]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Interleave server/cl_physics.qc with common/physics.qc ready for merging
authorTimePath <andrew.hardaker1995@gmail.com>
Mon, 8 Dec 2014 08:55:17 +0000 (19:55 +1100)
committerTimePath <andrew.hardaker1995@gmail.com>
Mon, 8 Dec 2014 08:55:17 +0000 (19:55 +1100)
qcsrc/common/physics.qc
qcsrc/csqcmodellib/cl_player.qc
qcsrc/server/progs.src

index d6e7f77909c8b529f5c80be257801643e408512a..876cdab12e0ec6f7cba206a2dd09289004003c4d 100644 (file)
@@ -1,3 +1,24 @@
+#ifdef SVQC
+.float race_penalty;
+.float restart_jump;
+
+.float ladder_time;
+.entity ladder_entity;
+.float gravity;
+.float swamp_slowdown;
+.float lastflags;
+.float lastground;
+.float wasFlying;
+.float spectatorspeed;
+
+.vector movement_old;
+.float buttons_old;
+.vector v_angle_old;
+.string lastclassname;
+
+.float() PlayerPhysplug;
+#endif
+
 // TODO: water prediction
 
 // TODO: move to a common header
@@ -515,6 +536,1012 @@ void PM_AirAccelerate(entity s, vector wishdir, float wishspeed)
        s.velocity += accelspeed * acceldir;
 }
 
+
+/*
+=============
+PlayerJump
+
+When you press the jump key
+=============
+*/
+void PlayerJump (void)
+{
+#ifdef SVQC
+       if(self.frozen)
+               return; // no jumping in freezetag when frozen
+
+       if(self.player_blocked)
+               return; // no jumping while blocked
+
+       float doublejump = FALSE;
+       float mjumpheight = autocvar_sv_jumpvelocity;
+
+       player_multijump = doublejump;
+       player_jumpheight = mjumpheight;
+       if(MUTATOR_CALLHOOK(PlayerJump))
+               return;
+
+       doublejump = player_multijump;
+       mjumpheight = player_jumpheight;
+
+       if (autocvar_sv_doublejump)
+       {
+               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+               if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+               {
+                       doublejump = TRUE;
+
+                       // we MUST clip velocity here!
+                       float f;
+                       f = self.velocity * trace_plane_normal;
+                       if(f < 0)
+                               self.velocity -= f * trace_plane_normal;
+               }
+       }
+
+       if (self.waterlevel >= WATERLEVEL_SWIMMING)
+       {
+               self.velocity_z = self.stat_sv_maxspeed * 0.7;
+               return;
+       }
+
+       if (!doublejump)
+               if (!(self.flags & FL_ONGROUND))
+                       return;
+
+       if(self.cvar_cl_movement_track_canjump)
+               if (!(self.flags & FL_JUMPRELEASED))
+                       return;
+
+       // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
+       // velocity bounds.  Final velocity is bound between (jumpheight *
+       // min + jumpheight) and (jumpheight * max + jumpheight);
+
+       if(autocvar_sv_jumpspeedcap_min != "")
+       {
+               float minjumpspeed;
+
+               minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
+
+               if (self.velocity_z < minjumpspeed)
+                       mjumpheight += minjumpspeed - self.velocity_z;
+       }
+
+       if(autocvar_sv_jumpspeedcap_max != "")
+       {
+               // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
+               tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
+
+               if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
+               {
+                       float maxjumpspeed;
+
+                       maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
+
+                       if (self.velocity_z > maxjumpspeed)
+                               mjumpheight -= self.velocity_z - maxjumpspeed;
+               }
+       }
+
+       if(!(self.lastflags & FL_ONGROUND))
+       {
+               if(autocvar_speedmeter)
+                       dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+               if(self.lastground < time - 0.3)
+               {
+                       self.velocity_x *= (1 - autocvar_sv_friction_on_land);
+                       self.velocity_y *= (1 - autocvar_sv_friction_on_land);
+               }
+               if(self.jumppadcount > 1)
+                       dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+               self.jumppadcount = 0;
+       }
+
+       self.velocity_z = self.velocity_z + mjumpheight;
+       self.oldvelocity_z = self.velocity_z;
+
+       self.flags &= ~FL_ONGROUND;
+       self.flags &= ~FL_JUMPRELEASED;
+
+       animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
+
+       if(autocvar_g_jump_grunt)
+               PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+
+       self.restart_jump = -1; // restart jump anim next time
+       // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
+#endif
+}
+
+void CheckWaterJump()
+{
+#ifdef SVQC
+       vector start, end;
+
+// check for a jump-out-of-water
+       makevectors (self.angles);
