]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - sv_phys.c
fix bug in last commit (msg->, not buf.)
[xonotic/darkplaces.git] / sv_phys.c
index 1b9a85285314429e4bedd863e7e1db02a53cecd0..f02cf84a21235ac348204140638585c3566385f8 100644 (file)
--- a/sv_phys.c
+++ b/sv_phys.c
@@ -47,7 +47,7 @@ cvar_t sv_nostep = {CVAR_NOTIFY, "sv_nostep","0"};
 cvar_t sv_stepheight = {CVAR_NOTIFY, "sv_stepheight", "18"};
 cvar_t sv_jumpstep = {CVAR_NOTIFY, "sv_jumpstep", "1"};
 cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1"};
-cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "1"};
+cvar_t sv_newflymove = {CVAR_NOTIFY, "sv_newflymove", "0"};
 cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0"};
 
 #define        MOVE_EPSILON    0.01
@@ -155,7 +155,7 @@ qboolean SV_RunThink (edict_t *ent)
        pr_global_struct->time = thinktime;
        pr_global_struct->self = EDICT_TO_PROG(ent);
        pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
-       PR_ExecuteProgram (ent->v->think, "NULL think function");
+       PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
        return !ent->e->free;
 }
 
@@ -178,14 +178,14 @@ void SV_Impact (edict_t *e1, edict_t *e2)
        {
                pr_global_struct->self = EDICT_TO_PROG(e1);
                pr_global_struct->other = EDICT_TO_PROG(e2);
-               PR_ExecuteProgram (e1->v->touch, "");
+               PR_ExecuteProgram (e1->v->touch, "QC function self.touch is missing");
        }
 
        if (e2->v->touch && e2->v->solid != SOLID_NOT)
        {
                pr_global_struct->self = EDICT_TO_PROG(e2);
                pr_global_struct->other = EDICT_TO_PROG(e1);
-               PR_ExecuteProgram (e2->v->touch, "");
+               PR_ExecuteProgram (e2->v->touch, "QC function self.touch is missing");
        }
 
        pr_global_struct->self = old_self;
@@ -228,12 +228,11 @@ Returns the clipflags if the velocity was modified (hit something solid)
 If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
 ============
 */
-// LordHavoc: increased from 5 to 20
-#define MAX_CLIP_PLANES 20
+// LordHavoc: increased from 5 to 32
+#define MAX_CLIP_PLANES 32
 int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
 {
        int blocked, bumpcount;
-       edict_t *hackongroundentity;
        int i, j, impact, numplanes;
        float d, time_left;
        vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
@@ -243,8 +242,7 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
        VectorCopy(ent->v->velocity, primal_velocity);
        numplanes = 0;
        time_left = time;
-       hackongroundentity = NULL;
-       for (bumpcount = 0;bumpcount < 8;bumpcount++)
+       for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
        {
                if (!ent->v->velocity[0] && !ent->v->velocity[1] && !ent->v->velocity[2])
                        break;
@@ -317,18 +315,13 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
                if (!trace.ent)
                        Host_Error("SV_FlyMove: !trace.ent");
 
-               if ((int) ent->v->flags & FL_ONGROUND)
-               {
-                       if (ent->v->groundentity == EDICT_TO_PROG(trace.ent))
-                               impact = false;
-                       else
-                       {
-                               ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
-                               impact = true;
-                       }
-               }
+               if (((int) ent->v->flags & FL_ONGROUND) && ent->v->groundentity == EDICT_TO_PROG(trace.ent))
+                       impact = false;
                else
+               {
+                       ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
                        impact = true;
+               }
 
                if (trace.plane.normal[2])
                {
@@ -339,8 +332,6 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
                                ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
                                ent->v->groundentity = EDICT_TO_PROG(trace.ent);
                        }
-                       else if (trace.fraction < 0.001)
-                               hackongroundentity = trace.ent;
                }
                else
                {
@@ -437,7 +428,7 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
                        }
                }
 
-               // if original velocity is against the original velocity,
+               // if current velocity is against the original velocity,
                // stop dead to avoid tiny occilations in sloping corners
                if (DotProduct(ent->v->velocity, primal_velocity) <= 0)
                {
@@ -448,18 +439,6 @@ int SV_FlyMove (edict_t *ent, float time, float *stepnormal)
 
