/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// sv_phys.c

#include "quakedef.h"

/*


pushmove objects do not obey gravity, and do not interact with each other or trigger fields, but block normal movement and push normal objects when they move.

onground is set for toss objects when they come to a complete rest.  it is set for steping or walking objects

doors, plats, etc are SOLID_BSP, and MOVETYPE_PUSH
bonus items are SOLID_TRIGGER touch, and MOVETYPE_TOSS
corpses are SOLID_NOT and MOVETYPE_TOSS
crates are SOLID_BBOX and MOVETYPE_TOSS
walking monsters are SOLID_SLIDEBOX and MOVETYPE_STEP
flying/floating monsters are SOLID_SLIDEBOX and MOVETYPE_FLY

solid_edge items only clip against bsp models.

*/

#define	MOVE_EPSILON	0.01

void SV_Physics_Toss (prvm_edict_t *ent);

/*
===============================================================================

LINE TESTING IN HULLS

===============================================================================
*/

int SV_GenericHitSuperContentsMask(const prvm_edict_t *passedict)
{
	prvm_eval_t *val;
	if (passedict)
	{
		val = PRVM_EDICTFIELDVALUE(passedict, prog->fieldoffsets.dphitcontentsmask);
		if (val && val->_float)
			return (int)val->_float;
		else if (passedict->fields.server->solid == SOLID_SLIDEBOX)
		{
			if ((int)passedict->fields.server->flags & FL_MONSTER)
				return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_MONSTERCLIP;
			else
				return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_PLAYERCLIP;
		}
		else if (passedict->fields.server->solid == SOLID_CORPSE)
			return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;
		else if (passedict->fields.server->solid == SOLID_TRIGGER)
			return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;
		else
			return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_CORPSE;
	}
	else
		return SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_CORPSE;
}

/*
==================
SV_Move
==================
*/
#if COLLISIONPARANOID >= 1
trace_t SV_Move_(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask)
#else
trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask)
#endif
{
	vec3_t hullmins, hullmaxs;
	int i, bodysupercontents;
	int passedictprog;
	qboolean pointtrace;
	prvm_edict_t *traceowner, *touch;
	trace_t trace;
	// bounding box of entire move area
	vec3_t clipboxmins, clipboxmaxs;
	// size of the moving object
	vec3_t clipmins, clipmaxs;
	// size when clipping against monsters
	vec3_t clipmins2, clipmaxs2;
	// start and end origin of move
	vec3_t clipstart, clipend;
	// trace results
	trace_t cliptrace;
	// matrices to transform into/out of other entity's space
	matrix4x4_t matrix, imatrix;
	// model of other entity
	model_t *model;
	// list of entities to test for collisions
	int numtouchedicts;
	prvm_edict_t *touchedicts[MAX_EDICTS];

	VectorCopy(start, clipstart);
	VectorCopy(end, clipend);
	VectorCopy(mins, clipmins);
	VectorCopy(maxs, clipmaxs);
	VectorCopy(mins, clipmins2);
	VectorCopy(maxs, clipmaxs2);
#if COLLISIONPARANOID >= 3
	Con_Printf("move(%f %f %f,%f %f %f)", clipstart[0], clipstart[1], clipstart[2], clipend[0], clipend[1], clipend[2]);
#endif

	// clip to world
	Collision_ClipToWorld(&cliptrace, sv.worldmodel, clipstart, clipmins, clipmaxs, clipend, hitsupercontentsmask);
	cliptrace.bmodelstartsolid = cliptrace.startsolid;
	if (cliptrace.startsolid || cliptrace.fraction < 1)
		cliptrace.ent = prog->edicts;
	if (type == MOVE_WORLDONLY)
		return cliptrace;

	if (type == MOVE_MISSILE)
	{
		// LordHavoc: modified this, was = -15, now -= 15
		for (i = 0;i < 3;i++)
		{
			clipmins2[i] -= 15;
			clipmaxs2[i] += 15;
		}
	}

	// get adjusted box for bmodel collisions if the world is q1bsp or hlbsp
	if (sv.worldmodel && sv.worldmodel->brush.RoundUpToHullSize)
		sv.worldmodel->brush.RoundUpToHullSize(sv.worldmodel, clipmins, clipmaxs, hullmins, hullmaxs);
	else
	{
		VectorCopy(clipmins, hullmins);
		VectorCopy(clipmaxs, hullmaxs);
	}

	// create the bounding box of the entire move
	for (i = 0;i < 3;i++)
	{
		clipboxmins[i] = min(clipstart[i], cliptrace.endpos[i]) + min(hullmins[i], clipmins2[i]) - 1;
		clipboxmaxs[i] = max(clipstart[i], cliptrace.endpos[i]) + max(hullmaxs[i], clipmaxs2[i]) + 1;
	}

	// debug override to test against everything
	if (sv_debugmove.integer)
	{
		clipboxmins[0] = clipboxmins[1] = clipboxmins[2] = -999999999;
		clipboxmaxs[0] = clipboxmaxs[1] = clipboxmaxs[2] =  999999999;
	}

	// if the passedict is world, make it NULL (to avoid two checks each time)
	if (passedict == prog->edicts)
		passedict = NULL;
	// precalculate prog value for passedict for comparisons
	passedictprog = PRVM_EDICT_TO_PROG(passedict);
	// figure out whether this is a point trace for comparisons
	pointtrace = VectorCompare(clipmins, clipmaxs);
	// precalculate passedict's owner edict pointer for comparisons
	traceowner = passedict ? PRVM_PROG_TO_EDICT(passedict->fields.server->owner) : 0;

	// clip to entities
	// because this uses World_EntitiestoBox, we know all entity boxes overlap
	// the clip region, so we can skip culling checks in the loop below
	numtouchedicts = World_EntitiesInBox(&sv.world, clipboxmins, clipboxmaxs, MAX_EDICTS, touchedicts);
	if (numtouchedicts > MAX_EDICTS)
	{
		// this never happens
		Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS);
		numtouchedicts = MAX_EDICTS;
	}
	for (i = 0;i < numtouchedicts;i++)
	{
		touch = touchedicts[i];

		if (touch->fields.server->solid < SOLID_BBOX)
			continue;
		if (type == MOVE_NOMONSTERS && touch->fields.server->solid != SOLID_BSP)
			continue;

		if (passedict)
		{
			// don't clip against self
			if (passedict == touch)
				continue;
			// don't clip owned entities against owner
			if (traceowner == touch)
				continue;
			// don't clip owner against owned entities
			if (passedictprog == touch->fields.server->owner)
				continue;
			// don't clip points against points (they can't collide)
			if (pointtrace && VectorCompare(touch->fields.server->mins, touch->fields.server->maxs) && (type != MOVE_MISSILE || !((int)touch->fields.server->flags & FL_MONSTER)))
				continue;
		}

		bodysupercontents = touch->fields.server->solid == SOLID_CORPSE ? SUPERCONTENTS_CORPSE : SUPERCONTENTS_BODY;

		// might interact, so do an exact clip
		model = NULL;
		if ((int) touch->fields.server->solid == SOLID_BSP || type == MOVE_HITMODEL)
		{
			unsigned int modelindex = (unsigned int)touch->fields.server->modelindex;
			// if the modelindex is 0, it shouldn't be SOLID_BSP!
			if (modelindex > 0 && modelindex < MAX_MODELS)
				model = sv.models[(int)touch->fields.server->modelindex];
		}
		if (model)
			Matrix4x4_CreateFromQuakeEntity(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2], touch->fields.server->angles[0], touch->fields.server->angles[1], touch->fields.server->angles[2], 1);
		else
			Matrix4x4_CreateTranslate(&matrix, touch->fields.server->origin[0], touch->fields.server->origin[1], touch->fields.server->origin[2]);
		Matrix4x4_Invert_Simple(&imatrix, &matrix);
		if ((int)touch->fields.server->flags & FL_MONSTER)
			Collision_ClipToGenericEntity(&trace, model, touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins2, clipmaxs2, clipend, hitsupercontentsmask);
		else
			Collision_ClipToGenericEntity(&trace, model, touch->fields.server->frame, touch->fields.server->mins, touch->fields.server->maxs, bodysupercontents, &matrix, &imatrix, clipstart, clipmins, clipmaxs, clipend, hitsupercontentsmask);