+       start = self.origin;
+       start_z = start_z + 8;
+       v_forward_z = 0;
+       normalize(v_forward);
+       end = start + v_forward*24;
+       traceline (start, end, TRUE, self);
+       if (trace_fraction < 1)
+       {       // solid at waist
+               start_z = start_z + self.maxs_z - 8;
+               end = start + v_forward*24;
+               self.movedir = trace_plane_normal * -50;
+               traceline (start, end, TRUE, self);
+               if (trace_fraction == 1)
+               {       // open at eye level
+                       self.flags |= FL_WATERJUMP;
+                       self.velocity_z = 225;
+                       self.flags &= ~FL_JUMPRELEASED;
+                       self.teleport_time = time + 2;  // safety net
+                       return;
+               }
+       }
+#endif
+}
+
+void CheckPlayerJump()
+{
+#ifdef SVQC
+       if (self.BUTTON_JUMP)
+               PlayerJump ();
+       else
+               self.flags |= FL_JUMPRELEASED;
+
+       if (self.waterlevel == WATERLEVEL_SWIMMING)
+               CheckWaterJump ();
+#endif
+}
+
+float racecar_angle(float forward, float down)
+{
+       float ret, angle_mult;
+
+       if(forward < 0)
+       {
+               forward = -forward;
+               down = -down;
+       }
+
+       ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
+
+       angle_mult = forward / (800 + forward);
+
+       if(ret > 180)
+               return ret * angle_mult + 360 * (1 - angle_mult);
+       else
+               return ret * angle_mult;
+}
+
+void RaceCarPhysics()
+{
+#ifdef SVQC
+       // using this move type for "big rigs"
+       // the engine does not push the entity!
+
+       float accel, steer, f, myspeed, steerfactor;
+       vector angles_save, rigvel;
+
+       angles_save = self.angles;
+       accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
+       steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 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(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
+       {
+               float upspeed, accelfactor;
+
+               myspeed = self.velocity * v_forward;
+               upspeed = self.velocity * v_up;
+
+               // responsiveness factor for steering and acceleration
+               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);
+
+               if(myspeed < 0 && g_bugrigs_reverse_spinning)
+                       steerfactor = -myspeed * g_bugrigs_steer;
+               else
+                       steerfactor = -myspeed * f * g_bugrigs_steer;
+
+               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 - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
+                       }
+                       else
+                       {
+                               if(!g_bugrigs_reverse_speeding)
+                                       myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
+                       }
+               }
+               else
+               {
+                       if(myspeed >= 0)
+                       {
+                               myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
+                       }
+                       else
+                       {
+                               if(g_bugrigs_reverse_stopping)
+                                       myspeed = 0;
+                               else
+                                       myspeed = min(0, myspeed + frametime * (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 * frametime * steerfactor; // apply steering
+               makevectors(self.angles); // new forward direction!
+
+               myspeed += accel * accelfactor * frametime;
+
+               rigvel = myspeed * v_forward + '0 0 1' * upspeed;
+       }
+       else
+       {
+               myspeed = vlen(self.velocity);
+
+               // responsiveness factor for steering and acceleration
+               f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
+               steerfactor = -myspeed * f;
+               self.angles_y += steer * frametime * steerfactor; // apply steering
+
+               rigvel = self.velocity;
+               makevectors(self.angles); // new forward direction!
+       }
+
+       rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
+       //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 -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+               rigvel_xy = vec2(rigvel);
+
+               if(g_bugrigs_planar_movement_car_jumping)
+                       mt = MOVE_NORMAL;
+               else
+                       mt = MOVE_NOMONSTERS;
+
+               tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
+               up = trace_endpos - self.origin;
+
+               // BUG RIGS: align the move to the surface instead of doing collision testing
+               // can we move?
