]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics.qc
This commit is dedicated to TimePath
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
index 0526742b4a56c6c8ceef92c00b4db5e5ac07e959..482135ed6168f9e98296f2cf475890d70ead207b 100644 (file)
@@ -13,11 +13,11 @@ bool Physics_Valid(string thecvar)
        return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
 }
 
-float Physics_ClientOption(entity pl, string option)
+float Physics_ClientOption(entity this, string option)
 {
-       if(Physics_Valid(pl.cvar_cl_physics))
+       if(Physics_Valid(this.cvar_cl_physics))
        {
-               string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
+               string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
@@ -187,9 +187,14 @@ void PM_ClientMovement_UpdateStatus(entity this, bool ground)
                pmove_waterjumptime = 0;
 }
 
-void PM_ClientMovement_Move()
-{SELFPARAM();
+void PM_ClientMovement_Move(entity this)
+{
 #ifdef CSQC
+
+       PM_ClientMovement_UpdateStatus(this, false);
+       if(autocvar_cl_movement == 3)
+               return;
+
        int bump;
        float t;
        float f;
@@ -208,13 +213,11 @@ void PM_ClientMovement_Move()
        vector trace2_plane_normal = '0 0 0';
        vector trace3_plane_normal = '0 0 0';
 
-
-       PM_ClientMovement_UpdateStatus(this, false);
-       primalvelocity = self.velocity;
-       for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
+       primalvelocity = this.velocity;
+       for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
        {
-               neworigin = self.origin + t * self.velocity;
-               tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
+               neworigin = this.origin + t * this.velocity;
+               tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
                trace1_endpos = trace_endpos;
                trace1_fraction = trace_fraction;
                trace1_plane_normal = trace_plane_normal;
@@ -222,11 +225,11 @@ void PM_ClientMovement_Move()
                {
                        // may be a step or wall, try stepping up
                        // first move forward at a higher level
-                       currentorigin2 = self.origin;
+                       currentorigin2 = this.origin;
                        currentorigin2_z += PHYS_STEPHEIGHT;
                        neworigin2 = neworigin;
                        neworigin2_z += PHYS_STEPHEIGHT;
-                       tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+                       tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
                        trace2_endpos = trace_endpos;
                        trace2_fraction = trace_fraction;
                        trace2_plane_normal = trace_plane_normal;
@@ -235,8 +238,8 @@ void PM_ClientMovement_Move()
                                // then move down from there
                                currentorigin2 = trace2_endpos;
                                neworigin2 = trace2_endpos;
-                               neworigin2_z = self.origin_z;
-                               tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
+                               neworigin2_z = this.origin_z;
+                               tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
                                trace3_endpos = trace_endpos;
                                trace3_fraction = trace_fraction;
                                trace3_plane_normal = trace_plane_normal;
@@ -253,7 +256,7 @@ void PM_ClientMovement_Move()
 
                // check if it moved at all
                if(trace1_fraction >= 0.001)
-                       setorigin(self, trace1_endpos);
+                       setorigin(this, trace1_endpos);
 
                // check if it moved all the way
                if(trace1_fraction == 1)
@@ -264,43 +267,43 @@ void PM_ClientMovement_Move()
                // this got commented out in a change that supposedly makes the code match QW better
                // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
                if(trace1_plane_normal_z > 0.7)
-                       SET_ONGROUND(self);
+                       SET_ONGROUND(this);
 
                t -= t * trace1_fraction;
 
-               f = (self.velocity * trace1_plane_normal);
-               self.velocity = self.velocity + -f * trace1_plane_normal;
+               f = (this.velocity * trace1_plane_normal);
+               this.velocity = this.velocity + -f * trace1_plane_normal;
        }
        if(pmove_waterjumptime > 0)
-               self.velocity = primalvelocity;
+               this.velocity = primalvelocity;
 #endif
 }
 
-void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
-{SELFPARAM();
-       float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
+void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
+{
+       float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
        if (k <= 0)
                return;
 
-       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
+       k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
 
-       float zspeed = self.velocity_z;
-       self.velocity_z = 0;
-       float xyspeed = vlen(self.velocity);
-       self.velocity = normalize(self.velocity);
+       float zspeed = this.velocity_z;
+       this.velocity_z = 0;
+       float xyspeed = vlen(this.velocity);
+       this.velocity = normalize(this.velocity);
 
-       float dot = self.velocity * wishdir;
+       float dot = this.velocity * wishdir;
 
        if (dot > 0) // we can't change direction while slowing down
        {
-               k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
-               xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
-               k *= PHYS_AIRCONTROL;
-               self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
+               k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
+               xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
+               k *= PHYS_AIRCONTROL(this);
+               this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
        }
 
-       self.velocity = self.velocity * xyspeed;
-       self.velocity_z = zspeed;
+       this.velocity = this.velocity * xyspeed;
+       this.velocity_z = zspeed;
 }
 
 float AdjustAirAccelQW(float accelqw, float factor)
@@ -313,8 +316,8 @@ float AdjustAirAccelQW(float accelqw, float factor)
 //   sv_airaccel_sideways_friction 0
 //   prvm_globalset server speedclamp_mode 1
 //     (or 2)
-void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
-{SELFPARAM();
+void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
+{
        float speedclamp = stretchfactor > 0 ? stretchfactor
        : accelqw < 0 ? 1 // full clamping, no stretch
        : -1; // no clamping
@@ -324,9 +327,9 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
        if (GAMEPLAYFIX_Q2AIRACCELERATE)
                wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
 