		Collision_CombineTraces(&cliptrace, &trace, (void *)touch, touch->fields.server->solid == SOLID_BSP);
	}

	return cliptrace;
}

#if COLLISIONPARANOID >= 1
trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict, int hitsupercontentsmask)
{
	int endstuck;
	trace_t trace;
	vec3_t temp;
	trace = SV_Move_(start, mins, maxs, end, type, passedict, hitsupercontentsmask);
	if (passedict)
	{
		VectorCopy(trace.endpos, temp);
		endstuck = SV_Move_(temp, mins, maxs, temp, type, passedict, hitsupercontentsmask).startsolid;
#if COLLISIONPARANOID < 3
		if (trace.startsolid || endstuck)
#endif
			Con_Printf("%s{e%i:%f %f %f:%f %f %f:%f:%f %f %f%s%s}\n", (trace.startsolid || endstuck) ? "^3" : "", passedict ? (int)(passedict - prog->edicts) : -1, passedict->fields.server->origin[0], passedict->fields.server->origin[1], passedict->fields.server->origin[2], end[0] - passedict->fields.server->origin[0], end[1] - passedict->fields.server->origin[1], end[2] - passedict->fields.server->origin[2], trace.fraction, trace.endpos[0] - passedict->fields.server->origin[0], trace.endpos[1] - passedict->fields.server->origin[1], trace.endpos[2] - passedict->fields.server->origin[2], trace.startsolid ? " startstuck" : "", endstuck ? " endstuck" : "");
	}
	return trace;
}
#endif

/*
===============================================================================

Linking entities into the world culling system

===============================================================================
*/

void SV_LinkEdict_TouchAreaGrid(prvm_edict_t *ent)
{
	int i, numtouchedicts, old_self, old_other;
	prvm_edict_t *touch, *touchedicts[MAX_EDICTS];

	// build a list of edicts to touch, because the link loop can be corrupted
	// by IncreaseEdicts called during touch functions
	numtouchedicts = World_EntitiesInBox(&sv.world, ent->priv.server->areamins, ent->priv.server->areamaxs, MAX_EDICTS, touchedicts);
	if (numtouchedicts > MAX_EDICTS)
	{
		// this never happens
		Con_Printf("SV_EntitiesInBox returned %i edicts, max was %i\n", numtouchedicts, MAX_EDICTS);
		numtouchedicts = MAX_EDICTS;
	}

	old_self = prog->globals.server->self;
	old_other = prog->globals.server->other;
	for (i = 0;i < numtouchedicts;i++)
	{
		touch = touchedicts[i];
		if (touch != ent && (int)touch->fields.server->solid == SOLID_TRIGGER && touch->fields.server->touch)
		{
			prvm_eval_t *val;
			prog->globals.server->self = PRVM_EDICT_TO_PROG(touch);
			prog->globals.server->other = PRVM_EDICT_TO_PROG(ent);
			prog->globals.server->time = sv.time;
			prog->globals.server->trace_allsolid = false;
			prog->globals.server->trace_startsolid = false;
			prog->globals.server->trace_fraction = 1;
			prog->globals.server->trace_inwater = false;
			prog->globals.server->trace_inopen = true;
			VectorCopy (touch->fields.server->origin, prog->globals.server->trace_endpos);
			VectorSet (prog->globals.server->trace_plane_normal, 0, 0, 1);
			prog->globals.server->trace_plane_dist = 0;
			prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(ent);
			if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents)))
				val->_float = 0;
			if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents)))
				val->_float = 0;
			if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags)))
				val->_float = 0;
			if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename)))
				val->string = 0;
			PRVM_ExecuteProgram (touch->fields.server->touch, "QC function self.touch is missing");
		}
	}
	prog->globals.server->self = old_self;
	prog->globals.server->other = old_other;
}

/*
===============
SV_LinkEdict

===============
*/
void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers)
{
	model_t *model;
	vec3_t mins, maxs;

	if (ent == prog->edicts)
		return;		// don't add the world

	if (ent->priv.server->free)
		return;

// set the abs box

	if (ent->fields.server->solid == SOLID_BSP)
	{
		int modelindex = (int)ent->fields.server->modelindex;
		if (modelindex < 0 || modelindex > MAX_MODELS)
		{
			Con_Printf("edict %i: SOLID_BSP with invalid modelindex!\n", PRVM_NUM_FOR_EDICT(ent));
			modelindex = 0;
		}
		model = sv.models[modelindex];
		if (model != NULL)
		{
			if (!model->TraceBox && developer.integer >= 1)
				Con_Printf("edict %i: SOLID_BSP with non-collidable model\n", PRVM_NUM_FOR_EDICT(ent));

			if (ent->fields.server->angles[0] || ent->fields.server->angles[2] || ent->fields.server->avelocity[0] || ent->fields.server->avelocity[2])
			{
				VectorAdd(ent->fields.server->origin, model->rotatedmins, mins);
				VectorAdd(ent->fields.server->origin, model->rotatedmaxs, maxs);
			}
			else if (ent->fields.server->angles[1] || ent->fields.server->avelocity[1])
			{
				VectorAdd(ent->fields.server->origin, model->yawmins, mins);
				VectorAdd(ent->fields.server->origin, model->yawmaxs, maxs);
			}
			else
			{
				VectorAdd(ent->fields.server->origin, model->normalmins, mins);
				VectorAdd(ent->fields.server->origin, model->normalmaxs, maxs);
			}
		}
		else
		{
			// SOLID_BSP with no model is valid, mainly because some QC setup code does so temporarily
			VectorAdd(ent->fields.server->origin, ent->fields.server->mins, mins);
			VectorAdd(ent->fields.server->origin, ent->fields.server->maxs, maxs);
		}
	}
	else
	{
		VectorAdd(ent->fields.server->origin, ent->fields.server->mins, mins);
		VectorAdd(ent->fields.server->origin, ent->fields.server->maxs, maxs);
	}

//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
	if ((int)ent->fields.server->flags & FL_ITEM)
	{
		mins[0] -= 15;
		mins[1] -= 15;
		mins[2] -= 1;
		maxs[0] += 15;
		maxs[1] += 15;
		maxs[2] += 1;
	}
	else
	{
		// because movement is clipped an epsilon away from an actual edge,
		// we must fully check even when bounding boxes don't quite touch
		mins[0] -= 1;
		mins[1] -= 1;
		mins[2] -= 1;
		maxs[0] += 1;
		maxs[1] += 1;
		maxs[2] += 1;
	}

	VectorCopy(mins, ent->fields.server->absmin);
	VectorCopy(maxs, ent->fields.server->absmax);

	World_LinkEdict(&sv.world, ent, mins, maxs);

	// if touch_triggers, call touch on all entities overlapping this box
	if (touch_triggers && ent->fields.server->solid != SOLID_NOT)
		SV_LinkEdict_TouchAreaGrid(ent);
}

/*
===============================================================================

Utility functions

===============================================================================
*/

/*
============
SV_TestEntityPosition

returns true if the entity is in solid currently
============
*/
static int SV_TestEntityPosition (prvm_edict_t *ent, vec3_t offset)
{
	vec3_t org;
	trace_t trace;
	VectorAdd(ent->fields.server->origin, offset, org);
	trace = SV_Move (org, ent->fields.server->mins, ent->fields.server->maxs, ent->fields.server->origin, MOVE_NOMONSTERS, ent, SUPERCONTENTS_SOLID);
	if (trace.startsupercontents & SUPERCONTENTS_SOLID)
		return true;
	else
	{
		if (sv.worldmodel->brushq1.numclipnodes && !VectorCompare(ent->fields.server->mins, ent->fields.server->maxs))
		{
			// q1bsp/hlbsp use hulls and if the entity does not exactly match
			// a hull size it is incorrectly tested, so this code tries to
			// 'fix' it slightly...
			// FIXME: this breaks entities larger than the hull size
			int i;
			vec3_t v, m1, m2, s;
			VectorAdd(org, ent->fields.server->mins, m1);
			VectorAdd(org, ent->fields.server->maxs, m2);
			VectorSubtract(m2, m1, s);
#define EPSILON (1.0f / 32.0f)
			if (s[0] >= EPSILON*2) {m1[0] += EPSILON;m2[0] -= EPSILON;}
			if (s[1] >= EPSILON*2) {m1[1] += EPSILON;m2[1] -= EPSILON;}
			if (s[2] >= EPSILON*2) {m1[2] += EPSILON;m2[2] -= EPSILON;}
			for (i = 0;i < 8;i++)
			{
				v[0] = (i & 1) ? m2[0] : m1[0];
				v[1] = (i & 2) ? m2[1] : m1[1];
				v[2] = (i & 4) ? m2[2] : m1[2];
				if (SV_PointSuperContents(v) & SUPERCONTENTS_SOLID)
					return true;
			}
		}
	}
	// if the trace found a better position for the entity, move it there
	if (VectorDistance2(trace.endpos, ent->fields.server->origin) >= 0.0001)
		VectorCopy(trace.endpos, ent->fields.server->origin);
	return false;
}