        //Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - sv.edicts, blocked, ent->v->velocity[0], ent->v->velocity[1], ent->v->velocity[2]);
 
-       /*
-       // FIXME: this doesn't work well at all, find another solution
-       // if player is ontop of a non-onground floor and made no progress,
-       // set onground anyway (this tends to happen if standing in a wedge)
-       if (bumpcount == 8 && hackongroundentity)
-       {
-               blocked |= 1;
-               ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
-               ent->v->groundentity = EDICT_TO_PROG(hackongroundentity);
-       }
-       */
-       
        /*
        if ((blocked & 1) == 0 && bumpcount > 1)
        {
@@ -563,6 +542,8 @@ void SV_PushMove (edict_t *pusher, float movetime)
        float savesolid, movetime2, pushltime;
        vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org, org2;
        int num_moved;
+       int numcheckentities;
+       static edict_t *checkentities[MAX_EDICTS];
        model_t *pushermodel;
        trace_t trace;
 
@@ -592,13 +573,13 @@ void SV_PushMove (edict_t *pusher, float movetime)
                SV_LinkEdict (pusher, false);
                return;
        default:
-               Con_DPrintf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
+               Con_Printf("SV_PushMove: unrecognized solid type %f\n", pusher->v->solid);
                return;
        }
        index = (int) pusher->v->modelindex;
        if (index < 1 || index >= MAX_MODELS)
        {
-               Con_DPrintf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
+               Con_Printf("SV_PushMove: invalid modelindex %f\n", pusher->v->modelindex);
                return;
        }
        pushermodel = sv.models[index];
@@ -673,11 +654,11 @@ void SV_PushMove (edict_t *pusher, float movetime)
 
 // see if any solid entities are inside the final position
        num_moved = 0;
-       check = NEXT_EDICT(sv.edicts);
-       for (e = 1;e < sv.num_edicts;e++, check = NEXT_EDICT(check))
+
+       numcheckentities = SV_EntitiesInBox(mins, maxs, MAX_EDICTS, checkentities);
+       for (e = 0;e < numcheckentities;e++)
        {
-               if (check->e->free)
-                       continue;
+               check = checkentities[e];
                if (check->v->movetype == MOVETYPE_PUSH
                 || check->v->movetype == MOVETYPE_NONE
                 || check->v->movetype == MOVETYPE_FOLLOW
@@ -687,20 +668,10 @@ void SV_PushMove (edict_t *pusher, float movetime)
 
                // if the entity is standing on the pusher, it will definitely be moved
                if (!(((int)check->v->flags & FL_ONGROUND) && PROG_TO_EDICT(check->v->groundentity) == pusher))
-               {
-                       if (check->v->absmin[0] >= maxs[0]
-                        || check->v->absmax[0] <= mins[0]
-                        || check->v->absmin[1] >= maxs[1]
-                        || check->v->absmax[1] <= mins[1]
-                        || check->v->absmin[2] >= maxs[2]
-                        || check->v->absmax[2] <= mins[2])
-                               continue;
-
                        if (!SV_ClipMoveToEntity(pusher, check->v->origin, check->v->mins, check->v->maxs, check->v->origin).startsolid)
                                continue;
-               }
 
-               if (forward[0] != 1) // quick way to check if any rotation is used
+               if (forward[0] != 1 || left[1] != 1) // quick way to check if any rotation is used
                {
                        VectorSubtract (check->v->origin, pusher->v->origin, org);
                        org2[0] = DotProduct (org, forward);
@@ -769,7 +740,7 @@ void SV_PushMove (edict_t *pusher, float movetime)
                                {
                                        pr_global_struct->self = EDICT_TO_PROG(pusher);
                                        pr_global_struct->other = EDICT_TO_PROG(check);
-                                       PR_ExecuteProgram (pusher->v->blocked, "");
+                                       PR_ExecuteProgram (pusher->v->blocked, "QC function self.blocked is missing");
                                }
                                break;
                        }
@@ -812,7 +783,7 @@ void SV_Physics_Pusher (edict_t *ent)
                pr_global_struct->time = sv.time;
                pr_global_struct->self = EDICT_TO_PROG(ent);
                pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
-               PR_ExecuteProgram (ent->v->think, "NULL think function");
+               PR_ExecuteProgram (ent->v->think, "QC function self.think is missing");
        }
 }
 