-       float vel_straight = self.velocity * wishdir;
-       float vel_z = self.velocity_z;
-       vector vel_xy = vec2(self.velocity);
+       float vel_straight = this.velocity * wishdir;
+       float vel_z = this.velocity_z;
+       vector vel_xy = vec2(this.velocity);
        vector vel_perpend = vel_xy - vel_straight * wishdir;
 
        float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
@@ -343,18 +346,18 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
                // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
        {
                float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
-               float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
-               // assume: fmin > 1
+               float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
+               // assume: themin > 1
                // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
                // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
                // obviously, this cannot be
-               if (fmin <= 0)
+               if (themin <= 0)
                        vel_perpend *= f;
                else
                {
-                       fmin = sqrt(fmin);
-                       vel_perpend *= max(fmin, f);
+                       themin = sqrt(themin);
+                       vel_perpend *= max(themin, f);
                }
        }
        else
@@ -374,41 +377,41 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce
                }
        }
 
-       self.velocity = vel_xy + vel_z * '0 0 1';
+       this.velocity = vel_xy + vel_z * '0 0 1';
 }
 
-void PM_AirAccelerate(vector wishdir, float wishspeed)
-{SELFPARAM();
+void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
+{
        if (wishspeed == 0)
                return;
 
-       vector curvel = self.velocity;
+       vector curvel = this.velocity;
        curvel_z = 0;
        float curspeed = vlen(curvel);
 
        if (wishspeed > curspeed * 1.01)
-               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+               wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
        else
        {
-               float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
-               wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
+               float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
+               wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
        }
        vector wishvel = wishdir * wishspeed;
        vector acceldir = wishvel - curvel;
        float addspeed = vlen(acceldir);
        acceldir = normalize(acceldir);
 
-       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
+       float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
 
-       if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
+       if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
        {
                vector curdir = normalize(curvel);
                float dot = acceldir * curdir;
                if (dot < 0)
-                       acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
+                       acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
        }
 
-       self.velocity += accelspeed * acceldir;
+       this.velocity += accelspeed * acceldir;
 }
 
 
@@ -420,63 +423,41 @@ When you press the jump key
 returns true if handled
 =============
 */
-bool PlayerJump ()
-{SELFPARAM();
-       if (PHYS_FROZEN(self))
+bool PlayerJump(entity this)
+{
+       if (PHYS_FROZEN(this))
                return true; // no jumping in freezetag when frozen
 
 #ifdef SVQC
-       if (self.player_blocked)
+       if (this.player_blocked)
                return true; // no jumping while blocked
 #endif
 
        bool doublejump = false;
-       float mjumpheight = PHYS_JUMPVELOCITY;
-#ifdef CSQC
-       player_multijump = doublejump;
-       player_jumpheight = mjumpheight;
-#endif
+       float mjumpheight = PHYS_JUMPVELOCITY(this);
 
-       if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
-#ifdef CSQC
-               || PM_multijump_checkjump()
-#endif
-               ) { return true; }
+       if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
+               return true;
 
        doublejump = player_multijump;
        mjumpheight = player_jumpheight;
 
-       if (PHYS_DOUBLEJUMP)
-       {
-               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
-               if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
-               {
-                       doublejump = true;
-
-                       // we MUST clip velocity here!
-                       float f;
-                       f = self.velocity * trace_plane_normal;
-                       if (f < 0)
-                               self.velocity -= f * trace_plane_normal;
-               }
-       }
-
-       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+       if (this.waterlevel >= WATERLEVEL_SWIMMING)
        {
-               self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
+               this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
                return true;
        }
 
        if (!doublejump)
-               if (!IS_ONGROUND(self))
-                       return IS_JUMP_HELD(self);
+               if (!IS_ONGROUND(this))
+                       return IS_JUMP_HELD(this);
 
-       bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
-       if(PHYS_TRACK_CANJUMP(self))
+       bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
+       if(PHYS_TRACK_CANJUMP(this))
                track_jump = true;
 
        if (track_jump)
-               if (IS_JUMP_HELD(self))
+               if (IS_JUMP_HELD(this))
                        return true;
 
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
@@ -487,82 +468,82 @@ bool PlayerJump ()
        {
                float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
 
-               if (self.velocity_z < minjumpspeed)
-                       mjumpheight += minjumpspeed - self.velocity_z;
+               if (this.velocity_z < minjumpspeed)
+                       mjumpheight += minjumpspeed - this.velocity_z;
        }
 
        if(PHYS_JUMPSPEEDCAP_MAX != "")
        {
                // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
-               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+               tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
 
                if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
                {
                        float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
 
-                       if (self.velocity_z > maxjumpspeed)
-                               mjumpheight -= self.velocity_z - maxjumpspeed;
+                       if (this.velocity_z > maxjumpspeed)
+                               mjumpheight -= this.velocity_z - maxjumpspeed;
                }
        }
 
-       if (!WAS_ONGROUND(self))
+       if (!WAS_ONGROUND(this))
        {
 #ifdef SVQC
                if(autocvar_speedmeter)
-                       LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+                       LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
 #endif
-               if(self.lastground < time - 0.3)
+               if(this.lastground < time - 0.3)
                {
-                       self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
-                       self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
+                       this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+                       this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
                }
 #ifdef SVQC
-               if(self.jumppadcount > 1)
-                       LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
-               self.jumppadcount = 0;
+               if(this.jumppadcount > 1)
+                       LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
+               this.jumppadcount = 0;
 #endif
        }
 
-       self.velocity_z += mjumpheight;
+       this.velocity_z += mjumpheight;
 
-       UNSET_ONGROUND(self);
-       SET_JUMP_HELD(self);
+       UNSET_ONGROUND(this);
+       SET_JUMP_HELD(this);
 
 #ifdef SVQC
 
-       self.oldvelocity_z = self.velocity_z;
+       this.oldvelocity_z = this.velocity_z;
 