+               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
+
+               // align to surface
+               tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, 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)
+                                       );
+                       self.flags |= FL_ONGROUND;
+               }
+               else
+               {
+                       // now set angles_x so that the car points forward, but is tilted in velocity direction
+                       self.flags &= ~FL_ONGROUND;
+               }
+
+               self.velocity = (neworigin - self.origin) * (1.0 / frametime);
+               self.movetype = MOVETYPE_NOCLIP;
+       }
+       else
+       {
+               rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
+               self.velocity = rigvel;
+               self.movetype = MOVETYPE_FLY;
+       }
+
+       trace_fraction = 1;
+       tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
+       if(trace_fraction != 1)
+       {
+               self.angles = vectoangles2(
+                               '1 0 0' * v_forward_x * trace_plane_normal_z
+                               +
+                               '0 1 0' * v_forward_y * trace_plane_normal_z
+                               +
+                               '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
+                               trace_plane_normal
+                               );
+       }
+       else
+       {
+               vector vel_local;
+
+               vel_local_x = v_forward * self.velocity;
+               vel_local_y = v_right * self.velocity;
+               vel_local_z = v_up * self.velocity;
+
+               self.angles_x = racecar_angle(vel_local_x, vel_local_z);
+               self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
+       }
+
+       // smooth the angles
+       vector vf1, vu1, smoothangles;
+       makevectors(self.angles);
+       f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
+       if(f == 0)
+               f = 1;
+       vf1 = v_forward * f;
+       vu1 = v_up * f;
+       makevectors(angles_save);
+       vf1 = vf1 + v_forward * (1 - f);
+       vu1 = vu1 + v_up * (1 - f);
+       smoothangles = vectoangles2(vf1, vu1);
+       self.angles_x = -smoothangles_x;
+       self.angles_z =  smoothangles_z;
+#endif
+}
+
+string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
+.float specialcommand_pos;
+void SpecialCommand()
+{
+#ifdef SVQC
+#ifdef TETRIS
+       TetrisImpulse();
+#else
+       if(!CheatImpulse(99))
+               print("A hollow voice says \"Plugh\".\n");
+#endif
+#endif
+}
+
+#ifdef SVQC
+float speedaward_speed;
+string speedaward_holder;
+string speedaward_uid;
+#endif
+void race_send_speedaward(float msg)
+{
+#ifdef SVQC
+       // send the best speed of the round
+       WriteByte(msg, SVC_TEMPENTITY);
+       WriteByte(msg, TE_CSQC_RACE);
+       WriteByte(msg, RACE_NET_SPEED_AWARD);
+       WriteInt24_t(msg, floor(speedaward_speed+0.5));
+       WriteString(msg, speedaward_holder);
+#endif
+}
+
+#ifdef SVQC
+float speedaward_alltimebest;
+string speedaward_alltimebest_holder;
+string speedaward_alltimebest_uid;
+#endif
+void race_send_speedaward_alltimebest(float msg)
+{
+#ifdef SVQC
+       // send the best speed
+       WriteByte(msg, SVC_TEMPENTITY);
+       WriteByte(msg, TE_CSQC_RACE);
+       WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
+       WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
+       WriteString(msg, speedaward_alltimebest_holder);
+#endif
+}
+
+float PM_check_keepaway(void)
+{
+#ifdef SVQC
+       return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
+#else
+       return 0;
+#endif
+}
+
+void PM_check_race_movetime(void)
+{
+#ifdef SVQC
+       self.race_movetime_frac += frametime;
+       float f = floor(self.race_movetime_frac);
+       self.race_movetime_frac -= f;
+       self.race_movetime_count += f;
+       self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
+#endif
+}
+
+float PM_check_specialcommand(float buttons)
+{
+#ifdef SVQC
+       string c;
+       if(!buttons)
+               c = "x";
+       else if(buttons == 1)
+               c = "1";
+       else if(buttons == 2)
+               c = " ";
+       else if(buttons == 128)
+               c = "s";
+       else if(buttons == 256)
+               c = "w";
+       else if(buttons == 512)
+               c = "a";
+       else if(buttons == 1024)
+               c = "d";
+       else
+               c = "?";
+
+       if(c == substring(specialcommand, self.specialcommand_pos, 1))
+       {
+               self.specialcommand_pos += 1;
+               if(self.specialcommand_pos >= strlen(specialcommand))
+               {
+                       self.specialcommand_pos = 0;
+                       SpecialCommand();
+                       return TRUE;
+               }
+       }
+       else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
+               self.specialcommand_pos = 0;
+#endif
+       return FALSE;
+}
+
+void PM_check_nickspam(void)
+{
+#ifdef SVQC
+       if (time >= self.nickspamtime)
+               return;
+       if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
+       {
+               // slight annoyance for nick change scripts
+               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;
+
+               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!