@@ -889,19 +860,17 @@ qboolean SV_CheckWater (edict_t *ent)
 
        ent->v->waterlevel = 0;
        ent->v->watertype = CONTENTS_EMPTY;
-       cont = SV_PointQ1Contents(point);
-       if (cont <= CONTENTS_WATER)
+       cont = SV_PointSuperContents(point);
+       if (cont & (SUPERCONTENTS_LIQUIDSMASK))
        {
-               ent->v->watertype = cont;
+               ent->v->watertype = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont);
                ent->v->waterlevel = 1;
                point[2] = ent->v->origin[2] + (ent->v->mins[2] + ent->v->maxs[2])*0.5;
-               cont = SV_PointQ1Contents(point);
-               if (cont <= CONTENTS_WATER)
+               if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
                {
                        ent->v->waterlevel = 2;
                        point[2] = ent->v->origin[2] + ent->v->view_ofs[2];
-                       cont = SV_PointQ1Contents(point);
-                       if (cont <= CONTENTS_WATER)
+                       if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
                                ent->v->waterlevel = 3;
                }
        }
@@ -1030,44 +999,44 @@ void SV_WalkMove (edict_t *ent)
 
        if (sv_nostep.integer)
                return;
-       
+
        // if move didn't block on a step, return
        if (clip & 2)
        {
                // if move was not trying to move into the step, return
                if (fabs(start_velocity[0]) < 0.03125 && fabs(start_velocity[1]) < 0.03125)
                        return;
-       
+
                if (ent->v->movetype != MOVETYPE_FLY)
                {
                        // return if gibbed by a trigger
                        if (ent->v->movetype != MOVETYPE_WALK)
                                return;
-       
+
                        // only step up while jumping if that is enabled
                        if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
                                if (!oldonground && ent->v->waterlevel == 0)
                                        return;
                }
-       
+
                // try moving up and forward to go up a step
                // back to start pos
                VectorCopy (start_origin, ent->v->origin);
                VectorCopy (start_velocity, ent->v->velocity);
-       
+
                // move up
                VectorClear (upmove);
                upmove[2] = sv_stepheight.value;
                // FIXME: don't link?
                SV_PushEntity(ent, upmove);
-       
+
                // move forward
                ent->v->velocity[2] = 0;
                clip = SV_FlyMove (ent, sv.frametime, stepnormal);
                ent->v->velocity[2] += start_velocity[2];
-       
+
                SV_CheckVelocity(ent);
-       
+
                // check for stuckness, possibly due to the limited precision of floats
                // in the clipping hulls
                if (clip
@@ -1080,7 +1049,7 @@ void SV_WalkMove (edict_t *ent)
                        VectorCopy(originalmove_velocity, ent->v->velocity);
                        //clip = originalmove_clip;
                        ent->v->flags = originalmove_flags;
-                       ent->v->groundentity = originalmove_groundentity; 
+                       ent->v->groundentity = originalmove_groundentity;
                        // now try to unstick if needed
                        //clip = SV_TryUnstick (ent, oldvel);
                        return;
@@ -1092,7 +1061,8 @@ void SV_WalkMove (edict_t *ent)
                if (clip & 2 && sv_wallfriction.integer)
                        SV_WallFriction (ent, stepnormal);
        }
-       else if (!sv_gameplayfix_stepdown.integer || !oldonground || ((int)ent->v->flags & FL_ONGROUND) || ent->v->waterlevel >= 2)
+       // skip out if stepdown is enabled, moving downward, not in water, and the move started onground and ended offground
+       else if (!(sv_gameplayfix_stepdown.integer && ent->v->waterlevel < 2 && start_velocity[2] < (1.0 / 32.0) && oldonground && !((int)ent->v->flags & FL_ONGROUND)))
                return;
 
        // move down
@@ -1121,7 +1091,7 @@ void SV_WalkMove (edict_t *ent)
                VectorCopy(originalmove_velocity, ent->v->velocity);
                //clip = originalmove_clip;
                ent->v->flags = originalmove_flags;
-               ent->v->groundentity = originalmove_groundentity; 
+               ent->v->groundentity = originalmove_groundentity;
        }
 
        SV_SetOnGround (ent);
@@ -1227,32 +1197,22 @@ void SV_Physics_Toss (edict_t *ent)
 {
        trace_t trace;
        vec3_t move;
-       edict_t *groundentity;
 