-       animdecide_setaction(self, ANIMACTION_JUMP, true);
+       animdecide_setaction(this, ANIMACTION_JUMP, true);
 
        if (autocvar_g_jump_grunt)
-               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+               WITH(entity, this, this, PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND));
 #endif
        return true;
 }
 
-void CheckWaterJump()
-{SELFPARAM();
+void CheckWaterJump(entity this)
+{
 // check for a jump-out-of-water
-       makevectors(self.v_angle);
-       vector start = self.origin;
+       makevectors(this.v_angle);
+       vector start = this.origin;
        start_z += 8;
        v_forward_z = 0;
        normalize(v_forward);
        vector end = start + v_forward*24;
-       traceline (start, end, true, self);
+       traceline (start, end, true, this);
        if (trace_fraction < 1)
        {       // solid at waist
-               start_z = start_z + self.maxs_z - 8;
+               start_z = start_z + this.maxs_z - 8;
                end = start + v_forward*24;
-               self.movedir = trace_plane_normal * -50;
-               traceline(start, end, true, self);
+               this.movedir = trace_plane_normal * -50;
+               traceline(start, end, true, this);
                if (trace_fraction == 1)
                {       // open at eye level
-                       self.velocity_z = 225;
-                       self.flags |= FL_WATERJUMP;
-                       SET_JUMP_HELD(self);
+                       this.velocity_z = 225;
+                       this.flags |= FL_WATERJUMP;
+                       SET_JUMP_HELD(this);
 #ifdef SVQC
-                       self.teleport_time = time + 2;  // safety net
+                       this.teleport_time = time + 2;  // safety net
 #elif defined(CSQC)
                        pmove_waterjumptime = time + 2;
 #endif
@@ -578,48 +559,46 @@ void CheckWaterJump()
        #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
 #endif
 .float jetpack_stopped;
-// Hack: shouldn't need to know about this
-.float multijump_count;
-void CheckPlayerJump()
-{SELFPARAM();
+void CheckPlayerJump(entity this)
+{
 #ifdef SVQC
-       float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
+       float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
 #endif
-       if (JETPACK_JUMP(self) < 2)
-               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+       if (JETPACK_JUMP(this) < 2)
+               ITEMS_STAT(this) &= ~IT_USING_JETPACK;
 
-       if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+       if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
        {
-               float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
-               float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
-               float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
+               float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
+               float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
+               float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
 
-               if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
-               else if (self.jetpack_stopped) { }
+               if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
+               else if (this.jetpack_stopped) { }
                else if (!has_fuel)
                {
 #ifdef SVQC
                        if (was_flying) // TODO: ran out of fuel message
-                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                               Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
                        else if (activate)
-                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                               Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
 #endif
-                       self.jetpack_stopped = true;
-                       ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+                       this.jetpack_stopped = true;
+                       ITEMS_STAT(this) &= ~IT_USING_JETPACK;
                }
-               else if (activate && !PHYS_FROZEN(self))
-                       ITEMS_STAT(self) |= IT_USING_JETPACK;
+               else if (activate && !PHYS_FROZEN(this))
+                       ITEMS_STAT(this) |= IT_USING_JETPACK;
        }
        else
        {
-               self.jetpack_stopped = false;
-               ITEMS_STAT(self) &= ~IT_USING_JETPACK;
+               this.jetpack_stopped = false;
+               ITEMS_STAT(this) &= ~IT_USING_JETPACK;
        }
-       if (!PHYS_INPUT_BUTTON_JUMP(self))
-               UNSET_JUMP_HELD(self);
+       if (!PHYS_INPUT_BUTTON_JUMP(this))
+               UNSET_JUMP_HELD(this);
 
-       if (self.waterlevel == WATERLEVEL_SWIMMING)
-               CheckWaterJump();
+       if (this.waterlevel == WATERLEVEL_SWIMMING)
+               CheckWaterJump(this);
 }
 
 float racecar_angle(float forward, float down)
@@ -640,228 +619,18 @@ float racecar_angle(float forward, float down)
                return ret * angle_mult;
 }
 