+               {
+                       self.angles_x = random() * 360;
+                       self.angles_y = random() * 360;
+                       // at least I'm not forcing retardedview by also assigning to angles_z
+                       self.fixangle = TRUE;
+               }
+       }
+#endif
+}
+
+void PM_check_punch()
+{
+#ifdef SVQC
+       float f;
+       if (self.punchangle != '0 0 0')
+       {
+               f = vlen(self.punchangle) - 10 * frametime;
+               if (f > 0)
+                       self.punchangle = normalize(self.punchangle) * f;
+               else
+                       self.punchangle = '0 0 0';
+       }
+
+       if (self.punchvector != '0 0 0')
+       {
+               f = vlen(self.punchvector) - 30 * frametime;
+               if (f > 0)
+                       self.punchvector = normalize(self.punchvector) * f;
+               else
+                       self.punchvector = '0 0 0';
+       }
+#endif
+}
+
+void PM_check_spider(void)
+{
+#ifdef SVQC
+       if(time < self.spider_slowness)
+       {
+               self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
+               self.stat_sv_airspeedlimit_nonqw *= 0.5;
+       }
+#endif
+}
+
+void PM_check_frozen(void)
+{
+#ifdef SVQC
+       if(!self.frozen)
+               return;
+       if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
+       {
+               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);
+       }
+       else
+               self.movement = '0 0 0';
+       self.disableclientprediction = 1;
+
+       vector midpoint = ((self.absmin + self.absmax) * 0.5);
+       if(pointcontents(midpoint) == CONTENT_WATER)
+       {
+               self.velocity = self.velocity * 0.5;
+
+               if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
+                       self.velocity_z = 200;
+       }
+#endif
+}
+
+void PM_check_blocked(void)
+{
+#ifdef SVQC
+       if(self.player_blocked)
+       {
+               self.movement = '0 0 0';
+               self.disableclientprediction = 1;
+       }
+#endif
+}
+
+#ifdef SVQC
+float speedaward_lastsent;
+float speedaward_lastupdate;
+string GetMapname(void);
+#endif
+void PM_check_race(void)
+{
+#ifdef SVQC
+       if not(g_cts || g_race)
+               return;
+       if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
+       {
+               speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
+               speedaward_holder = self.netname;
+               speedaward_uid = self.crypto_idfp;
+               speedaward_lastupdate = time;
+       }
+       if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
+       {
+               string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
+               race_send_speedaward(MSG_ALL);
+               speedaward_lastsent = speedaward_speed;
+               if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
+               {
+                       speedaward_alltimebest = speedaward_speed;
+                       speedaward_alltimebest_holder = speedaward_holder;
+                       speedaward_alltimebest_uid = speedaward_uid;
+                       db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
+                       db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
+                       race_send_speedaward_alltimebest(MSG_ALL);
+               }
+       }
+#endif
+}
+
+void PM_check_vortex(void)
+{
+#ifdef SVQC
+       float xyspeed;
+       xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
+       if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_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, autocvar_g_balance_nex_charge_maxspeed);
+               float f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
+               // add the extra charge
+               self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
+       }
+#endif
+}
+
+void PM_fly(float maxspd_mod)
+{
+#ifdef SVQC
+       // noclipping or flying
+       self.flags &= ~FL_ONGROUND;
+
+       self.velocity = self.velocity * (1 - frametime * autocvar_sv_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;
+       // acceleration
+       vector wishdir = normalize(wishvel);
+       float wishspeed = vlen(wishvel);
+       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       if (time >= self.teleport_time)
+               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_swim(float maxspd_mod)
+{
+#ifdef SVQC
+       // swimming
+       self.flags &= ~FL_ONGROUND;
+
+       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;
+       if (wishvel == '0 0 0')
+               wishvel = '0 0 -60'; // drift towards bottom
+
+       vector wishdir = normalize(wishvel);
+       float wishspeed = vlen(wishvel);
+       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       wishspeed = wishspeed * 0.7;
+
+       // water friction
+       self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
+
+       // water acceleration
+       PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_ladder(float maxspd_mod)
+{
+#ifdef SVQC
+       // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
+       self.flags &= ~FL_ONGROUND;
+
+       float g;
+       g = autocvar_sv_gravity * frametime;
+       if(self.gravity)
+               g *= self.gravity;
+       if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
+       {
+               g *= 0.5;
+               self.velocity_z += g;
+       }
+
+       self.velocity = self.velocity * (1 - frametime * autocvar_sv_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")
+       {
+               float f = vlen(wishvel);
+               if (f > self.ladder_entity.speed)
+                       wishvel = wishvel * (self.ladder_entity.speed / f);
+
+               self.watertype = self.ladder_entity.skin;
+               f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
+               if ((self.origin_z + self.view_ofs_z) < f)
+                       self.waterlevel = WATERLEVEL_SUBMERGED;
+               else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
+                       self.waterlevel = WATERLEVEL_SWIMMING;
+               else if ((self.origin_z + self.mins_z + 1) < f)
+                       self.waterlevel = WATERLEVEL_WETFEET;
+               else
+               {
+                       self.waterlevel = WATERLEVEL_NONE;
+                       self.watertype = CONTENT_EMPTY;
+               }
+       }
+       // acceleration
+       vector wishdir = normalize(wishvel);
+       float wishspeed = vlen(wishvel);
+       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       if (time >= self.teleport_time)
+       {
+               // water acceleration
+               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+       }
+#endif
+}
+
+void PM_jetpack(float maxspd_mod)
+{
+#ifdef SVQC
+       //makevectors(self.v_angle_y * '0 1 0');
+       makevectors(self.v_angle);
+       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+       // add remaining speed as Z component
+       float maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
+       // fix speedhacks :P
+       wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
+       // add the unused velocity as up component
+       wishvel_z = 0;
+
+       // if(self.BUTTON_JUMP)
+               wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
+
+       // it is now normalized, so...
