayerPhysplug)
735         if(self.PlayerPhysplug())
736             return;
737
738         self.race_movetime_frac += frametime;
739         f = floor(self.race_movetime_frac);
740         self.race_movetime_frac -= f;
741         self.race_movetime_count += f;
742         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
743
744         anticheat_physics();
745
746         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
747
748         if(!buttons)
749                 c = "x";
750         else if(buttons == 1)
751                 c = "1";
752         else if(buttons == 2)
753                 c = " ";
754         else if(buttons == 128)
755                 c = "s";
756         else if(buttons == 256)
757                 c = "w";
758         else if(buttons == 512)
759                 c = "a";
760         else if(buttons == 1024)
761                 c = "d";
762         else
763                 c = "?";
764
765         if(c == substring(specialcommand, self.specialcommand_pos, 1))
766         {
767                 self.specialcommand_pos += 1;
768                 if(self.specialcommand_pos >= strlen(specialcommand))
769                 {
770                         self.specialcommand_pos = 0;
771                         SpecialCommand();
772                         return;
773                 }
774         }
775         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
776                 self.specialcommand_pos = 0;
777
778         if(sv_maxidle > 0)
779         {
780                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
781                         self.parm_idlesince = time;
782         }
783         buttons_prev = self.buttons_old;
784         self.buttons_old = buttons;
785         self.movement_old = self.movement;
786         self.v_angle_old = self.v_angle;
787
788         if(time < self.nickspamtime)
789         if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
790         {
791                 // slight annoyance for nick change scripts
792                 self.movement = -1 * self.movement;
793                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
794
795                 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!
796                 {
797                         self.angles_x = random() * 360;
798                         self.angles_y = random() * 360;
799                         // at least I'm not forcing retardedview by also assigning to angles_z
800                         self.fixangle = TRUE;
801                 }
802         }
803
804         if (self.punchangle != '0 0 0')
805         {
806                 f = vlen(self.punchangle) - 10 * frametime;
807                 if (f > 0)
808                         self.punchangle = normalize(self.punchangle) * f;
809                 else
810                         self.punchangle = '0 0 0';
811         }
812
813         if (self.punchvector != '0 0 0')
814         {
815                 f = vlen(self.punchvector) - 30 * frametime;
816                 if (f > 0)
817                         self.punchvector = normalize(self.punchvector) * f;
818                 else
819                         self.punchvector = '0 0 0';
820         }
821
822         if (IS_BOT_CLIENT(self))
823         {
824                 if(playerdemo_read())
825                         return;
826                 bot_think();
827         }
828
829         if(IS_PLAYER(self))
830         {
831                 if(self.race_penalty)
832                         if(time > self.race_penalty)
833                                 self.race_penalty = 0;
834
835                 not_allowed_to_move = 0;
836                 if(self.race_penalty)
837                         not_allowed_to_move = 1;
838                 if(!autocvar_sv_ready_restart_after_countdown)
839                 if(time < game_starttime)
840                         not_allowed_to_move = 1;
841
842                 if(not_allowed_to_move)
843                 {
844                         self.velocity = '0 0 0';
845                         self.movetype = MOVETYPE_NONE;
846                         self.disableclientprediction = 2;
847                 }
848                 else if(self.disableclientprediction == 2)
849                 {
850                         if(self.movetype == MOVETYPE_NONE)
851                                 self.movetype = MOVETYPE_WALK;
852                         self.disableclientprediction = 0;
853                 }
854         }
855
856         if (self.movetype == MOVETYPE_NONE)
857                 return;
858
859         // when we get here, disableclientprediction cannot be 2
860         self.disableclientprediction = 0;
861         if(time < self.ladder_time)
862                 self.disableclientprediction = 1;
863
864         if(time < self.spider_slowness)
865         {
866                 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
867                 self.stat_sv_airspeedlimit_nonqw *= 0.5;
868         }
869
870         if(self.frozen)
871         {
872                 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
873                 {
874                         self.movement_x = bound(-5, self.movement_x, 5);
875                         self.movement_y = bound(-5, self.movement_y, 5);
876                         self.movement_z = bound(-5, self.movement_z, 5);
877                 }
878                 else
879                         self.movement = '0 0 0';
880                 self.disableclientprediction = 1;
881
882                 vector midpoint = ((self.absmin + self.absmax) * 0.5);
883                 if(pointcontents(midpoint) == CONTENT_WATER)
884                 {
885                         self.velocity = self.velocity * 0.5;
886
887                         if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
888                                 { self.velocity_z = 200; }
889                 }
890         }
891
892         MUTATOR_CALLHOOK(PlayerPhysics);
893
894         if(self.player_blocked)
895         {
896                 self.movement = '0 0 0';
897                 self.disableclientprediction = 1;
898         }
899
900         maxspd_mod = 1;
901
902         swampspd_mod = 1;
903         if(self.in_swamp) {
904                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
905         }
906
907         // conveyors: first fix velocity
908         if(self.conveyor.state)
909                 self.velocity -= self.conveyor.movedir;
910
911         if (!IS_PLAYER(self))
912         {
913                 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
914                 if(!self.spectatorspeed)
915                         self.spectatorspeed = maxspd_mod;
916                 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
917                 {
918                         if(self.lastclassname != "player")
919                         {
920                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
921                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
922                                 else if(self.impulse == 11)
923                                         self.spectatorspeed = maxspd_mod;
924                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
925                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
926                                 else if(self.impulse >= 1 && self.impulse <= 9)
927                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
928                         } // otherwise just clear
929                         self.impulse = 0;
930                 }
931                 maxspd_mod = self.spectatorspeed;
932         }
933
934         spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
935         if(self.speed != spd)
936         {
937                 self.speed = spd;
938                 temps = ftos(spd);
939                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
940                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
941                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
942                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
943         }
944
945         maxspd_mod *= swampspd_mod; // only one common speed modder please!