-void RaceCarPhysics()
-{SELFPARAM();
-#ifdef SVQC
-       // using this move type for "big rigs"
-       // the engine does not push the entity!
-
-       vector rigvel;
-
-       vector angles_save = self.angles;
-       float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
-       float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
-
-       if (g_bugrigs_reverse_speeding)
-       {
-               if (accel < 0)
-               {
-                       // back accel is DIGITAL
-                       // to prevent speedhack
-                       if (accel < -0.5)
-                               accel = -1;
-                       else
-                               accel = 0;
-               }
-       }
-
-       self.angles_x = 0;
-       self.angles_z = 0;
-       makevectors(self.angles); // new forward direction!
-
-       if (IS_ONGROUND(self) || g_bugrigs_air_steering)
-       {
-               float myspeed = self.velocity * v_forward;
-               float upspeed = self.velocity * v_up;
-
-               // responsiveness factor for steering and acceleration
-               float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
-               //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
-
-               float steerfactor;
-               if (myspeed < 0 && g_bugrigs_reverse_spinning)
-                       steerfactor = -myspeed * g_bugrigs_steer;
-               else
-                       steerfactor = -myspeed * f * g_bugrigs_steer;
-
-               float accelfactor;
-               if (myspeed < 0 && g_bugrigs_reverse_speeding)
-                       accelfactor = g_bugrigs_accel;
-               else
-                       accelfactor = f * g_bugrigs_accel;
-               //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
-
-               if (accel < 0)
-               {
-                       if (myspeed > 0)
-                       {
-                               myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
-                       }
-                       else
-                       {
-                               if (!g_bugrigs_reverse_speeding)
-                                       myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
-                       }
-               }
-               else
-               {
-                       if (myspeed >= 0)
-                       {
-                               myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
-                       }
-                       else
-                       {
-                               if (g_bugrigs_reverse_stopping)
-                                       myspeed = 0;
-                               else
-                                       myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
-                       }
-               }
-               // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
-               //MAXIMA: friction(v) := g_bugrigs_friction_floor;
-
-               self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
-               makevectors(self.angles); // new forward direction!
-
-               myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
-
-               rigvel = myspeed * v_forward + '0 0 1' * upspeed;
-       }
-       else
-       {
-               float myspeed = vlen(self.velocity);
-
-               // responsiveness factor for steering and acceleration
-               float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
-               float steerfactor = -myspeed * f;
-               self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
-
-               rigvel = self.velocity;
-               makevectors(self.angles); // new forward direction!
-       }
-
-       rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
-       //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
-       //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
-       //MAXIMA: solve(total_acceleration(v) = 0, v);
-
-       if (g_bugrigs_planar_movement)
-       {
-               vector rigvel_xy, neworigin, up;
-               float mt;
-
-               rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY(this); // 4x gravity plays better
-               rigvel_xy = vec2(rigvel);
-
-               if (g_bugrigs_planar_movement_car_jumping)
-                       mt = MOVE_NORMAL;
-               else
-                       mt = MOVE_NOMONSTERS;
-
-               tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
-               up = trace_endpos - self.origin;
-
-               // BUG RIGS: align the move to the surface instead of doing collision testing
-               // can we move?
-               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
-
-               // align to surface
-               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
-
-               if (trace_fraction < 0.5)
-               {
-                       trace_fraction = 1;
-                       neworigin = self.origin;
-               }
-               else
-                       neworigin = trace_endpos;
-
-               if (trace_fraction < 1)
-               {
-                       // now set angles_x so that the car points parallel to the surface
-                       self.angles = vectoangles(
-                                       '1 0 0' * v_forward_x * trace_plane_normal_z
-                                       +
-                                       '0 1 0' * v_forward_y * trace_plane_normal_z
-                                       +
-                                       '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
-                                       );
-                       SET_ONGROUND(self);
-               }
-               else
-               {
-                       // now set angles_x so that the car points forward, but is tilted in velocity direction
-                       UNSET_ONGROUND(self);
-               }
-
-               self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
-               self.movetype = MOVETYPE_NOCLIP;
-       }
-       else
-       {
-               rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY(this); // 4x gravity plays better
-               self.velocity = rigvel;
-               self.movetype = MOVETYPE_FLY;
-       }
-
-       trace_fraction = 1;
-       tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
-       if (trace_fraction != 1)
-       {
-               self.angles = vectoangles2(
-                               '1 0 0' * v_forward_x * trace_plane_normal_z
-                               +
-                               '0 1 0' * v_forward_y * trace_plane_normal_z
-                               +
-                               '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
-                               trace_plane_normal
-                               );
-       }
-       else
-       {
-               vector vel_local;
-
-               vel_local_x = v_forward * self.velocity;
-               vel_local_y = v_right * self.velocity;
-               vel_local_z = v_up * self.velocity;
-
-               self.angles_x = racecar_angle(vel_local_x, vel_local_z);
-               self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
-       }
-
-       // smooth the angles
-       vector vf1, vu1, smoothangles;
-       makevectors(self.angles);
-       float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
-       if (f == 0)
-               f = 1;
-       vf1 = v_forward * f;
-       vu1 = v_up * f;
-       makevectors(angles_save);
-       vf1 = vf1 + v_forward * (1 - f);
-       vu1 = vu1 + v_up * (1 - f);
-       smoothangles = vectoangles2(vf1, vu1);
-       self.angles_x = -smoothangles_x;
-       self.angles_z =  smoothangles_z;
-#endif
-}
-
 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 .float specialcommand_pos;
 void SpecialCommand()
 {
 #ifdef SVQC
-#ifdef TETRIS
-       TetrisImpulse();
-#else
        if (!CheatImpulse(99))
                LOG_INFO("A hollow voice says \"Plugh\".\n");
 #endif
-#endif
 }
 
-float PM_check_specialcommand(float buttons)
-{SELFPARAM();
+float PM_check_specialcommand(entity this, float buttons)
+{
 #ifdef SVQC
        string c;
        if (!buttons)
@@ -881,109 +650,97 @@ float PM_check_specialcommand(float buttons)
        else
                c = "?";
 
-       if (c == substring(specialcommand, self.specialcommand_pos, 1))
+       if (c == substring(specialcommand, this.specialcommand_pos, 1))
        {
-               self.specialcommand_pos += 1;
-               if (self.specialcommand_pos >= strlen(specialcommand))
+               this.specialcommand_pos += 1;
+               if (this.specialcommand_pos >= strlen(specialcommand))
                {
-                       self.specialcommand_pos = 0;
+                       this.specialcommand_pos = 0;
                        SpecialCommand();
                        return true;
                }
        }
-       else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
-               self.specialcommand_pos = 0;
+       else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
+               this.specialcommand_pos = 0;
 #endif
        return false;
 }
 
-void PM_check_nickspam()
-{SELFPARAM();
+void PM_check_nickspam(entity this)
+{
 #ifdef SVQC
-       if (time >= self.nickspamtime)
+       if (time >= this.nickspamtime)
                return;
-       if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+       if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
        {
                // slight annoyance for nick change scripts
-               self.movement = -1 * self.movement;
-               self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
+               this.movement = -1 * this.movement;
+               this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
 
-               if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
+               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!
                {
-                       self.v_angle_x = random() * 360;
-                       self.v_angle_y = random() * 360;
+                       this.v_angle_x = random() * 360;
+                       this.v_angle_y = random() * 360;
                        // at least I'm not forcing retardedview by also assigning to angles_z
-                       self.fixangle = true;
+                       this.fixangle = true;
                }
        }
 #endif
 }
 