+       float a_side, a_up, a_add, a_diff;
+       a_side = autocvar_g_jetpack_acceleration_side;
+       a_up = autocvar_g_jetpack_acceleration_up;
+       a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
+
+       wishvel_x *= a_side;
+       wishvel_y *= a_side;
+       wishvel_z *= a_up;
+       wishvel_z += a_add;
+
+       float best;
+       best = 0;
+       //////////////////////////////////////////////////////////////////////////////////////
+       // finding the maximum over all vectors of above form
+       // with wishvel having an absolute value of 1
+       //////////////////////////////////////////////////////////////////////////////////////
+       // we're finding the maximum over
+       //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
+       // for z in the range from -1 to 1
+       //////////////////////////////////////////////////////////////////////////////////////
+       // maximum is EITHER attained at the single extreme point:
+       a_diff = a_side * a_side - a_up * a_up;
+       float f;
+       if(a_diff != 0)
+       {
+               f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
+               if(f > -1 && f < 1) // can it be attained?
+               {
+                       best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
+                       //print("middle\n");
+               }
+       }
+       // OR attained at z = 1:
+       f = (a_up + a_add) * (a_up + a_add);
+       if(f > best)
+       {
+               best = f;
+               //print("top\n");
+       }
+       // OR attained at z = -1:
+       f = (a_up - a_add) * (a_up - a_add);
+       if(f > best)
+       {
+               best = f;
+               //print("bottom\n");
+       }
+       best = sqrt(best);
+       //////////////////////////////////////////////////////////////////////////////////////
+
+       //print("best possible acceleration: ", ftos(best), "\n");
+
+       float fxy, fz;
+       fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
+       if(wishvel_z - autocvar_sv_gravity > 0)
+               fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+       else
+               fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
+
+       float fvel;
+       fvel = vlen(wishvel);
+       wishvel_x *= fxy;
+       wishvel_y *= fxy;
+       wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
+
+       fvel = min(1, vlen(wishvel) / best);
+       if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
+               f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
+       else
+               f = 1;
+
+       //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
+
+       if (f > 0 && wishvel != '0 0 0')
+       {
+               self.velocity = self.velocity + wishvel * f * frametime;
+               if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
+                       self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
+               self.flags &= ~FL_ONGROUND;
+               self.items |= IT_USING_JETPACK;
+
+               // jetpack also inhibits health regeneration, but only for 1 second
+               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
+       }
+#endif
+}
+
+void PM_walk(float buttons_prev, float maxspd_mod)
+{
+#ifdef SVQC
+       // we get here if we ran out of ammo
+       if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
+
+       // walking
+       makevectors(self.v_angle_y * '0 1 0');
+       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+
+       if(!(self.lastflags & FL_ONGROUND))
+       {
+               if(autocvar_speedmeter)
+                       dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
+               if(self.lastground < time - 0.3)
+                       self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
+               if(self.jumppadcount > 1)
+                       dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
+               self.jumppadcount = 0;
+       }
+
+#ifdef LETS_TEST_FTEQCC
+       if(self.velocity_x || self.velocity_y)
+       {
+               // good
+       }
+       else
+       {
+               if(self.velocity_x)
+                       checkclient();
+               if(self.velocity_y)
+                       checkclient();
+       }
+#endif
+
+       vector v = self.velocity;
+       v_z = 0;
+       float f = vlen(v);
+       if(f > 0)
+       {
+               if (f < autocvar_sv_stopspeed)
+                       f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
+               else
+                       f = 1 - frametime * autocvar_sv_friction;
+               if (f > 0)
+                       self.velocity = self.velocity * f;
+               else
+                       self.velocity = '0 0 0';
+               /*
+                  Mathematical analysis time!