/*
================
SV_CheckAllEnts
================
*/
void SV_CheckAllEnts (void)
{
	int e;
	prvm_edict_t *check;

	// see if any solid entities are inside the final position
	check = PRVM_NEXT_EDICT(prog->edicts);
	for (e = 1;e < prog->num_edicts;e++, check = PRVM_NEXT_EDICT(check))
	{
		if (check->priv.server->free)
			continue;
		if (check->fields.server->movetype == MOVETYPE_PUSH
		 || check->fields.server->movetype == MOVETYPE_NONE
		 || check->fields.server->movetype == MOVETYPE_FOLLOW
		 || check->fields.server->movetype == MOVETYPE_NOCLIP)
			continue;

		if (SV_TestEntityPosition (check, vec3_origin))
			Con_Print("entity in invalid position\n");
	}
}

// DRESK - Support for Entity Contents Transition Event
/*
================
SV_CheckContentsTransition

returns true if entity had a valid contentstransition function call
================
*/
int SV_CheckContentsTransition(prvm_edict_t *ent, const int nContents)
{
	int bValidFunctionCall;
	prvm_eval_t *contentstransition;

	// Default Valid Function Call to False
	bValidFunctionCall = false;

	if(ent->fields.server->watertype != nContents)
	{ // Changed Contents
		// Acquire Contents Transition Function from QC
		contentstransition = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.contentstransition);

		if(contentstransition->function)
		{ // Valid Function; Execute
			// Assign Valid Function
			bValidFunctionCall = true;
			// Prepare Parameters (Original Contents, New Contents)
				// Original Contents
				PRVM_G_FLOAT(OFS_PARM0) = ent->fields.server->watertype;
				// New Contents
				PRVM_G_FLOAT(OFS_PARM1) = nContents;
				// Assign Self
				prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
			// Execute VM Function
			PRVM_ExecuteProgram(contentstransition->function, "contentstransition: NULL function");
		}
	}

	// Return if Function Call was Valid
	return bValidFunctionCall;
}


/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity (prvm_edict_t *ent)
{
	int i;
	float wishspeed;

//
// bound velocity
//
	for (i=0 ; i<3 ; i++)
	{
		if (IS_NAN(ent->fields.server->velocity[i]))
		{
			Con_Printf("Got a NaN velocity on %s\n", PRVM_GetString(ent->fields.server->classname));
			ent->fields.server->velocity[i] = 0;
		}
		if (IS_NAN(ent->fields.server->origin[i]))
		{
			Con_Printf("Got a NaN origin on %s\n", PRVM_GetString(ent->fields.server->classname));
			ent->fields.server->origin[i] = 0;
		}
	}

	// LordHavoc: max velocity fix, inspired by Maddes's source fixes, but this is faster
	wishspeed = DotProduct(ent->fields.server->velocity, ent->fields.server->velocity);
	if (wishspeed > sv_maxvelocity.value * sv_maxvelocity.value)
	{
		wishspeed = sv_maxvelocity.value / sqrt(wishspeed);
		ent->fields.server->velocity[0] *= wishspeed;
		ent->fields.server->velocity[1] *= wishspeed;
		ent->fields.server->velocity[2] *= wishspeed;
	}
}

/*
=============
SV_RunThink

Runs thinking code if time.  There is some play in the exact time the think
function will be called, because it is called before any movement is done
in a frame.  Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself.
=============
*/
qboolean SV_RunThink (prvm_edict_t *ent)
{
	int iterations;

	// don't let things stay in the past.
	// it is possible to start that way by a trigger with a local time.
	if (ent->fields.server->nextthink <= 0 || ent->fields.server->nextthink > sv.time + sv.frametime)
		return true;

	for (iterations = 0;iterations < 128  && !ent->priv.server->free;iterations++)
	{
		prog->globals.server->time = max(sv.time, ent->fields.server->nextthink);
		ent->fields.server->nextthink = 0;
		prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
		prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts);
		PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing");
		// mods often set nextthink to time to cause a think every frame,
		// we don't want to loop in that case, so exit if the new nextthink is
		// <= the time the qc was told, also exit if it is past the end of the
		// frame
		if (ent->fields.server->nextthink <= prog->globals.server->time || ent->fields.server->nextthink > sv.time + sv.frametime || !sv_gameplayfix_multiplethinksperframe.integer)
			break;
	}
	return !ent->priv.server->free;
}

/*
==================
SV_Impact

Two entities have touched, so run their touch functions
==================
*/
extern void VM_SetTraceGlobals(const trace_t *trace);
extern sizebuf_t vm_tempstringsbuf;
void SV_Impact (prvm_edict_t *e1, trace_t *trace)
{
	int restorevm_tempstringsbuf_cursize;
	int old_self, old_other;
	prvm_edict_t *e2 = (prvm_edict_t *)trace->ent;
	prvm_eval_t *val;

	old_self = prog->globals.server->self;
	old_other = prog->globals.server->other;
	restorevm_tempstringsbuf_cursize = vm_tempstringsbuf.cursize;

	VM_SetTraceGlobals(trace);

	prog->globals.server->time = sv.time;
	if (!e1->priv.server->free && !e2->priv.server->free && e1->fields.server->touch && e1->fields.server->solid != SOLID_NOT)
	{
		prog->globals.server->self = PRVM_EDICT_TO_PROG(e1);
		prog->globals.server->other = PRVM_EDICT_TO_PROG(e2);
		PRVM_ExecuteProgram (e1->fields.server->touch, "QC function self.touch is missing");
	}

	if (!e1->priv.server->free && !e2->priv.server->free && e2->fields.server->touch && e2->fields.server->solid != SOLID_NOT)
	{
		prog->globals.server->self = PRVM_EDICT_TO_PROG(e2);
		prog->globals.server->other = PRVM_EDICT_TO_PROG(e1);
		VectorCopy(e2->fields.server->origin, prog->globals.server->trace_endpos);
		VectorNegate(trace->plane.normal, prog->globals.server->trace_plane_normal);
		prog->globals.server->trace_plane_dist = -trace->plane.dist;
		prog->globals.server->trace_ent = PRVM_EDICT_TO_PROG(e1);
		if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dpstartcontents)))
			val->_float = 0;
		if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitcontents)))
			val->_float = 0;
		if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphitq3surfaceflags)))
			val->_float = 0;
		if ((val = PRVM_GLOBALFIELDVALUE(prog->globaloffsets.trace_dphittexturename)))
			val->string = 0;
		PRVM_ExecuteProgram (e2->fields.server->touch, "QC function self.touch is missing");
	}

	prog->globals.server->self = old_self;
	prog->globals.server->other = old_other;
	vm_tempstringsbuf.cursize = restorevm_tempstringsbuf_cursize;
}


/*
==================
ClipVelocity

Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON 0.1
void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
	int i;
	float backoff;

	backoff = -DotProduct (in, normal) * overbounce;
	VectorMA(in, backoff, normal, out);

	for (i = 0;i < 3;i++)
		if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
			out[i] = 0;
}


/*
============
SV_FlyMove

The basic solid body movement clip that slides along multiple planes
Returns the clipflags if the velocity was modified (hit something solid)
1 = floor
2 = wall / step
4 = dead stop
If stepnormal is not NULL, the plane normal of any vertical wall hit will be stored
============
*/
// LordHavoc: increased from 5 to 32
#define MAX_CLIP_PLANES 32
int SV_FlyMove (prvm_edict_t *ent, float time, float *stepnormal, int hitsupercontentsmask)
{
	int blocked, bumpcount;
	int i, j, impact, numplanes;
	float d, time_left;
	vec3_t dir, end, planes[MAX_CLIP_PLANES], primal_velocity, original_velocity, new_velocity;
	trace_t trace;
	if (time <= 0)
		return 0;
	blocked = 0;
	VectorCopy(ent->fields.server->velocity, original_velocity);
	VectorCopy(ent->fields.server->velocity, primal_velocity);
	numplanes = 0;
	time_left = time;
	for (bumpcount = 0;bumpcount < MAX_CLIP_PLANES;bumpcount++)
	{
		if (!ent->fields.server->velocity[0] && !ent->fields.server->velocity[1] && !ent->fields.server->velocity[2])
			break;

		VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end);
		trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask);
#if 0
		//if (trace.fraction < 0.002)
		{
#if 1
			vec3_t start;
			trace_t testtrace;
			VectorCopy(ent->fields.server->origin, start);
			start[2] += 3;//0.03125;
			VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end);
			end[2] += 3;//0.03125;
			testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask);
			if (trace.fraction < testtrace.fraction && !testtrace.startsolid && (testtrace.fraction == 1 || DotProduct(trace.plane.normal, ent->fields.server->velocity) < DotProduct(testtrace.plane.normal, ent->fields.server->velocity)))
			{
				Con_Printf("got further (new %f > old %f)\n", testtrace.fraction, trace.fraction);
				trace = testtrace;
			}
#endif
#if 0
			//j = -1;
			for (i = 0;i < numplanes;i++)
			{
				VectorCopy(ent->fields.server->origin, start);
				VectorMA(ent->fields.server->origin, time_left, ent->fields.server->velocity, end);
				VectorMA(start, 3, planes[i], start);
				VectorMA(end, 3, planes[i], end);
				testtrace = SV_Move(start, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask);
				if (trace.fraction < testtrace.fraction)
				{
					trace = testtrace;
					VectorCopy(start, ent->fields.server->origin);
					//j = i;
				}
			}
			//if (j >= 0)
			//	VectorAdd(ent->fields.server->origin, planes[j], start);
#endif
		}
#endif

#if 0
		Con_Printf("entity %i bump %i: velocity %f %f %f trace %f", ent - prog->edicts, bumpcount, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2], trace.fraction);
		if (trace.fraction < 1)
			Con_Printf(" : %f %f %f", trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2]);
		Con_Print("\n");
#endif

#if 0
		if (trace.bmodelstartsolid)
		{
			// LordHavoc: note: this code is what makes entities stick in place
			// if embedded in world only (you can walk through other objects if
			// stuck)
			// entity is trapped in another solid
			VectorClear(ent->fields.server->velocity);
			return 3;
		}
#endif

		// break if it moved the entire distance
		if (trace.fraction == 1)
		{
			VectorCopy(trace.endpos, ent->fields.server->origin);
			break;
		}

		if (!trace.ent)
		{
			Con_Printf ("SV_FlyMove: !trace.ent");
			trace.ent = prog->edicts;
		}

		impact = !((int) ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent);

		if (trace.plane.normal[2])
		{
			if (trace.plane.normal[2] > 0.7)
			{
				// floor
				blocked |= 1;
				ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND;
				ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent);
			}
		}
		else
		{
			// step
			blocked |= 2;
			// save the trace for player extrafriction
			if (stepnormal)
				VectorCopy(trace.plane.normal, stepnormal);
		}

		if (trace.fraction >= 0.001)
		{
			// actually covered some distance
			VectorCopy(trace.endpos, ent->fields.server->origin);
			VectorCopy(ent->fields.server->velocity, original_velocity);
			numplanes = 0;
		}

		// run the impact function
		if (impact)
		{
			SV_Impact(ent, &trace);

			// break if removed by the impact function
			if (ent->priv.server->free)
				break;
		}

		time_left *= 1 - trace.fraction;

		// clipped to another plane
		if (numplanes >= MAX_CLIP_PLANES)
		{
			// this shouldn't really happen
			VectorClear(ent->fields.server->velocity);
			blocked = 3;
			break;
		}

		/*
		for (i = 0;i < numplanes;i++)
			if (DotProduct(trace.plane.normal, planes[i]) > 0.99)
				break;
		if (i < numplanes)
		{
			VectorAdd(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity);
			continue;
		}
		*/

		VectorCopy(trace.plane.normal, planes[numplanes]);
		numplanes++;

		if (sv_newflymove.integer)
			ClipVelocity(ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1);
		else
		{
			// modify original_velocity so it parallels all of the clip planes
			for (i = 0;i < numplanes;i++)
			{
				ClipVelocity(original_velocity, planes[i], new_velocity, 1);
				for (j = 0;j < numplanes;j++)
				{
					if (j != i)
					{
						// not ok
						if (DotProduct(new_velocity, planes[j]) < 0)
							break;
					}
				}
				if (j == numplanes)
					break;
			}

			if (i != numplanes)
			{
				// go along this plane
				VectorCopy(new_velocity, ent->fields.server->velocity);
			}
			else
			{
				// go along the crease
				if (numplanes != 2)
				{
					VectorClear(ent->fields.server->velocity);
					blocked = 7;
					break;
				}
				CrossProduct(planes[0], planes[1], dir);
				// LordHavoc: thanks to taniwha of QuakeForge for pointing out this fix for slowed falling in corners
				VectorNormalize(dir);
				d = DotProduct(dir, ent->fields.server->velocity);
				VectorScale(dir, d, ent->fields.server->velocity);
			}
		}

		// if current velocity is against the original velocity,
		// stop dead to avoid tiny occilations in sloping corners
		if (DotProduct(ent->fields.server->velocity, primal_velocity) <= 0)
		{
			VectorClear(ent->fields.server->velocity);
			break;
		}
	}

	//Con_Printf("entity %i final: blocked %i velocity %f %f %f\n", ent - prog->edicts, blocked, ent->fields.server->velocity[0], ent->fields.server->velocity[1], ent->fields.server->velocity[2]);

	/*
	if ((blocked & 1) == 0 && bumpcount > 1)
	{
		// LordHavoc: fix the 'fall to your death in a wedge corner' glitch
		// flag ONGROUND if there's ground under it
		trace = SV_Move(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, hitsupercontentsmask);
	}
	*/

	// LordHavoc: this came from QW and allows you to get out of water more easily
	if (sv_gameplayfix_qwplayerphysics.integer && ((int)ent->fields.server->flags & FL_WATERJUMP))
		VectorCopy(primal_velocity, ent->fields.server->velocity);
	return blocked;
}

/*
============
SV_AddGravity

============
*/
void SV_AddGravity (prvm_edict_t *ent)
{
	float ent_gravity;
	prvm_eval_t *val;

	val = PRVM_EDICTFIELDVALUE(ent, prog->fieldoffsets.gravity);
	if (val!=0 && val->_float)
		ent_gravity = val->_float;
	else
		ent_gravity = 1.0;
	ent->fields.server->velocity[2] -= ent_gravity * sv_gravity.value * sv.frametime;
}


/*
===============================================================================

PUSHMOVE

===============================================================================
*/

/*
============
SV_PushEntity

Does not change the entities velocity at all
============
*/
static trace_t SV_PushEntity (prvm_edict_t *ent, vec3_t push, qboolean failonbmodelstartsolid)
{
	int type;
	trace_t trace;
	vec3_t end;

	VectorAdd (ent->fields.server->origin, push, end);

	if (ent->fields.server->movetype == MOVETYPE_FLYMISSILE)
		type = MOVE_MISSILE;
	else if (ent->fields.server->solid == SOLID_TRIGGER || ent->fields.server->solid == SOLID_NOT)
		type = MOVE_NOMONSTERS; // only clip against bmodels
	else
		type = MOVE_NORMAL;

	trace = SV_Move (ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, end, type, ent, SV_GenericHitSuperContentsMask(ent));
	if (trace.bmodelstartsolid && failonbmodelstartsolid)
		return trace;

	VectorCopy (trace.endpos, ent->fields.server->origin);
	SV_LinkEdict (ent, true);

	if (ent->fields.server->solid >= SOLID_TRIGGER && trace.ent && (!((int)ent->fields.server->flags & FL_ONGROUND) || ent->fields.server->groundentity != PRVM_EDICT_TO_PROG(trace.ent)))
		SV_Impact (ent, &trace);
	return trace;
}