-void PM_check_punch()
-{SELFPARAM();
+void PM_check_punch(entity this)
+{
 #ifdef SVQC
-       if (self.punchangle != '0 0 0')
+       if (this.punchangle != '0 0 0')
        {
-               float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
-                       self.punchangle = normalize(self.punchangle) * f;
+                       this.punchangle = normalize(this.punchangle) * f;
                else
-                       self.punchangle = '0 0 0';
+                       this.punchangle = '0 0 0';
        }
 
-       if (self.punchvector != '0 0 0')
+       if (this.punchvector != '0 0 0')
        {
-               float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
+               float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
                if (f > 0)
-                       self.punchvector = normalize(self.punchvector) * f;
+                       this.punchvector = normalize(this.punchvector) * f;
                else
-                       self.punchvector = '0 0 0';
+                       this.punchvector = '0 0 0';
        }
 #endif
 }
 
-void PM_check_spider()
-{SELFPARAM();
-#ifdef SVQC
-       if (time >= self.spider_slowness)
-               return;
-       PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
-       PHYS_MAXAIRSPEED(self) *= 0.5;
-       PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
-       PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
-#endif
-}
-
 // predict frozen movement, as frozen players CAN move in some cases
-void PM_check_frozen()
-{SELFPARAM();
-       if (!PHYS_FROZEN(self))
+void PM_check_frozen(entity this)
+{
+       if (!PHYS_FROZEN(this))
                return;
        if (PHYS_DODGING_FROZEN
 #ifdef SVQC
-       && IS_REAL_CLIENT(self)
+       && IS_REAL_CLIENT(this)
 #endif
        )
        {
-               self.movement_x = bound(-5, self.movement.x, 5);
-               self.movement_y = bound(-5, self.movement.y, 5);
-               self.movement_z = bound(-5, self.movement.z, 5);
+               this.movement_x = bound(-5, this.movement.x, 5);
+               this.movement_y = bound(-5, this.movement.y, 5);
+               this.movement_z = bound(-5, this.movement.z, 5);
        }
        else
-               self.movement = '0 0 0';
+               this.movement = '0 0 0';
 
-       vector midpoint = ((self.absmin + self.absmax) * 0.5);
+       vector midpoint = ((this.absmin + this.absmax) * 0.5);
        if (pointcontents(midpoint) == CONTENT_WATER)
        {
-               self.velocity = self.velocity * 0.5;
+               this.velocity = this.velocity * 0.5;
 
                if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
-                       self.velocity_z = 200;
+                       this.velocity_z = 200;
        }
 }
 
-void PM_check_hitground()
-{SELFPARAM();
+void PM_check_hitground(entity this)
+{
 #ifdef SVQC
        if (!IS_PLAYER(this)) return; // no fall sounds for observers thank you very much
        if (!IS_ONGROUND(this)) return;
@@ -997,207 +754,191 @@ void PM_check_hitground()
     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
     if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)) return;
     entity fall = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) ? GS_FALL_METAL : GS_FALL;
-    GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+    WITH(entity, self, this, GlobalSound(fall, CH_PLAYER, VOICETYPE_PLAYERSOUND));
 #endif
 }
 
-void PM_check_blocked()
-{SELFPARAM();
+void PM_check_blocked(entity this)
+{
 #ifdef SVQC
-       if (!self.player_blocked)
+       if (!this.player_blocked)
                return;
-       self.movement = '0 0 0';
-       self.disableclientprediction = 1;
-#endif
-}
-
-void PM_check_vortex()
-{SELFPARAM();
-#ifdef SVQC
-       // WEAPONTODO
-       float xyspeed = vlen(vec2(self.velocity));
-       if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
-       {
-               // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
-               xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
-               float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
-               // add the extra charge
-               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
-       }
+       this.movement = '0 0 0';
+       this.disableclientprediction = 1;
 #endif
 }
 
-void PM_fly(float maxspd_mod)
-{SELFPARAM();
+void PM_fly(entity this, float maxspd_mod)
+{
        // noclipping or flying
-       UNSET_ONGROUND(self);
-
-       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y
-                                       + '0 0 1' * self.movement.z;
+       UNSET_ONGROUND(this);
+
+       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y
+                                       + '0 0 1' * this.movement.z;
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #endif
-               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move();
+               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_swim(float maxspd_mod)
-{SELFPARAM();
+void PM_swim(entity this, float maxspd_mod)
+{
        // swimming
-       UNSET_ONGROUND(self);
+       UNSET_ONGROUND(this);
 
-       float jump = PHYS_INPUT_BUTTON_JUMP(self);
+       float jump = PHYS_INPUT_BUTTON_JUMP(this);
        // water jump only in certain situations
        // this mimics quakeworld code
-       if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
+       if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180)
        {
-               vector yawangles = '0 1 0' * self.v_angle.y;
+               vector yawangles = '0 1 0' * this.v_angle.y;
                makevectors(yawangles);
                vector forward = v_forward;
-               vector spot = self.origin + 24 * forward;
+               vector spot = this.origin + 24 * forward;
                spot_z += 8;
-               traceline(spot, spot, MOVE_NOMONSTERS, self);
+               traceline(spot, spot, MOVE_NOMONSTERS, this);
                if (trace_startsolid)
                {
                        spot_z += 24;
-                       traceline(spot, spot, MOVE_NOMONSTERS, self);
+                       traceline(spot, spot, MOVE_NOMONSTERS, this);
                        if (!trace_startsolid)
                        {
-                               self.velocity = forward * 50;
-                               self.velocity_z = 310;
+                               this.velocity = forward * 50;
+                               this.velocity_z = 310;
                                pmove_waterjumptime = 2;
-                               UNSET_ONGROUND(self);
-                               SET_JUMP_HELD(self);
+                               UNSET_ONGROUND(this);
+                               SET_JUMP_HELD(this);
                        }
                }
        }
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y
-                                       + '0 0 1' * self.movement.z;
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y
+                                       + '0 0 1' * this.movement.z;
        if (wishvel == '0 0 0')
                wishvel = '0 0 -60'; // drift towards bottom
 