946         swampspd_mod = 1;
947
948         // if dead, behave differently
949         if (self.deadflag)
950                 goto end;
951
952         if (!self.fixangle && !g_bugrigs)
953         {
954                 self.angles_x = 0;
955                 self.angles_y = self.v_angle_y;
956                 self.angles_z = 0;
957         }
958
959         if(self.flags & FL_ONGROUND)
960         if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
961         if(self.wasFlying)
962         {
963                 self.wasFlying = 0;
964
965                 if(self.waterlevel < WATERLEVEL_SWIMMING)
966                 if(time >= self.ladder_time)
967                 if (!self.hook)
968                 {
969                         self.nextstep = time + 0.3 + random() * 0.1;
970                         trace_dphitq3surfaceflags = 0;
971                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
972                         if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
973                         {
974                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
975                                         GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
976                                 else
977                                         GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
978                         }
979                 }
980         }
981
982         if(IsFlying(self))
983                 self.wasFlying = 1;
984
985         if(IS_PLAYER(self))
986                 CheckPlayerJump();
987
988         if (self.flags & FL_WATERJUMP )
989         {
990                 self.velocity_x = self.movedir_x;
991                 self.velocity_y = self.movedir_y;
992                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
993                 {
994                         self.flags &= ~FL_WATERJUMP;
995                         self.teleport_time = 0;
996                 }
997         }
998         else if (g_bugrigs && IS_PLAYER(self))
999         {
1000                 RaceCarPhysics();
1001         }
1002         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1003         {
1004                 // noclipping or flying
1005                 self.flags &= ~FL_ONGROUND;
1006
1007                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1008                 makevectors(self.v_angle);
1009                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1010                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1011                 // acceleration
1012                 wishdir = normalize(wishvel);
1013                 wishspeed = vlen(wishvel);
1014                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1015                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1016                 if (time >= self.teleport_time)
1017                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1018         }
1019         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1020         {
1021                 // swimming
1022                 self.flags &= ~FL_ONGROUND;
1023
1024                 makevectors(self.v_angle);
1025                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1026                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1027                 if (wishvel == '0 0 0')
1028                         wishvel = '0 0 -60'; // drift towards bottom
1029
1030                 wishdir = normalize(wishvel);
1031                 wishspeed = vlen(wishvel);
1032                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1033                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1034                 wishspeed = wishspeed * 0.7;
1035
1036                 // water friction
1037                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1038
1039                 // water acceleration
1040                 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1041         }
1042         else if (time < self.ladder_time)
1043         {
1044                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1045                 self.flags &= ~FL_ONGROUND;
1046
1047                 float g;
1048                 g = autocvar_sv_gravity * frametime;
1049                 if(self.gravity)
1050                         g *= self.gravity;
1051                 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1052                 {
1053                         g *= 0.5;
1054                         self.velocity_z += g;
1055                 }
1056
1057                 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1058                 makevectors(self.v_angle);
1059                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1060                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1061                 self.velocity_z += g;
1062                 if (self.ladder_entity.classname == "func_water")
1063                 {
1064                         f = vlen(wishvel);
1065                         if (f > self.ladder_entity.speed)
1066                                 wishvel = wishvel * (self.ladder_entity.speed / f);
1067
1068                         self.watertype = self.ladder_entity.skin;
1069                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1070                         if ((self.origin_z + self.view_ofs_z) < f)
1071                                 self.waterlevel = WATERLEVEL_SUBMERGED;
1072                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1073                                 self.waterlevel = WATERLEVEL_SWIMMING;
1074                         else if ((self.origin_z + self.mins_z + 1) < f)
1075                                 self.waterlevel = WATERLEVEL_WETFEET;
1076                         else
1077                         {
1078                                 self.waterlevel = WATERLEVEL_NONE;
1079                                 self.watertype = CONTENT_EMPTY;
1080                         }
1081                 }
1082                 // acceleration
1083                 wishdir = normalize(wishvel);
1084                 wishspeed = vlen(wishvel);
1085                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1086                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1087                 if (time >= self.teleport_time)
1088                 {
1089                         // water acceleration
1090                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1091                 }
1092         }
1093         else if (self.items & IT_USING_JETPACK)
1094         {
1095                 //makevectors(self.v_angle_y * '0 1 0');
1096                 makevectors(self.v_angle);
1097                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1098                 // add remaining speed as Z component
1099                 maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
1100                 // fix speedhacks :P
1101                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1102                 // add the unused velocity as up component
1103                 wishvel_z = 0;
1104
1105                 // if(self.BUTTON_JUMP)
1106                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1107
1108                 // it is now normalized, so...