/*
============
SV_PushMove

============
*/
void SV_PushMove (prvm_edict_t *pusher, float movetime)
{
	int i, e, index;
	float savesolid, movetime2, pushltime;
	vec3_t mins, maxs, move, move1, moveangle, pushorig, pushang, a, forward, left, up, org;
	int num_moved;
	int numcheckentities;
	static prvm_edict_t *checkentities[MAX_EDICTS];
	model_t *pushermodel;
	trace_t trace;
	matrix4x4_t pusherfinalmatrix, pusherfinalimatrix;
	unsigned short moved_edicts[MAX_EDICTS];

	if (!pusher->fields.server->velocity[0] && !pusher->fields.server->velocity[1] && !pusher->fields.server->velocity[2] && !pusher->fields.server->avelocity[0] && !pusher->fields.server->avelocity[1] && !pusher->fields.server->avelocity[2])
	{
		pusher->fields.server->ltime += movetime;
		return;
	}

	switch ((int) pusher->fields.server->solid)
	{
	// LordHavoc: valid pusher types
	case SOLID_BSP:
	case SOLID_BBOX:
	case SOLID_SLIDEBOX:
	case SOLID_CORPSE: // LordHavoc: this would be weird...
		break;
	// LordHavoc: no collisions
	case SOLID_NOT:
	case SOLID_TRIGGER:
		VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin);
		VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles);
		pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0));
		pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0));
		pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0));
		pusher->fields.server->ltime += movetime;
		SV_LinkEdict (pusher, false);
		return;
	default:
		Con_Printf("SV_PushMove: entity #%i, unrecognized solid type %f\n", PRVM_NUM_FOR_EDICT(pusher), pusher->fields.server->solid);
		return;
	}
	index = (int) pusher->fields.server->modelindex;
	if (index < 1 || index >= MAX_MODELS)
	{
		Con_Printf("SV_PushMove: entity #%i has an invalid modelindex %f\n", PRVM_NUM_FOR_EDICT(pusher), pusher->fields.server->modelindex);
		return;
	}
	pushermodel = sv.models[index];

	movetime2 = movetime;
	VectorScale(pusher->fields.server->velocity, movetime2, move1);
	VectorScale(pusher->fields.server->avelocity, movetime2, moveangle);
	if (moveangle[0] || moveangle[2])
	{
		for (i = 0;i < 3;i++)
		{
			if (move1[i] > 0)
			{
				mins[i] = pushermodel->rotatedmins[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->rotatedmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1;
			}
			else
			{
				mins[i] = pushermodel->rotatedmins[i] + move1[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->rotatedmaxs[i] + pusher->fields.server->origin[i] + 1;
			}
		}
	}
	else if (moveangle[1])
	{
		for (i = 0;i < 3;i++)
		{
			if (move1[i] > 0)
			{
				mins[i] = pushermodel->yawmins[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->yawmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1;
			}
			else
			{
				mins[i] = pushermodel->yawmins[i] + move1[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->yawmaxs[i] + pusher->fields.server->origin[i] + 1;
			}
		}
	}
	else
	{
		for (i = 0;i < 3;i++)
		{
			if (move1[i] > 0)
			{
				mins[i] = pushermodel->normalmins[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->normalmaxs[i] + move1[i] + pusher->fields.server->origin[i] + 1;
			}
			else
			{
				mins[i] = pushermodel->normalmins[i] + move1[i] + pusher->fields.server->origin[i] - 1;
				maxs[i] = pushermodel->normalmaxs[i] + pusher->fields.server->origin[i] + 1;
			}
		}
	}

	VectorNegate (moveangle, a);
	AngleVectorsFLU (a, forward, left, up);

	VectorCopy (pusher->fields.server->origin, pushorig);
	VectorCopy (pusher->fields.server->angles, pushang);
	pushltime = pusher->fields.server->ltime;

// move the pusher to its final position

	VectorMA (pusher->fields.server->origin, movetime, pusher->fields.server->velocity, pusher->fields.server->origin);
	VectorMA (pusher->fields.server->angles, movetime, pusher->fields.server->avelocity, pusher->fields.server->angles);
	pusher->fields.server->ltime += movetime;
	SV_LinkEdict (pusher, false);

	pushermodel = NULL;
	if (pusher->fields.server->modelindex >= 1 && pusher->fields.server->modelindex < MAX_MODELS)
		pushermodel = sv.models[(int)pusher->fields.server->modelindex];
	Matrix4x4_CreateFromQuakeEntity(&pusherfinalmatrix, pusher->fields.server->origin[0], pusher->fields.server->origin[1], pusher->fields.server->origin[2], pusher->fields.server->angles[0], pusher->fields.server->angles[1], pusher->fields.server->angles[2], 1);
	Matrix4x4_Invert_Simple(&pusherfinalimatrix, &pusherfinalmatrix);

	savesolid = pusher->fields.server->solid;

// see if any solid entities are inside the final position
	num_moved = 0;

	numcheckentities = World_EntitiesInBox(&sv.world, mins, maxs, MAX_EDICTS, checkentities);
	for (e = 0;e < numcheckentities;e++)
	{
		prvm_edict_t *check = checkentities[e];
		int checkcontents = SV_GenericHitSuperContentsMask(check);
		if (check->fields.server->movetype == MOVETYPE_NONE
		 || check->fields.server->movetype == MOVETYPE_PUSH
		 || check->fields.server->movetype == MOVETYPE_FOLLOW
		 || check->fields.server->movetype == MOVETYPE_NOCLIP
		 || check->fields.server->movetype == MOVETYPE_FAKEPUSH)
			continue;

		// if the entity is standing on the pusher, it will definitely be moved
		// if the entity is not standing on the pusher, but is in the pusher's
		// final position, move it
		if (!((int)check->fields.server->flags & FL_ONGROUND) || PRVM_PROG_TO_EDICT(check->fields.server->groundentity) != pusher)
		{
			Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents);
			if (!trace.startsolid)
				continue;
		}


		if (forward[0] != 1 || left[1] != 1) // quick way to check if any rotation is used
		{
			vec3_t org2;
			VectorSubtract (check->fields.server->origin, pusher->fields.server->origin, org);
			org2[0] = DotProduct (org, forward);
			org2[1] = DotProduct (org, left);
			org2[2] = DotProduct (org, up);
			VectorSubtract (org2, org, move);
			VectorAdd (move, move1, move);
		}
		else
			VectorCopy (move1, move);

		VectorCopy (check->fields.server->origin, check->priv.server->moved_from);
		VectorCopy (check->fields.server->angles, check->priv.server->moved_fromangles);
		moved_edicts[num_moved++] = PRVM_NUM_FOR_EDICT(check);

		// try moving the contacted entity
		pusher->fields.server->solid = SOLID_NOT;
		trace = SV_PushEntity (check, move, true);
		// FIXME: turn players specially
		check->fields.server->angles[1] += trace.fraction * moveangle[1];
		pusher->fields.server->solid = savesolid; // was SOLID_BSP
		//Con_Printf("%s:%d frac %f startsolid %d bmodelstartsolid %d allsolid %d\n", __FILE__, __LINE__, trace.fraction, trace.startsolid, trace.bmodelstartsolid, trace.allsolid);

		// this trace.fraction < 1 check causes items to fall off of pushers
		// if they pass under or through a wall
		// the groundentity check causes items to fall off of ledges
		if (check->fields.server->movetype != MOVETYPE_WALK && (trace.fraction < 1 || PRVM_PROG_TO_EDICT(check->fields.server->groundentity) != pusher))
			check->fields.server->flags = (int)check->fields.server->flags & ~FL_ONGROUND;

		// if it is still inside the pusher, block
		Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents);
		if (trace.startsolid)
		{
			// try moving the contacted entity a tiny bit further to account for precision errors
			vec3_t move2;
			pusher->fields.server->solid = SOLID_NOT;
			VectorScale(move, 1.1, move2);
			VectorCopy (check->priv.server->moved_from, check->fields.server->origin);
			VectorCopy (check->priv.server->moved_fromangles, check->fields.server->angles);
			SV_PushEntity (check, move2, true);
			pusher->fields.server->solid = savesolid;
			Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents);
			if (trace.startsolid)
			{
				// try moving the contacted entity a tiny bit less to account for precision errors
				pusher->fields.server->solid = SOLID_NOT;
				VectorScale(move, 0.9, move2);
				VectorCopy (check->priv.server->moved_from, check->fields.server->origin);
				VectorCopy (check->priv.server->moved_fromangles, check->fields.server->angles);
				SV_PushEntity (check, move2, true);
				pusher->fields.server->solid = savesolid;
				Collision_ClipToGenericEntity(&trace, pushermodel, pusher->fields.server->frame, pusher->fields.server->mins, pusher->fields.server->maxs, SUPERCONTENTS_BODY, &pusherfinalmatrix, &pusherfinalimatrix, check->fields.server->origin, check->fields.server->mins, check->fields.server->maxs, check->fields.server->origin, checkcontents);
				if (trace.startsolid)
				{
					// still inside pusher, so it's really blocked