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
 
-       if (IS_DUCKED(self))
+       if (IS_DUCKED(this))
        wishspeed *= 0.5;
 
 //     if (pmove_waterjumptime <= 0) // TODO: use
     {
                // water friction
-               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
+               float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
                f = min(max(0, f), 1);
-               self.velocity *= f;
+               this.velocity *= f;
 
-               f = wishspeed - self.velocity * wishdir;
+               f = wishspeed - this.velocity * wishdir;
                if (f > 0)
                {
-                       float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
-                       self.velocity += accelspeed * wishdir;
+                       float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
+                       this.velocity += accelspeed * wishdir;
                }
 
                // holding jump button swims upward slowly
                if (jump)
                {
 #if 0
-                       if (self.watertype & CONTENT_LAVA)
-                               self.velocity_z =  50;
-                       else if (self.watertype & CONTENT_SLIME)
-                               self.velocity_z =  80;
+                       if (this.watertype & CONTENT_LAVA)
+                               this.velocity_z =  50;
+                       else if (this.watertype & CONTENT_SLIME)
+                               this.velocity_z =  80;
                        else
                        {
                                if (IS_NEXUIZ_DERIVED(gamemode))
 #endif
-                                       self.velocity_z = 200;
+                                       this.velocity_z = 200;
 #if 0
                                else
-                                       self.velocity_z = 100;
+                                       this.velocity_z = 100;
                        }
 #endif
                }
        }
        // water acceleration
-       PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move();
+       PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_ladder(float maxspd_mod)
-{SELFPARAM();
+void PM_ladder(entity this, float maxspd_mod)
+{
        // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
-       UNSET_ONGROUND(self);
+       UNSET_ONGROUND(this);
 
        float g;
        g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if (PHYS_ENTGRAVITY(self))
-               g *= PHYS_ENTGRAVITY(self);
+       if (PHYS_ENTGRAVITY(this))
+               g *= PHYS_ENTGRAVITY(this);
        if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
        {
                g *= 0.5;
-               self.velocity_z += g;
+               this.velocity_z += g;
        }
 
-       self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
-       makevectors(self.v_angle);
-       //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
-       vector wishvel = v_forward * self.movement_x
-                                       + v_right * self.movement_y
-                                       + '0 0 1' * self.movement_z;
-       self.velocity_z += g;
-       if (self.ladder_entity.classname == "func_water")
+       this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
+       makevectors(this.v_angle);
+       //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
+       vector wishvel = v_forward * this.movement_x
+                                       + v_right * this.movement_y
+                                       + '0 0 1' * this.movement_z;
+       this.velocity_z += g;
+       if (this.ladder_entity.classname == "func_water")
        {
                float f = vlen(wishvel);
-               if (f > self.ladder_entity.speed)
-                       wishvel *= (self.ladder_entity.speed / f);
-
-               self.watertype = self.ladder_entity.skin;
-               f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
-               if ((self.origin_z + self.view_ofs_z) < f)
-                       self.waterlevel = WATERLEVEL_SUBMERGED;
-               else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
-                       self.waterlevel = WATERLEVEL_SWIMMING;
-               else if ((self.origin_z + self.mins_z + 1) < f)
-                       self.waterlevel = WATERLEVEL_WETFEET;
+               if (f > this.ladder_entity.speed)
+                       wishvel *= (this.ladder_entity.speed / f);
+
+               this.watertype = this.ladder_entity.skin;
+               f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
+               if ((this.origin_z + this.view_ofs_z) < f)
+                       this.waterlevel = WATERLEVEL_SUBMERGED;
+               else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
+                       this.waterlevel = WATERLEVEL_SWIMMING;
+               else if ((this.origin_z + this.mins_z + 1) < f)
+                       this.waterlevel = WATERLEVEL_WETFEET;
                else
                {
-                       self.waterlevel = WATERLEVEL_NONE;
-                       self.watertype = CONTENT_EMPTY;
+                       this.waterlevel = WATERLEVEL_NONE;
+                       this.watertype = CONTENT_EMPTY;
                }
        }
        // acceleration
        vector wishdir = normalize(wishvel);
-       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
+       float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #endif
                // water acceleration
-               PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
-       PM_ClientMovement_Move();
+               PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
+       PM_ClientMovement_Move(this);
 }
 
-void PM_jetpack(float maxspd_mod)
-{SELFPARAM();
-       //makevectors(self.v_angle.y * '0 1 0');
-       makevectors(self.v_angle);
-       vector wishvel = v_forward * self.movement_x
-                                       + v_right * self.movement_y;
+void PM_jetpack(entity this, float maxspd_mod)
+{
+       //makevectors(this.v_angle.y * '0 1 0');
+       makevectors(this.v_angle);
+       vector wishvel = v_forward * this.movement_x
+                                       + v_right * this.movement_y;
        // add remaining speed as Z component
-       float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
+       float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
        // fix speedhacks :P
        wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
        // add the unused velocity as up component
        wishvel_z = 0;
 
-       // if (self.BUTTON_JUMP)
+       // if (this.BUTTON_JUMP)
                wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
 