1109                 float a_side, a_up, a_add, a_diff;
1110                 a_side = autocvar_g_jetpack_acceleration_side;
1111                 a_up = autocvar_g_jetpack_acceleration_up;
1112                 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1113
1114                 wishvel_x *= a_side;
1115                 wishvel_y *= a_side;
1116                 wishvel_z *= a_up;
1117                 wishvel_z += a_add;
1118
1119                 float best;
1120                 best = 0;
1121                 //////////////////////////////////////////////////////////////////////////////////////
1122                 // finding the maximum over all vectors of above form
1123                 // with wishvel having an absolute value of 1
1124                 //////////////////////////////////////////////////////////////////////////////////////
1125                 // we're finding the maximum over
1126                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1127                 // for z in the range from -1 to 1
1128                 //////////////////////////////////////////////////////////////////////////////////////
1129                 // maximum is EITHER attained at the single extreme point:
1130                 a_diff = a_side * a_side - a_up * a_up;
1131                 if(a_diff != 0)
1132                 {
1133                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1134                         if(f > -1 && f < 1) // can it be attained?
1135                         {
1136                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1137                                 //print("middle\n");
1138                         }
1139                 }
1140                 // OR attained at z = 1:
1141                 f = (a_up + a_add) * (a_up + a_add);
1142                 if(f > best)
1143                 {
1144                         best = f;
1145                         //print("top\n");
1146                 }
1147                 // OR attained at z = -1:
1148                 f = (a_up - a_add) * (a_up - a_add);
1149                 if(f > best)
1150                 {
1151                         best = f;
1152                         //print("bottom\n");
1153                 }
1154                 best = sqrt(best);
1155                 //////////////////////////////////////////////////////////////////////////////////////
1156
1157                 //print("best possible acceleration: ", ftos(best), "\n");
1158
1159                 float fxy, fz;
1160                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1161                 if(wishvel_z - autocvar_sv_gravity > 0)
1162                         fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1163                 else
1164                         fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1165
1166                 wishvel_x *= fxy;
1167                 wishvel_y *= fxy;
1168                 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1169
1170                 float fvel;
1171                 fvel = min(1, vlen(wishvel) / best);
1172                 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1173                         f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1174                 else
1175                         f = 1;
1176
1177                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1178
1179                 if (f > 0 && wishvel != '0 0 0')
1180                 {
1181                         self.velocity = self.velocity + wishvel * f * frametime;
1182                         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1183                                 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1184                         self.flags &= ~FL_ONGROUND;
1185                         self.items |= IT_USING_JETPACK;
1186
1187                         // jetpack also inhibits health regeneration, but only for 1 second
1188                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1189                 }
1190         }
1191         else if (self.flags & FL_ONGROUND)
1192         {
1193                 // we get here if we ran out of ammo
1194                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1195                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1196
1197                 // walking
1198                 makevectors(self.v_angle_y * '0 1 0');
1199                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1200
1201                 if(!(self.lastflags & FL_ONGROUND))
1202                 {
1203                         if(autocvar_speedmeter)
1204                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1205                         if(self.lastground < time - 0.3)
1206                                 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1207                         if(self.jumppadcount > 1)
1208                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1209                         self.jumppadcount = 0;
1210                 }
1211
1212                 v = self.velocity;
1213                 v_z = 0;
1214                 f = vlen(v);
1215                 if(f > 0)
1216                 {
1217                         if (f < self.stat_sv_stopspeed)
1218                                 f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
1219                         else
1220                                 f = 1 - frametime * self.stat_sv_friction;
1221                         if (f > 0)
1222                                 self.velocity = self.velocity * f;
1223                         else
1224                                 self.velocity = '0 0 0';