					// fail the move
					if (check->fields.server->mins[0] == check->fields.server->maxs[0])
						continue;
					if (check->fields.server->solid == SOLID_NOT || check->fields.server->solid == SOLID_TRIGGER)
					{
						// corpse
						check->fields.server->mins[0] = check->fields.server->mins[1] = 0;
						VectorCopy (check->fields.server->mins, check->fields.server->maxs);
						continue;
					}

					VectorCopy (pushorig, pusher->fields.server->origin);
					VectorCopy (pushang, pusher->fields.server->angles);
					pusher->fields.server->ltime = pushltime;
					SV_LinkEdict (pusher, false);

					// move back any entities we already moved
					for (i = 0;i < num_moved;i++)
					{
						prvm_edict_t *ed = PRVM_EDICT_NUM(moved_edicts[i]);
						VectorCopy (ed->priv.server->moved_from, ed->fields.server->origin);
						VectorCopy (ed->priv.server->moved_fromangles, ed->fields.server->angles);
						SV_LinkEdict (ed, false);
					}

					// if the pusher has a "blocked" function, call it, otherwise just stay in place until the obstacle is gone
					if (pusher->fields.server->blocked)
					{
						prog->globals.server->self = PRVM_EDICT_TO_PROG(pusher);
						prog->globals.server->other = PRVM_EDICT_TO_PROG(check);
						PRVM_ExecuteProgram (pusher->fields.server->blocked, "QC function self.blocked is missing");
					}
					break;
				}
			}
		}
	}
	pusher->fields.server->angles[0] -= 360.0 * floor(pusher->fields.server->angles[0] * (1.0 / 360.0));
	pusher->fields.server->angles[1] -= 360.0 * floor(pusher->fields.server->angles[1] * (1.0 / 360.0));
	pusher->fields.server->angles[2] -= 360.0 * floor(pusher->fields.server->angles[2] * (1.0 / 360.0));
}

/*
================
SV_Physics_Pusher

================
*/
void SV_Physics_Pusher (prvm_edict_t *ent)
{
	float thinktime, oldltime, movetime;

	oldltime = ent->fields.server->ltime;

	thinktime = ent->fields.server->nextthink;
	if (thinktime < ent->fields.server->ltime + sv.frametime)
	{
		movetime = thinktime - ent->fields.server->ltime;
		if (movetime < 0)
			movetime = 0;
	}
	else
		movetime = sv.frametime;

	if (movetime)
		// advances ent->fields.server->ltime if not blocked
		SV_PushMove (ent, movetime);

	if (thinktime > oldltime && thinktime <= ent->fields.server->ltime)
	{
		ent->fields.server->nextthink = 0;
		prog->globals.server->time = sv.time;
		prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
		prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts);
		PRVM_ExecuteProgram (ent->fields.server->think, "QC function self.think is missing");
	}
}


/*
===============================================================================

CLIENT MOVEMENT

===============================================================================
*/

static float unstickoffsets[] =
{
	-1,  0,  0,
	 1,  0,  0,
	 0, -1,  0,
	 0,  1,  0,
	-1, -1,  0,
	 1, -1,  0,
	-1,  1,  0,
	 1,  1,  0,
	 0,  0,  -1,
	 0,  0,  1,
	 0,  0,  2,
	 0,  0,  3,
	 0,  0,  4,
	 0,  0,  5,
	 0,  0,  6,
	 0,  0,  7,
	 0,  0,  8,
	 0,  0,  9,
	 0,  0,  10,
	 0,  0,  11,
	 0,  0,  12,
	 0,  0,  13,
	 0,  0,  14,
	 0,  0,  15,
	 0,  0,  16,
	 0,  0,  17,
};

/*
=============
SV_CheckStuck

This is a big hack to try and fix the rare case of getting stuck in the world
clipping hull.
=============
*/
void SV_CheckStuck (prvm_edict_t *ent)
{
	int i;
	vec3_t offset;

	if (!SV_TestEntityPosition(ent, vec3_origin))
	{
		VectorCopy (ent->fields.server->origin, ent->fields.server->oldorigin);
		return;
	}

	for (i = 0;i < (int)(sizeof(unstickoffsets) / sizeof(unstickoffsets[0]));i += 3)
	{
		if (!SV_TestEntityPosition(ent, unstickoffsets + i))
		{
			Con_DPrintf("Unstuck player entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname), unstickoffsets[i+0], unstickoffsets[i+1], unstickoffsets[i+2]);
			SV_LinkEdict (ent, true);
			return;
		}
	}

	VectorSubtract(ent->fields.server->oldorigin, ent->fields.server->origin, offset);
	if (!SV_TestEntityPosition(ent, offset))
	{
		Con_DPrintf("Unstuck player entity %i (classname \"%s\") by restoring oldorigin.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname));
		SV_LinkEdict (ent, true);
		return;
	}

	Con_DPrintf("Stuck player entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname));
}

static void SV_UnstickEntity (prvm_edict_t *ent)
{
	int i;

	// if not stuck in a bmodel, just return
	if (!SV_TestEntityPosition(ent, vec3_origin))
		return;

	for (i = 0;i < (int)(sizeof(unstickoffsets) / sizeof(unstickoffsets[0]));i += 3)
	{
		if (!SV_TestEntityPosition(ent, unstickoffsets + i))
		{
			Con_DPrintf("Unstuck entity %i (classname \"%s\") with offset %f %f %f.\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname), unstickoffsets[i+0], unstickoffsets[i+1], unstickoffsets[i+2]);
			SV_LinkEdict (ent, true);
			return;
		}
	}

	if (developer.integer >= 100)
		Con_Printf("Stuck entity %i (classname \"%s\").\n", (int)PRVM_EDICT_TO_PROG(ent), PRVM_GetString(ent->fields.server->classname));
}


/*
=============
SV_CheckWater
=============
*/
qboolean SV_CheckWater (prvm_edict_t *ent)
{
	int cont;
	int nNativeContents;
	vec3_t point;

	point[0] = ent->fields.server->origin[0];
	point[1] = ent->fields.server->origin[1];
	point[2] = ent->fields.server->origin[2] + ent->fields.server->mins[2] + 1;

	// DRESK - Support for Entity Contents Transition Event
	// NOTE: Some logic needed to be slightly re-ordered
	// to not affect performance and allow for the feature.

	// Acquire Super Contents Prior to Resets
	cont = SV_PointSuperContents(point);
	// Acquire Native Contents Here
	nNativeContents = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, cont);

	// DRESK - Support for Entity Contents Transition Event
	if(ent->fields.server->watertype)
		// Entity did NOT Spawn; Check
		SV_CheckContentsTransition(ent, nNativeContents);


	ent->fields.server->waterlevel = 0;
	ent->fields.server->watertype = CONTENTS_EMPTY;
	cont = SV_PointSuperContents(point);
	if (cont & (SUPERCONTENTS_LIQUIDSMASK))
	{
		ent->fields.server->watertype = nNativeContents;
		ent->fields.server->waterlevel = 1;
		point[2] = ent->fields.server->origin[2] + (ent->fields.server->mins[2] + ent->fields.server->maxs[2])*0.5;
		if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
		{
			ent->fields.server->waterlevel = 2;
			point[2] = ent->fields.server->origin[2] + ent->fields.server->view_ofs[2];
			if (SV_PointSuperContents(point) & (SUPERCONTENTS_LIQUIDSMASK))
				ent->fields.server->waterlevel = 3;
		}
	}

	return ent->fields.server->waterlevel > 1;
}

/*
============
SV_WallFriction

============
*/
void SV_WallFriction (prvm_edict_t *ent, float *stepnormal)
{
	float d, i;
	vec3_t forward, into, side;

	AngleVectors (ent->fields.server->v_angle, forward, NULL, NULL);
	if ((d = DotProduct (stepnormal, forward) + 0.5) < 0)
	{
		// cut the tangential velocity
		i = DotProduct (stepnormal, ent->fields.server->velocity);
		VectorScale (stepnormal, i, into);
		VectorSubtract (ent->fields.server->velocity, into, side);
		ent->fields.server->velocity[0] = side[0] * (1 + d);
		ent->fields.server->velocity[1] = side[1] * (1 + d);
	}
}

#if 0
/*
=====================
SV_TryUnstick

Player has come to a dead stop, possibly due to the problem with limited
float precision at some angle joins in the BSP hull.