        // it is now normalized, so...
@@ -1251,11 +992,11 @@ void PM_jetpack(float maxspd_mod)
        //print("best possible acceleration: ", ftos(best), "\n");
 
        float fxy, fz;
-       fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
+       fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
        if (wishvel_z - PHYS_GRAVITY(this) > 0)
-               fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+               fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
        else
-               fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
+               fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
 
        float fvel;
        fvel = vlen(wishvel);
@@ -1264,8 +1005,8 @@ void PM_jetpack(float maxspd_mod)
        wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
 
        fvel = min(1, vlen(wishvel) / best);
-       if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
-               f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
+       if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+               f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
        else
                f = 1;
 
@@ -1273,30 +1014,36 @@ void PM_jetpack(float maxspd_mod)
 
        if (f > 0 && wishvel != '0 0 0')
        {
-               self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
-               UNSET_ONGROUND(self);
+               this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
+               UNSET_ONGROUND(this);
 
 #ifdef SVQC
-               if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
-                       self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
+               if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+                       this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
 
-               ITEMS_STAT(self) |= IT_USING_JETPACK;
+               ITEMS_STAT(this) |= IT_USING_JETPACK;
 
                // jetpack also inhibits health regeneration, but only for 1 second
-               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+               this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
 #endif
        }
 
 #ifdef CSQC
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               self.velocity_z -= g * 0.5;
-       else
-               self.velocity_z -= g;
-       PM_ClientMovement_Move();
-       if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+       if(autocvar_cl_movement != 3)
+       {
                if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       self.velocity_z -= g * 0.5;
+                       this.velocity_z -= g * 0.5;
+               else
+                       this.velocity_z -= g;
+       }
+       PM_ClientMovement_Move(this);
+       if(autocvar_cl_movement != 3)
+       {
+               if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+                       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+                               this.velocity_z -= g * 0.5;
+       }
 #endif
 }
 
@@ -1337,10 +1084,10 @@ void PM_walk(entity this, float maxspd_mod)
                // apply ground friction
                const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
                        ? PHYS_FRICTION_SLICK
-                       : PHYS_FRICTION;
+                       : PHYS_FRICTION(this);
 
                float f = sqrt(f2);
-               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
+               f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
                f = max(0, f);
                this.velocity *= f;
                /*
@@ -1349,72 +1096,80 @@ void PM_walk(entity this, float maxspd_mod)
                   Our goal is to invert this mess.
 
                   For the two cases we get:
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
-                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
-                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
+                         = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
+                       v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
                   and
-                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
-                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
+                       v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
 
                   These cases would be chosen ONLY if:
-                       v0 < PHYS_STOPSPEED
-                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
-                       v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v0 < PHYS_STOPSPEED(this)
+                       v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
+                       v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
                   and, respectively:
-                       v0 >= PHYS_STOPSPEED
-                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
-                       v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
+                       v0 >= PHYS_STOPSPEED(this)
+                       v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
+                       v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
                 */
        }
        const float addspeed = wishspeed - this.velocity * wishdir;
        if (addspeed > 0)
        {
-               const float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
+               const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
                this.velocity += accelspeed * wishdir;
        }
-       const float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
-       if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
-               this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+#ifdef CSQC
+       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+       if(autocvar_cl_movement != 3)
+       {
+               if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
+                       this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
+       }
        if (vdist(this.velocity, >, 0))
-               PM_ClientMovement_Move();
-       if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
-                       this.velocity_z -= g * 0.5;
+               PM_ClientMovement_Move(this);
+       if(autocvar_cl_movement != 3)
+       {
+               if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+                       if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
+                               this.velocity_z -= g * 0.5;
+       }
+#endif
 }
 
-void PM_air(float buttons_prev, float maxspd_mod)
-{SELFPARAM();
-       makevectors(self.v_angle.y * '0 1 0');
-       vector wishvel = v_forward * self.movement.x
-                                       + v_right * self.movement.y;
+void PM_air(entity this, float buttons_prev, float maxspd_mod)
+{
+       makevectors(this.v_angle.y * '0 1 0');
+       vector wishvel = v_forward * this.movement.x
+                                       + v_right * this.movement.y;
        // acceleration
        vector wishdir = normalize(wishvel);
        float wishspeed = vlen(wishvel);
 
 #ifdef SVQC
-       if (time >= self.teleport_time)
+       if (time >= this.teleport_time)
 #else
        if (pmove_waterjumptime <= 0)
 #endif
        {
-               float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
+               float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
 
                // apply air speed limit
-               float airaccelqw = PHYS_AIRACCEL_QW(self);
+               float airaccelqw = PHYS_AIRACCEL_QW(this);
                float wishspeed0 = wishspeed;
                wishspeed = min(wishspeed, maxairspd);
-               if (IS_DUCKED(self))
+               if (IS_DUCKED(this))
                        wishspeed *= 0.5;
-               float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
+               float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
 
-               float accelerating = (self.velocity * wishdir > 0);
+               float accelerating = (this.velocity * wishdir > 0);
                float wishspeed2 = wishspeed;
 
                // CPM: air control
-               if (PHYS_AIRSTOPACCELERATE)
+               if (PHYS_AIRSTOPACCELERATE(this))
                {
-                       vector curdir = normalize(vec2(self.velocity));
-                       airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+                       vector curdir = normalize(vec2(this.velocity));
+                       airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
                }
                // note that for straight forward jumping:
                // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
@@ -1424,45 +1179,51 @@ void PM_air(float buttons_prev, float maxspd_mod)
                // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
                // log dv/dt = logaccel + logmaxspeed (when slow)
                // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
-               float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
-               if (PHYS_MAXAIRSTRAFESPEED)
-                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
-               if (PHYS_AIRSTRAFEACCELERATE(self))
-                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
-               if (PHYS_AIRSTRAFEACCEL_QW(self))
+               float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
+               if (PHYS_MAXAIRSTRAFESPEED(this))
+                       wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
+               if (PHYS_AIRSTRAFEACCELERATE(this))
+                       airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
+               if (PHYS_AIRSTRAFEACCEL_QW(this))
                        airaccelqw =
-               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
+               (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
                *
-               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
+               (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
                // !CPM
 