-       // regular thinking
-       if (!SV_RunThink (ent))
-               return;
+       // don't stick to ground if onground and moving upward
+       if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+               ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
 
 // if onground, return without moving
        if ((int)ent->v->flags & FL_ONGROUND)
        {
-               if (!sv_gameplayfix_noairborncorpse.integer)
-                       return;
-               if (ent->v->groundentity == 0)
+               if (ent->v->groundentity == 0 || sv_gameplayfix_noairborncorpse.integer)
                        return;
                // if ent was supported by a brush model on previous frame,
                // and groundentity is now freed, set groundentity to 0 (floating)
-               groundentity = PROG_TO_EDICT(ent->v->groundentity);
-               if (groundentity->v->solid == SOLID_BSP)
-               {
-                       ent->e->suspendedinairflag = true;
-                       return;
-               }
-               else if (ent->e->suspendedinairflag && groundentity->e->free)
+               if (ent->e->suspendedinairflag && PROG_TO_EDICT(ent->v->groundentity)->e->free)
                {
                        // leave it suspended in the air
                        ent->v->groundentity = 0;
-                       ent->e->suspendedinairflag = false;
                        return;
                }
        }
@@ -1318,6 +1278,8 @@ void SV_Physics_Toss (edict_t *ent)
                        {
                                ent->v->flags = (int)ent->v->flags | FL_ONGROUND;
                                ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+                               if (((edict_t *)trace.ent)->v->solid == SOLID_BSP)
+                                       ent->e->suspendedinairflag = true;
                                VectorClear (ent->v->velocity);
                                VectorClear (ent->v->avelocity);
                        }
@@ -1351,6 +1313,10 @@ will fall if the floor is pulled out from under them.
 */
 void SV_Physics_Step (edict_t *ent)
 {
+       // don't stick to ground if onground and moving upward
+       if (ent->v->velocity[2] >= (1.0 / 32.0) && ((int)ent->v->flags & FL_ONGROUND))
+               ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+
        // freefall if not onground/fly/swim
        if (!((int)ent->v->flags & (FL_ONGROUND | FL_FLY | FL_SWIM)))
        {
@@ -1362,7 +1328,7 @@ void SV_Physics_Step (edict_t *ent)
                SV_LinkEdict(ent, true);
 
                // just hit ground
-               if (hitsound && (int)ent->v->flags & FL_ONGROUND)
+               if (hitsound && (int)ent->v->flags & FL_ONGROUND && gamemode != GAME_NEXUIZ)
                        SV_StartSound(ent, 0, "demon/dland2.wav", 255, 1);
        }
 
@@ -1374,6 +1340,121 @@ void SV_Physics_Step (edict_t *ent)
 