Try fixing by pushing one pixel in each direction.

This is a hack, but in the interest of good gameplay...
======================
*/
int SV_TryUnstick (prvm_edict_t *ent, vec3_t oldvel)
{
	int i, clip;
	vec3_t oldorg, dir;

	VectorCopy (ent->fields.server->origin, oldorg);
	VectorClear (dir);

	for (i=0 ; i<8 ; i++)
	{
		// try pushing a little in an axial direction
		switch (i)
		{
			case 0: dir[0] = 2; dir[1] = 0; break;
			case 1: dir[0] = 0; dir[1] = 2; break;
			case 2: dir[0] = -2; dir[1] = 0; break;
			case 3: dir[0] = 0; dir[1] = -2; break;
			case 4: dir[0] = 2; dir[1] = 2; break;
			case 5: dir[0] = -2; dir[1] = 2; break;
			case 6: dir[0] = 2; dir[1] = -2; break;
			case 7: dir[0] = -2; dir[1] = -2; break;
		}

		SV_PushEntity (ent, dir, false);

		// retry the original move
		ent->fields.server->velocity[0] = oldvel[0];
		ent->fields.server->velocity[1] = oldvel[1];
		ent->fields.server->velocity[2] = 0;
		clip = SV_FlyMove (ent, 0.1, NULL, SV_GenericHitSuperContentsMask(ent));

		if (fabs(oldorg[1] - ent->fields.server->origin[1]) > 4
		 || fabs(oldorg[0] - ent->fields.server->origin[0]) > 4)
		{
			Con_DPrint("TryUnstick - success.\n");
			return clip;
		}

		// go back to the original pos and try again
		VectorCopy (oldorg, ent->fields.server->origin);
	}

	// still not moving
	VectorClear (ent->fields.server->velocity);
	Con_DPrint("TryUnstick - failure.\n");
	return 7;
}
#endif

/*
=====================
SV_WalkMove

Only used by players
======================
*/
void SV_WalkMove (prvm_edict_t *ent)
{
	int clip, oldonground, originalmove_clip, originalmove_flags, originalmove_groundentity, hitsupercontentsmask;
	vec3_t upmove, downmove, start_origin, start_velocity, stepnormal, originalmove_origin, originalmove_velocity;
	trace_t downtrace;

	// if frametime is 0 (due to client sending the same timestamp twice),
	// don't move
	if (sv.frametime <= 0)
		return;

	hitsupercontentsmask = SV_GenericHitSuperContentsMask(ent);

	SV_CheckVelocity(ent);

	// do a regular slide move unless it looks like you ran into a step
	oldonground = (int)ent->fields.server->flags & FL_ONGROUND;

	VectorCopy (ent->fields.server->origin, start_origin);
	VectorCopy (ent->fields.server->velocity, start_velocity);

	clip = SV_FlyMove (ent, sv.frametime, NULL, hitsupercontentsmask);

	// if the move did not hit the ground at any point, we're not on ground
	if (!(clip & 1))
		ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;

	SV_CheckVelocity(ent);

	VectorCopy(ent->fields.server->origin, originalmove_origin);
	VectorCopy(ent->fields.server->velocity, originalmove_velocity);
	originalmove_clip = clip;
	originalmove_flags = (int)ent->fields.server->flags;
	originalmove_groundentity = ent->fields.server->groundentity;

	if ((int)ent->fields.server->flags & FL_WATERJUMP)
		return;

	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->fields.server->movetype != MOVETYPE_FLY)
		{
			// return if gibbed by a trigger
			if (ent->fields.server->movetype != MOVETYPE_WALK)
				return;

			// only step up while jumping if that is enabled
			if (!(sv_jumpstep.integer && sv_gameplayfix_stepwhilejumping.integer))
				if (!oldonground && ent->fields.server->waterlevel == 0)
					return;
		}

		// try moving up and forward to go up a step
		// back to start pos
		VectorCopy (start_origin, ent->fields.server->origin);
		VectorCopy (start_velocity, ent->fields.server->velocity);

		// move up
		VectorClear (upmove);
		upmove[2] = sv_stepheight.value;
		// FIXME: don't link?
		SV_PushEntity(ent, upmove, false);

		// move forward
		ent->fields.server->velocity[2] = 0;
		clip = SV_FlyMove (ent, sv.frametime, stepnormal, hitsupercontentsmask);
		ent->fields.server->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
		 && fabs(originalmove_origin[1] - ent->fields.server->origin[1]) < 0.03125
		 && fabs(originalmove_origin[0] - ent->fields.server->origin[0]) < 0.03125)
		{
			//Con_Printf("wall\n");
			// stepping up didn't make any progress, revert to original move
			VectorCopy(originalmove_origin, ent->fields.server->origin);
			VectorCopy(originalmove_velocity, ent->fields.server->velocity);
			//clip = originalmove_clip;
			ent->fields.server->flags = originalmove_flags;
			ent->fields.server->groundentity = originalmove_groundentity;
			// now try to unstick if needed
			//clip = SV_TryUnstick (ent, oldvel);
			return;
		}

		//Con_Printf("step - ");

		// extra friction based on view angle
		if (clip & 2 && sv_wallfriction.integer)
			SV_WallFriction (ent, stepnormal);
	}
	// don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
	else if (!sv_gameplayfix_stepdown.integer || ent->fields.server->waterlevel >= 3 || start_velocity[2] >= (1.0 / 32.0) || !oldonground || ((int)ent->fields.server->flags & FL_ONGROUND))
		return;

	// move down
	VectorClear (downmove);
	downmove[2] = -sv_stepheight.value + start_velocity[2]*sv.frametime;
	// FIXME: don't link?
	downtrace = SV_PushEntity (ent, downmove, false);

	if (downtrace.fraction < 1 && downtrace.plane.normal[2] > 0.7)
	{
		// this has been disabled so that you can't jump when you are stepping
		// up while already jumping (also known as the Quake2 double jump bug)
#if 0
		// LordHavoc: disabled this check so you can walk on monsters/players
		//if (ent->fields.server->solid == SOLID_BSP)
		{
			//Con_Printf("onground\n");
			ent->fields.server->flags =	(int)ent->fields.server->flags | FL_ONGROUND;
			ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(downtrace.ent);
		}
#endif
	}
	else
	{
		//Con_Printf("slope\n");
		// if the push down didn't end up on good ground, use the move without
		// the step up.  This happens near wall / slope combinations, and can
		// cause the player to hop up higher on a slope too steep to climb
		VectorCopy(originalmove_origin, ent->fields.server->origin);
		VectorCopy(originalmove_velocity, ent->fields.server->velocity);
		//clip = originalmove_clip;
		ent->fields.server->flags = originalmove_flags;
		ent->fields.server->groundentity = originalmove_groundentity;
	}

	SV_CheckVelocity(ent);
}

//============================================================================

/*
=============
SV_Physics_Follow

Entities that are "stuck" to another entity
=============
*/
void SV_Physics_Follow (prvm_edict_t *ent)
{
	vec3_t vf, vr, vu, angles, v;
	prvm_edict_t *e;

	// regular thinking
	if (!SV_RunThink (ent))
		return;