-               if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
-                       PM_AirAccelerate(wishdir, wishspeed2);
+               if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
+                       PM_AirAccelerate(this, wishdir, wishspeed2);
                else
-                       PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
+                       PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
 
-               if (PHYS_AIRCONTROL)
-                       CPM_PM_Aircontrol(wishdir, wishspeed2);
+               if (PHYS_AIRCONTROL(this))
+                       CPM_PM_Aircontrol(this, wishdir, wishspeed2);
        }
-       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
+#ifdef CSQC
+       float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
+       if(autocvar_cl_movement != 3)
        if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-               self.velocity_z -= g * 0.5;
+               this.velocity_z -= g * 0.5;
        else
-               self.velocity_z -= g;
-       PM_ClientMovement_Move();
-       if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
+               this.velocity_z -= g;
+#endif
+       PM_ClientMovement_Move(this);
+#ifdef CSQC
+       if(autocvar_cl_movement != 3)
+       if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
                if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
-                       self.velocity_z -= g * 0.5;
+                       this.velocity_z -= g * 0.5;
+#endif
 }
 
 // used for calculating airshots
-bool IsFlying(entity a)
+bool IsFlying(entity this)
 {
-       if(IS_ONGROUND(a))
+       if(IS_ONGROUND(this))
                return false;
-       if(a.waterlevel >= WATERLEVEL_SWIMMING)
+       if(this.waterlevel >= WATERLEVEL_SWIMMING)
                return false;
-       traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
+       traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
        if(trace_fraction < 1)
                return false;
        return true;
@@ -1505,10 +1266,10 @@ void PM_Main(entity this)
 #endif
 
 #ifdef SVQC
-       anticheat_physics();
+       anticheat_physics(this);
 #endif
 
-       if (PM_check_specialcommand(buttons))
+       if (PM_check_specialcommand(this, buttons))
                return;
 #ifdef SVQC
        if (sv_maxidle > 0)
@@ -1522,15 +1283,15 @@ void PM_Main(entity this)
        this.movement_old = this.movement;
        this.v_angle_old = this.v_angle;
 
-       PM_check_nickspam();
+       PM_check_nickspam(this);
 
-       PM_check_punch();
+       PM_check_punch(this);
 #ifdef SVQC
        if (IS_BOT_CLIENT(this))
        {
-               if (playerdemo_read())
+               if (playerdemo_read(this))
                        return;
-               bot_think();
+               WITH(entity, self, this, bot_think());
        }
 #endif
 
@@ -1561,13 +1322,11 @@ void PM_Main(entity this)
        this.disableclientprediction = 0;
 #endif
 
-       viewloc_PlayerPhysics();
-
-       PM_check_spider();
+       viewloc_PlayerPhysics(this);
 
-       PM_check_frozen();
+       PM_check_frozen(this);
 
-       PM_check_blocked();
+       PM_check_blocked(this);
 
        maxspeed_mod = 1;
 
@@ -1578,22 +1337,7 @@ void PM_Main(entity this)
        if (this.conveyor.state)
                this.velocity -= this.conveyor.movedir;
 
-#ifdef SVQC
-       MUTATOR_CALLHOOK(PlayerPhysics);
-#endif
-#ifdef CSQC
-       PM_multijump();
-#endif
-
-//     float forcedodge = 1;
-//     if(forcedodge) {
-//#ifdef CSQC
-//             PM_dodging_checkpressedkeys();
-//#endif
-//             PM_dodging();
-//             PM_ClientMovement_Move();
-//             return;
-//     }
+       MUTATOR_CALLHOOK(PlayerPhysics, this);
 
 #ifdef SVQC
        if (!IS_PLAYER(this))
@@ -1658,17 +1402,17 @@ void PM_Main(entity this)
        }
 
 #ifdef SVQC
-       if (!this.fixangle && !g_bugrigs)
+       if (!this.fixangle)
                this.angles = '0 1 0' * this.v_angle.y;
 #endif
 
-       PM_check_hitground();
+       PM_check_hitground(this);
 
        if(IsFlying(this))
                this.wasFlying = 1;
 
        if (IS_PLAYER(this))
-               CheckPlayerJump();
+               CheckPlayerJump(this);
 
        if (this.flags & FL_WATERJUMP)
        {
@@ -1681,30 +1425,26 @@ void PM_Main(entity this)
                }
        }
 
-#ifdef SVQC
-       else if (g_bugrigs && IS_PLAYER(this))
-               RaceCarPhysics();
-#endif
+       else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
+               { }
 
        else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
-               PM_fly(maxspeed_mod);
+               PM_fly(this, maxspeed_mod);
 
        else if (this.waterlevel >= WATERLEVEL_SWIMMING)
-               PM_swim(maxspeed_mod);
+               PM_swim(this, maxspeed_mod);
 
        else if (time < this.ladder_time)
-               PM_ladder(maxspeed_mod);
+               PM_ladder(this, maxspeed_mod);
 
        else if (ITEMS_STAT(this) & IT_USING_JETPACK)
-               PM_jetpack(maxspeed_mod);
+               PM_jetpack(this, maxspeed_mod);
 
        else if (IS_ONGROUND(this))
                PM_walk(this, maxspeed_mod);
 
        else
-               PM_air(buttons_prev, maxspeed_mod);
-
-       PM_check_vortex();
+               PM_air(this, buttons_prev, maxspeed_mod);
 
 :end
        if (IS_ONGROUND(this))