 //============================================================================
 
+void SV_Physics_Entity (edict_t *ent, qboolean runmove)
+{
+       int i = ent - sv.edicts;
+       if (i >= 1 && i <= svs.maxclients)
+       {
+               // apply the latest accepted move to the entity fields
+               SV_ApplyClientMove();
+               // make sure the velocity is sane (not a NaN)
+               SV_CheckVelocity(ent);
+               // LordHavoc: QuakeC replacement for SV_ClientThink (player movement)
+               if (SV_PlayerPhysicsQC)
+               {
+                       pr_global_struct->time = sv.time;
+                       pr_global_struct->self = EDICT_TO_PROG(ent);
+                       PR_ExecuteProgram ((func_t)(SV_PlayerPhysicsQC - pr_functions), "QC function SV_PlayerPhysics is missing");
+               }
+               else
+                       SV_ClientThink ();
+               // make sure the velocity is sane (not a NaN)
+               SV_CheckVelocity(ent);
+               // LordHavoc: a hack to ensure that the (rather silly) id1 quakec
+               // player_run/player_stand1 does not horribly malfunction if the
+               // velocity becomes a number that is both == 0 and != 0
+               // (sounds to me like NaN but to be absolutely safe...)
+               if (DotProduct(ent->v->velocity, ent->v->velocity) < 0.0001)
+                       VectorClear(ent->v->velocity);
+               // call standard client pre-think
+               pr_global_struct->time = sv.time;
+               pr_global_struct->self = EDICT_TO_PROG(ent);
+               PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
+               SV_CheckVelocity (ent);
+       }
+
+       // LordHavoc: merged client and normal entity physics
+       switch ((int) ent->v->movetype)
+       {
+       case MOVETYPE_PUSH:
+       case MOVETYPE_FAKEPUSH:
+               SV_Physics_Pusher (ent);
+               break;
+       case MOVETYPE_NONE:
+               // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
+               if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
+                       SV_RunThink (ent);
+               break;
+       case MOVETYPE_FOLLOW:
+               SV_Physics_Follow (ent);
+               break;
+       case MOVETYPE_NOCLIP:
+               if (SV_RunThink(ent))
+               {
+                       SV_CheckWater(ent);
+                       VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
+                       VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
+               }
+               // relink normal entities here, players always get relinked so don't relink twice
+               if (!(i > 0 && i <= svs.maxclients))
+                       SV_LinkEdict(ent, false);
+               break;
+       case MOVETYPE_STEP:
+               SV_Physics_Step (ent);
+               break;
+       case MOVETYPE_WALK:
+               if (SV_RunThink (ent))
+               {
+                       if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
+                               SV_AddGravity (ent);
+                       SV_CheckStuck (ent);
+                       SV_WalkMove (ent);
+                       // relink normal entities here, players always get relinked so don't relink twice
+                       if (!(i > 0 && i <= svs.maxclients))
+                               SV_LinkEdict (ent, true);
+               }
+               break;
+       case MOVETYPE_TOSS:
+       case MOVETYPE_BOUNCE:
+       case MOVETYPE_BOUNCEMISSILE:
+       case MOVETYPE_FLYMISSILE:
+               // regular thinking
+               if (SV_RunThink (ent) && runmove)
+                       SV_Physics_Toss (ent);
+               break;
+       case MOVETYPE_FLY:
+               if (SV_RunThink (ent) && runmove)
+               {
+                       if (i > 0 && i <= svs.maxclients)
+                       {
+                               SV_CheckWater (ent);
+                               SV_WalkMove (ent);
+                       }
+                       else
+                               SV_Physics_Toss (ent);
+               }
+               break;
+       default:
+               Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
+               break;
+       }
+
+       if (i >= 1 && i <= svs.maxclients)
+       {
+               SV_CheckVelocity (ent);
+
+               // call standard player post-think
+               SV_LinkEdict (ent, true);
+
+               SV_CheckVelocity (ent);
+
+               pr_global_struct->time = sv.time;
+               pr_global_struct->self = EDICT_TO_PROG(ent);
+               PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
+       }
+}
+
+
 /*
 ================
 SV_Physics
@@ -1382,20 +1463,28 @@ SV_Physics
 */
 void SV_Physics (void)
 {
-       int i;
+       int i, newnum_edicts;
        edict_t *ent;
+       qbyte runmove[MAX_EDICTS];
 
 // let the progs know that a new frame has started
        pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
        pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
        pr_global_struct->time = sv.time;
+       pr_global_struct->frametime = sv.frametime;
        PR_ExecuteProgram (pr_global_struct->StartFrame, "QC function StartFrame is missing");
 
+       newnum_edicts = 0;
+       for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
+               if ((runmove[i] = !ent->e->free))
+                       newnum_edicts = i + 1;
+       sv.num_edicts = max(svs.maxclients + 1, newnum_edicts);
+
 //
 // treat each object in turn
 //
-       ent = sv.edicts;
-       for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
+
+       for (i = 0, ent = sv.edicts;i < sv.num_edicts;i++, ent = NEXT_EDICT(ent))
        {
                if (ent->e->free)
                        continue;
@@ -1403,105 +1492,27 @@ void SV_Physics (void)
                if (pr_global_struct->force_retouch)
                        SV_LinkEdict (ent, true);       // force retouch even for stationary
 
-               if (i <= svs.maxclients)
+               if (i >= 1 && i <= svs.maxclients)
                {
-                       if (i > 0)
+                       host_client = svs.clients + i - 1;
+                       // don't do physics on disconnected clients, FrikBot relies on this
+                       if (!host_client->spawned)
                        {
-                               if (!svs.clients[i-1].spawned)
-                                       continue;
-                               // connected slot
-                               // call standard client pre-think
-                               SV_CheckVelocity (ent);
-                               pr_global_struct->time = sv.time;
-                               pr_global_struct->self = EDICT_TO_PROG(ent);
-                               PR_ExecuteProgram (pr_global_struct->PlayerPreThink, "QC function PlayerPreThink is missing");
-                               SV_CheckVelocity (ent);
+                               memset(&host_client->cmd, 0, sizeof(host_client->cmd));
+                               continue;
                        }
+                       // connected slot
+                       if (host_client->movesequence)
+                               continue; // return if running asynchronously
                }
                else if (sv_freezenonclients.integer)
                        continue;
 