1225                         /*
1226                            Mathematical analysis time!
1227
1228                            Our goal is to invert this mess.
1229
1230                            For the two cases we get:
1231                                 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1232                                   = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1233                                 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1234                            and
1235                                 v = v0 * (1 - frametime * autocvar_sv_friction)
1236                                 v0 = v / (1 - frametime * autocvar_sv_friction)
1237
1238                            These cases would be chosen ONLY if:
1239                                 v0 < autocvar_sv_stopspeed
1240                                 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1241                                 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1242                            and, respectively:
1243                                 v0 >= autocvar_sv_stopspeed
1244                                 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1245                                 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1246                          */
1247                 }
1248
1249                 // acceleration
1250                 wishdir = normalize(wishvel);
1251                 wishspeed = vlen(wishvel);
1252                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1253                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1254                 if (self.crouch)
1255                         wishspeed = wishspeed * 0.5;
1256                 if (time >= self.teleport_time)
1257                         PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1258         }
1259         else
1260         {
1261                 float wishspeed0;
1262                 // we get here if we ran out of ammo
1263                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1264                         Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1265
1266                 if(maxspd_mod < 1)
1267                 {
1268                         maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
1269                         airaccel = self.stat_sv_airaccelerate*maxspd_mod;
1270                 }
1271                 else
1272                 {
1273                         maxairspd = self.stat_sv_maxairspeed;
1274                         airaccel = self.stat_sv_airaccelerate;
1275                 }
1276                 // airborn
1277                 makevectors(self.v_angle_y * '0 1 0');
1278                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1279                 // acceleration
1280                 wishdir = normalize(wishvel);
1281                 wishspeed = wishspeed0 = vlen(wishvel);
1282                 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1283                         wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1284                 if (wishspeed > maxairspd)
1285                         wishspeed = maxairspd;
1286                 if (self.crouch)
1287                         wishspeed = wishspeed * 0.5;
1288                 if (time >= self.teleport_time)
1289                 {
1290                         float accelerating;
1291                         float wishspeed2;
1292                         float airaccelqw;
1293                         float strafity;
1294
1295                         airaccelqw = self.stat_sv_airaccel_qw;
1296                         accelerating = (self.velocity * wishdir > 0);
1297                         wishspeed2 = wishspeed;
1298
1299                         // CPM
1300                         if(self.stat_sv_airstopaccelerate)
1301                         {
1302                                 vector curdir;
1303                                 curdir = self.velocity;
1304                                 curdir_z = 0;
1305                                 curdir = normalize(curdir);
1306                                 airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1307                         }
1308                         // note that for straight forward jumping:
1309                         // step = accel * frametime * wishspeed0;
1310                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1311                         // -->
1312                         // dv/dt = accel * maxspeed (when slow)
1313                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1314                         // log dv/dt = logaccel + logmaxspeed (when slow)
1315                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1316                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1317                         if(self.stat_sv_maxairstrafespeed)
1318                                 wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
1319                         if(self.stat_sv_airstrafeaccelerate)
1320                                 airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
1321                         if(self.stat_sv_airstrafeaccel_qw)
1322                                 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1323                         // !CPM
1324
1325                         if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1326                                 PM_AirAccelerate(wishdir, wishspeed);
1327                         else
1328                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, self.stat_sv_airaccel_qw_stretchfactor, self.stat_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1329
1330                         if(self.stat_sv_aircontrol)
1331                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1332                 }
1333         }
1334
1335         if((g_cts || g_race) && !IS_OBSERVER(self))
1336         {
1337                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1338                 {
1339                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1340                         speedaward_holder = self.netname;
1341                         speedaward_uid = self.crypto_idfp;
1342                         speedaward_lastupdate = time;
1343                 }
1344                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1345                 {
1346                         string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1347                         race_send_speedaward(MSG_ALL);
1348                         speedaward_lastsent = speedaward_speed;
1349                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1350                         {
1351                                 speedaward_alltimebest = speedaward_speed;
1352                                 speedaward_alltimebest_holder = speedaward_holder;
1353                                 speedaward_alltimebest_uid = speedaward_uid;
1354                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1355                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1356                                 race_send_speedaward_alltimebest(MSG_ALL);
1357                         }
1358                 }
1359         }
1360
1361         // WEAPONTODO
1362         float xyspeed;
1363         xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1364         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1365         {
1366                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1367                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1368                 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1369                 // add the extra charge
1370                 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1371         }
1372 :end
1373         if(self.flags & FL_ONGROUND)
1374                 self.lastground = time;
1375
1376         // conveyors: then break velocity again
1377         if(self.conveyor.state)
1378                 self.velocity += self.conveyor.movedir;
1379
1380         self.lastflags = self.flags;
1381         self.lastclassname = self.classname;
1382 }