+
+                  Our goal is to invert this mess.
+
+                  For the two cases we get:
+                       v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
+                         = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+                       v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
+                  and
+                       v = v0 * (1 - frametime * autocvar_sv_friction)
+                       v0 = v / (1 - frametime * autocvar_sv_friction)
+
+                  These cases would be chosen ONLY if:
+                       v0 < autocvar_sv_stopspeed
+                       v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
+                       v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+                  and, respectively:
+                       v0 >= autocvar_sv_stopspeed
+                       v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
+                       v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
+                */
+       }
+
+       // acceleration
+       vector wishdir = normalize(wishvel);
+       float wishspeed = vlen(wishvel);
+       if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
+               wishspeed = self.stat_sv_maxspeed*maxspd_mod;
+       if (self.crouch)
+               wishspeed = wishspeed * 0.5;
+       if (time >= self.teleport_time)
+               PM_Accelerate(self, wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
+#endif
+}
+
+void PM_air(float buttons_prev, float maxspd_mod)
+{
+#ifdef SVQC
+       float wishspeed0;
+       // we get here if we ran out of ammo
+       if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
+               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
+
+       float maxairspd, airaccel;
+       if(maxspd_mod < 1)
+       {
+               maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
+               airaccel = autocvar_sv_airaccelerate*maxspd_mod;
+       }
+       else
+       {
+               maxairspd = autocvar_sv_maxairspeed;
+               airaccel = autocvar_sv_airaccelerate;
+       }
+       // airborn
+       makevectors(self.v_angle_y * '0 1 0');
+       vector wishvel = v_forward * self.movement_x + v_right * self.movement_y;
+       // acceleration
+       vector wishdir = normalize(wishvel);
+       float wishspeed = wishspeed0 = vlen(wishvel);
+       if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
+               wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
+       if (wishspeed > maxairspd)
+               wishspeed = maxairspd;
+       if (self.crouch)
+               wishspeed = wishspeed * 0.5;
+       if (time >= self.teleport_time)
+       {
+               float accelerating;
+               float wishspeed2;
+               float airaccelqw;
+               float strafity;
+
+               airaccelqw = self.stat_sv_airaccel_qw;
+               accelerating = (self.velocity * wishdir > 0);
+               wishspeed2 = wishspeed;
+
+               // CPM
+               if(autocvar_sv_airstopaccelerate)
+               {
+                       vector curdir;
+                       curdir = self.velocity;
+                       curdir_z = 0;
+                       curdir = normalize(curdir);
+                       airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
+               }
+               // note that for straight forward jumping:
+               // step = accel * frametime * wishspeed0;
+               // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
+               // -->
+               // dv/dt = accel * maxspeed (when slow)
+               // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
+               // log dv/dt = logaccel + logmaxspeed (when slow)
+               // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
+               strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
+               if(autocvar_sv_maxairstrafespeed)
+                       wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
+               if(autocvar_sv_airstrafeaccelerate)
+                       airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
+               if(self.stat_sv_airstrafeaccel_qw)
+                       airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
+               // !CPM
+
+               if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
+                       PM_AirAccelerate(self, wishdir, wishspeed);
+               else
+                       PM_Accelerate(self, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
+
+               if(autocvar_sv_aircontrol)
+                       CPM_PM_Aircontrol(self, wishdir, wishspeed2);
+       }
+#endif
+}
+
+// TODO: merge this with main physics frame
 void CSQC_ClientMovement_Physics_Walk(entity s)
 {
        float friction;
@@ -696,17 +1723,263 @@ void CSQC_ClientMovement_Physics_Swim(entity s)
        PM_Accelerate(s, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE, 1, 0, 0, 0);
 }
 
-void CSQC_ClientMovement_PlayerMove(entity s)
+void PM_Main(entity s)
 {