-               // LordHavoc: merged client and normal entity physics
-               switch ((int) ent->v->movetype)
-               {
-               case MOVETYPE_PUSH:
-               case MOVETYPE_FAKEPUSH:
-                       SV_Physics_Pusher (ent);
-                       break;
-               case MOVETYPE_NONE:
-                       // LordHavoc: manually inlined the thinktime check here because MOVETYPE_NONE is used on so many objects
-                       if (ent->v->nextthink > 0 && ent->v->nextthink <= sv.time + sv.frametime)
-                               SV_RunThink (ent);
-                       break;
-               case MOVETYPE_FOLLOW:
-                       SV_Physics_Follow (ent);
-                       break;
-               case MOVETYPE_NOCLIP:
-                       if (SV_RunThink(ent))
-                       {
-                               SV_CheckWater(ent);
-                               VectorMA(ent->v->origin, sv.frametime, ent->v->velocity, ent->v->origin);
-                               VectorMA(ent->v->angles, sv.frametime, ent->v->avelocity, ent->v->angles);
-                       }
-                       // relink normal entities here, players always get relinked so don't relink twice
-                       if (!(i > 0 && i <= svs.maxclients))
-                               SV_LinkEdict(ent, false);
-                       break;
-               case MOVETYPE_STEP:
-                       SV_Physics_Step (ent);
-                       break;
-               case MOVETYPE_WALK:
-                       if (SV_RunThink (ent))
-                       {
-                               if (!SV_CheckWater (ent) && ! ((int)ent->v->flags & FL_WATERJUMP) )
-                                       SV_AddGravity (ent);
-                               SV_CheckStuck (ent);
-                               SV_WalkMove (ent);
-                               // relink normal entities here, players always get relinked so don't relink twice
-                               if (!(i > 0 && i <= svs.maxclients))
-                                       SV_LinkEdict (ent, true);
-                       }
-                       break;
-               case MOVETYPE_TOSS:
-               case MOVETYPE_BOUNCE:
-               case MOVETYPE_BOUNCEMISSILE:
-               case MOVETYPE_FLYMISSILE:
-                       SV_Physics_Toss (ent);
-                       break;
-               case MOVETYPE_FLY:
-                       if (i > 0 && i <= svs.maxclients)
-                       {
-                               if (SV_RunThink (ent))
-                               {
-                                       SV_CheckWater (ent);
-                                       SV_WalkMove (ent);
-                               }
-                       }
-                       else
-                               SV_Physics_Toss (ent);
-                       break;
-               default:
-                       Host_Error ("SV_Physics: bad movetype %i", (int)ent->v->movetype);
-                       break;
-               }
-
-               if (i <= svs.maxclients && i > 0 && !ent->e->free)
-               {
-                       SV_CheckVelocity (ent);
-
-                       // call standard player post-think
-                       SV_LinkEdict (ent, true);
-
-                       SV_CheckVelocity (ent);
-
-                       pr_global_struct->time = sv.time;
-                       pr_global_struct->self = EDICT_TO_PROG(ent);
-                       PR_ExecuteProgram (pr_global_struct->PlayerPostThink, "QC function PlayerPostThink is missing");
-               }
+               SV_Physics_Entity(ent, runmove[i]);
        }
 
-       if (pr_global_struct->force_retouch)
-               pr_global_struct->force_retouch--;
+       if (pr_global_struct->force_retouch > 0)
+               pr_global_struct->force_retouch = max(0, pr_global_struct->force_retouch - 1);
 
        // LordHavoc: endframe support
        if (EndFrameQC)
@@ -1509,7 +1520,7 @@ void SV_Physics (void)
                pr_global_struct->self = EDICT_TO_PROG(sv.edicts);
                pr_global_struct->other = EDICT_TO_PROG(sv.edicts);
                pr_global_struct->time = sv.time;
-               PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "");
+               PR_ExecuteProgram ((func_t)(EndFrameQC - pr_functions), "QC function EndFrame is missing");
        }
 
        if (!sv_freezenonclients.integer)