+#ifdef CSQC
        //Con_Printf(" %f", frametime);
        if (!(PHYS_INPUT_BUTTONS(s) & 2)) // !jump
                UNSET_JUMP_HELD(s); // canjump = true
        pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
        CSQC_ClientMovement_UpdateStatus(s);
+#endif
+#ifdef SVQC
+float maxspd_mod, spd, buttons;
+       string temps;
+       float buttons_prev;
+       float not_allowed_to_move;
+
+       WarpZone_PlayerPhysics_FixVAngle();
+
+       maxspd_mod = 1;
+       maxspd_mod *= PM_check_keepaway();
+       maxspd_mod *= autocvar_g_movement_highspeed;
+
+       // fix physics stats for g_movement_highspeed
+       // TODO maybe rather use maxairspeed? needs testing
+       self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
+       if(autocvar_sv_airstrafeaccel_qw)
+               self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
+       else
+               self.stat_sv_airstrafeaccel_qw = 0;
+       self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
+       self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
+       self.stat_movement_highspeed = autocvar_g_movement_highspeed;
+
+    if(self.PlayerPhysplug)
+        if(self.PlayerPhysplug())
+            return;
+
+       PM_check_race_movetime();
+
+       anticheat_physics();
+
+       buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
+
+       if (PM_check_specialcommand(buttons))
+               return;
+
+       if(sv_maxidle > 0)
+       {
+               if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
+                       self.parm_idlesince = time;
+       }
+       buttons_prev = self.buttons_old;
+       self.buttons_old = buttons;
+       self.movement_old = self.movement;
+       self.v_angle_old = self.v_angle;
+
+       PM_check_nickspam();
+
+       PM_check_punch();
+
+       if (IS_BOT_CLIENT(self))
+       {
+               if(playerdemo_read())
+                       return;
+               bot_think();
+       }
+
+       self.items &= ~IT_USING_JETPACK;
+
+       if(IS_PLAYER(self))
+       {
+               if(self.race_penalty)
+                       if(time > self.race_penalty)
+                               self.race_penalty = 0;
+
+               not_allowed_to_move = 0;
+               if(self.race_penalty)
+                       not_allowed_to_move = 1;
+               if(!autocvar_sv_ready_restart_after_countdown)
+               if(time < game_starttime)
+                       not_allowed_to_move = 1;
+
+               if(not_allowed_to_move)
+               {
+                       self.velocity = '0 0 0';
+                       self.movetype = MOVETYPE_NONE;
+                       self.disableclientprediction = 2;
+               }
+               else if(self.disableclientprediction == 2)
+               {
+                       if(self.movetype == MOVETYPE_NONE)
+                               self.movetype = MOVETYPE_WALK;
+                       self.disableclientprediction = 0;
+               }
+       }
+
+       if (self.movetype == MOVETYPE_NONE)
+               return;
+
+       // when we get here, disableclientprediction cannot be 2
+       self.disableclientprediction = 0;
+       if(time < self.ladder_time)
+               self.disableclientprediction = 1;
+
+       PM_check_spider();
+
+       PM_check_frozen();
+
+       MUTATOR_CALLHOOK(PlayerPhysics);
+
+       PM_check_blocked();
+
+       maxspd_mod = 1;
+
+       if(self.in_swamp) {
+               maxspd_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
+       }
+
+       // conveyors: first fix velocity
+       if(self.conveyor.state)
+               self.velocity -= self.conveyor.movedir;
+
+       if (!IS_PLAYER(self))
+       {
+               maxspd_mod *= autocvar_sv_spectator_speed_multiplier;
+               if(!self.spectatorspeed)
+                       self.spectatorspeed = maxspd_mod;
+               if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
+               {
+                       if(self.lastclassname != "player")
+                       {
+                               if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
+                                       self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
+                               else if(self.impulse == 11)
+                                       self.spectatorspeed = maxspd_mod;
+                               else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
+                                       self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
+                               else if(self.impulse >= 1 && self.impulse <= 9)
+                                       self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
+                       } // otherwise just clear
+                       self.impulse = 0;
+               }
+               maxspd_mod *= self.spectatorspeed;
+       }
+
+       spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod;
+       if(self.speed != spd)
+       {
+               self.speed = spd;
+               temps = ftos(spd);
+               stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
+               stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
+       }
+
+       // if dead, behave differently
+       if (self.deadflag)
+               goto end;
+
+       if (!self.fixangle && !g_bugrigs)
+       {
+               self.angles_x = 0;
+               self.angles_y = self.v_angle_y;
+               self.angles_z = 0;
+       }
+
+       if(self.flags & FL_ONGROUND)
+       if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
+       if(self.wasFlying)
+       {
+               self.wasFlying = 0;
+
+               if(self.waterlevel < WATERLEVEL_SWIMMING)
+               if(time >= self.ladder_time)
+               if (!self.hook)
+               {
+                       self.nextstep = time + 0.3 + random() * 0.1;
+                       trace_dphitq3surfaceflags = 0;
+                       tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
+                       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
+                       {
+                               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+                                       GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+                               else
+                                       GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+                       }
+               }
+       }
+
+       if(IsFlying(self))
+               self.wasFlying = 1;
+
+       if(IS_PLAYER(self))
+               CheckPlayerJump();
+#endif
+#ifdef CSQC
        if (s.waterlevel >= WATERLEVEL_SWIMMING)
                CSQC_ClientMovement_Physics_Swim(s);
        else
                CSQC_ClientMovement_Physics_Walk(s);
+#endif
+#ifdef SVQC
+       if (self.flags & FL_WATERJUMP )
+       {
+               self.velocity_x = self.movedir_x;
+               self.velocity_y = self.movedir_y;
+               if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
+               {
+                       self.flags &= ~FL_WATERJUMP;
+                       self.teleport_time = 0;
+               }
+       }
+       else if (g_bugrigs && IS_PLAYER(self))
+       {
+               RaceCarPhysics();
+       }
+       else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
+       {
+               PM_fly(maxspd_mod);
+       }
+       else if (self.waterlevel >= WATERLEVEL_SWIMMING)
+       {
+               PM_swim(maxspd_mod);
+       }
+       else if (time < self.ladder_time)
+       {
+               PM_ladder(maxspd_mod);
+       }
+       else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
+       {
+               PM_jetpack(maxspd_mod);
+       }
+       else if (self.flags & FL_ONGROUND)
+       {
+               PM_walk(buttons_prev, maxspd_mod);
+       }
+       else
+       {
+               PM_air(buttons_prev, maxspd_mod);
+       }
+#endif
+#ifdef SVQC
+       if(!IS_OBSERVER(self))
+               PM_check_race();
+
+       PM_check_vortex();
+:end
+       if(self.flags & FL_ONGROUND)
+               self.lastground = time;
+
+       // conveyors: then break velocity again
+       if(self.conveyor.state)
+               self.velocity += self.conveyor.movedir;
+
+       self.lastflags = self.flags;
+       self.lastclassname = self.classname;
+#endif
 }
 
 void CSQC_ClientMovement_PlayerMove_Frame(entity s)
@@ -718,9 +1991,9 @@ void CSQC_ClientMovement_PlayerMove_Frame(entity s)
                if (PHYS_INPUT_TIMELENGTH > 0.05)
                {
                        PHYS_INPUT_TIMELENGTH /= 2;
-                       CSQC_ClientMovement_PlayerMove(s);
+                       PM_Main(s);
                }
-               CSQC_ClientMovement_PlayerMove(s);
+               PM_Main(s);
        }
        else
        {
@@ -781,4 +2054,12 @@ void CSQC_ClientMovement_PlayerMove_Frame(entity s)
 #undef PHYS_WARSOWBUNNY_BACKTOSIDERATIO
 #undef PHYS_WARSOWBUNNY_AIRFORWARDACCEL
 #undef PHYS_WARSOWBUNNY_TOPSPEED
-#undef PHYS_WARSOWBUNNY_TURNACCEL
\ No newline at end of file
+#undef PHYS_WARSOWBUNNY_TURNACCEL
+
+#ifdef SVQC
+// Entry point
+void SV_PlayerPhysics(void)
+{
+       PM_Main(self);
+}
+#endif
\ No newline at end of file
index 1310c43ad7e8e4b5b41221ec4fdd81a4b2fac0b9..f505be34a1af95361b6cacc41c652e879534bb54 100644 (file)
@@ -120,14 +120,14 @@ void CSQCPlayer_SavePrediction()
        csqcplayer_status = CSQCPLAYERSTATUS_PREDICTED;
 }
 
-void CSQC_ClientMovement_PlayerMove_Frame(entity s);
+void PM_Main(entity s);
 
 void CSQCPlayer_Physics(void)
 {
        switch(autocvar_cl_movement)
        {
                case 1: runstandardplayerphysics(self); break;
-               case 2: CSQC_ClientMovement_PlayerMove_Frame(self); break;
+               case 2: PM_Main(self); break;
        }
 }
 
index d84b37b943a8667ee9e708573ea19c7b6226a620..f18f15db0bc509253ac854564d9484f4def2d381 100644 (file)
@@ -116,7 +116,7 @@ g_damage.qc
 
 teamplay.qc
 
-cl_physics.qc
+../common/physics.qc
 
 // tZork's libs
 movelib.qc
@@ -213,7 +213,6 @@ target_music.qc
 
 ../common/nades.qc
 ../common/buffs.qc
-../common/physics.qc
 
 accuracy.qc
 ../csqcmodellib/sv_model.qc