	// LordHavoc: implemented rotation on MOVETYPE_FOLLOW objects
	e = PRVM_PROG_TO_EDICT(ent->fields.server->aiment);
	if (e->fields.server->angles[0] == ent->fields.server->punchangle[0] && e->fields.server->angles[1] == ent->fields.server->punchangle[1] && e->fields.server->angles[2] == ent->fields.server->punchangle[2])
	{
		// quick case for no rotation
		VectorAdd(e->fields.server->origin, ent->fields.server->view_ofs, ent->fields.server->origin);
	}
	else
	{
		angles[0] = -ent->fields.server->punchangle[0];
		angles[1] =  ent->fields.server->punchangle[1];
		angles[2] =  ent->fields.server->punchangle[2];
		AngleVectors (angles, vf, vr, vu);
		v[0] = ent->fields.server->view_ofs[0] * vf[0] + ent->fields.server->view_ofs[1] * vr[0] + ent->fields.server->view_ofs[2] * vu[0];
		v[1] = ent->fields.server->view_ofs[0] * vf[1] + ent->fields.server->view_ofs[1] * vr[1] + ent->fields.server->view_ofs[2] * vu[1];
		v[2] = ent->fields.server->view_ofs[0] * vf[2] + ent->fields.server->view_ofs[1] * vr[2] + ent->fields.server->view_ofs[2] * vu[2];
		angles[0] = -e->fields.server->angles[0];
		angles[1] =  e->fields.server->angles[1];
		angles[2] =  e->fields.server->angles[2];
		AngleVectors (angles, vf, vr, vu);
		ent->fields.server->origin[0] = v[0] * vf[0] + v[1] * vf[1] + v[2] * vf[2] + e->fields.server->origin[0];
		ent->fields.server->origin[1] = v[0] * vr[0] + v[1] * vr[1] + v[2] * vr[2] + e->fields.server->origin[1];
		ent->fields.server->origin[2] = v[0] * vu[0] + v[1] * vu[1] + v[2] * vu[2] + e->fields.server->origin[2];
	}
	VectorAdd (e->fields.server->angles, ent->fields.server->v_angle, ent->fields.server->angles);
	SV_LinkEdict (ent, true);
}

/*
==============================================================================

TOSS / BOUNCE

==============================================================================
*/

/*
=============
SV_CheckWaterTransition

=============
*/
void SV_CheckWaterTransition (prvm_edict_t *ent)
{
	int cont;
	cont = Mod_Q1BSP_NativeContentsFromSuperContents(NULL, SV_PointSuperContents(ent->fields.server->origin));
	if (!ent->fields.server->watertype)
	{
		// just spawned here
		ent->fields.server->watertype = cont;
		ent->fields.server->waterlevel = 1;
		return;
	}

	// DRESK - Support for Entity Contents Transition Event
	// NOTE: Call here BEFORE updating the watertype below,
	// and suppress watersplash sound if a valid function
	// call was made to allow for custom "splash" sounds.
	if( !SV_CheckContentsTransition(ent, cont) )
	{ // Contents Transition Function Invalid; Potentially Play Water Sound
		// check if the entity crossed into or out of water
		if (sv_sound_watersplash.string && ((ent->fields.server->watertype == CONTENTS_WATER || ent->fields.server->watertype == CONTENTS_SLIME) != (cont == CONTENTS_WATER || cont == CONTENTS_SLIME)))
			SV_StartSound (ent, 0, sv_sound_watersplash.string, 255, 1);
	}

	if (cont <= CONTENTS_WATER)
	{
		ent->fields.server->watertype = cont;
		ent->fields.server->waterlevel = 1;
	}
	else
	{
		ent->fields.server->watertype = CONTENTS_EMPTY;
		ent->fields.server->waterlevel = 0;
	}
}

/*
=============
SV_Physics_Toss

Toss, bounce, and fly movement.  When onground, do nothing.
=============
*/
void SV_Physics_Toss (prvm_edict_t *ent)
{
	trace_t trace;
	vec3_t move;

// if onground, return without moving
	if ((int)ent->fields.server->flags & FL_ONGROUND)
	{
		if (ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer)
		{
			// don't stick to ground if onground and moving upward
			ent->fields.server->flags -= FL_ONGROUND;
		}
		else if (!ent->fields.server->groundentity || !sv_gameplayfix_noairborncorpse.integer)
		{
			// we can trust FL_ONGROUND if groundentity is world because it never moves
			return;
		}
		else if (ent->priv.server->suspendedinairflag && PRVM_PROG_TO_EDICT(ent->fields.server->groundentity)->priv.server->free)
		{
			// if ent was supported by a brush model on previous frame,
			// and groundentity is now freed, set groundentity to 0 (world)
			// which leaves it suspended in the air
			ent->fields.server->groundentity = 0;
			return;
		}
	}
	ent->priv.server->suspendedinairflag = false;

	SV_CheckVelocity (ent);

// add gravity
	if (ent->fields.server->movetype == MOVETYPE_TOSS || ent->fields.server->movetype == MOVETYPE_BOUNCE)
		SV_AddGravity (ent);

// move angles
	VectorMA (ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles);

// move origin
	VectorScale (ent->fields.server->velocity, sv.frametime, move);
	trace = SV_PushEntity (ent, move, true);
	if (ent->priv.server->free)
		return;
	if (trace.bmodelstartsolid)
	{
		// try to unstick the entity
		SV_UnstickEntity(ent);
		trace = SV_PushEntity (ent, move, false);
		if (ent->priv.server->free)
			return;
	}

	if (trace.fraction < 1)
	{
		if (ent->fields.server->movetype == MOVETYPE_BOUNCEMISSILE)
		{
			ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 2.0);
			ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
		}
		else if (ent->fields.server->movetype == MOVETYPE_BOUNCE)
		{
			float d;
			ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.5);
			// LordHavoc: fixed grenades not bouncing when fired down a slope
			if (sv_gameplayfix_grenadebouncedownslopes.integer)
			{
				d = DotProduct(trace.plane.normal, ent->fields.server->velocity);
				if (trace.plane.normal[2] > 0.7 && fabs(d) < 60)
				{
					ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND;
					ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent);
					VectorClear (ent->fields.server->velocity);
					VectorClear (ent->fields.server->avelocity);
				}
				else
					ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
			}
			else
			{
				if (trace.plane.normal[2] > 0.7 && ent->fields.server->velocity[2] < 60)
				{
					ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND;
					ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent);
					VectorClear (ent->fields.server->velocity);
					VectorClear (ent->fields.server->avelocity);
				}
				else
					ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
			}
		}
		else
		{
			ClipVelocity (ent->fields.server->velocity, trace.plane.normal, ent->fields.server->velocity, 1.0);
			if (trace.plane.normal[2] > 0.7)
			{
				ent->fields.server->flags = (int)ent->fields.server->flags | FL_ONGROUND;
				ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent);
				if (((prvm_edict_t *)trace.ent)->fields.server->solid == SOLID_BSP)
					ent->priv.server->suspendedinairflag = true;
				VectorClear (ent->fields.server->velocity);
				VectorClear (ent->fields.server->avelocity);
			}
			else
				ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
		}
	}

// check for in water
	SV_CheckWaterTransition (ent);
}

/*
===============================================================================

STEPPING MOVEMENT

===============================================================================
*/

/*
=============
SV_Physics_Step

Monsters freefall when they don't have a ground entity, otherwise
all movement is done with discrete steps.

This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them.
=============
*/
void SV_Physics_Step (prvm_edict_t *ent)
{
	int flags = (int)ent->fields.server->flags;
	// don't fall at all if fly/swim
	if (!(flags & (FL_FLY | FL_SWIM)))
	{
		if (flags & FL_ONGROUND)
		{
			// freefall if onground and moving upward
			// freefall if not standing on a world surface (it may be a lift or trap door)
			if ((ent->fields.server->velocity[2] >= (1.0 / 32.0) && sv_gameplayfix_upwardvelocityclearsongroundflag.integer) || ent->fields.server->groundentity)
			{
				ent->fields.server->flags -= FL_ONGROUND;
				SV_AddGravity(ent);
				SV_CheckVelocity(ent);
				SV_FlyMove(ent, sv.frametime, NULL, SV_GenericHitSuperContentsMask(ent));
				SV_LinkEdict(ent, true);
			}
		}
		else
		{
			// freefall if not onground
			int hitsound = ent->fields.server->velocity[2] < sv_gravity.value * -0.1;

			SV_AddGravity(ent);
			SV_CheckVelocity(ent);
			SV_FlyMove(ent, sv.frametime, NULL, SV_GenericHitSuperContentsMask(ent));
			SV_LinkEdict(ent, true);

			// just hit ground
			if (hitsound && (int)ent->fields.server->flags & FL_ONGROUND && sv_sound_land.string)
				SV_StartSound(ent, 0, sv_sound_land.string, 255, 1);
		}
	}

// regular thinking
	SV_RunThink(ent);

	SV_CheckWaterTransition(ent);
}

//============================================================================

static void SV_Physics_Entity (prvm_edict_t *ent)
{
	// don't run a move on newly spawned projectiles as it messes up movement
	// interpolation and rocket trails
	qboolean runmove = ent->priv.server->move;
	ent->priv.server->move = true;
	switch ((int) ent->fields.server->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->fields.server->nextthink > 0 && ent->fields.server->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->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin);
			VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles);
		}
		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->fields.server->flags & FL_WATERJUMP) )
				SV_AddGravity (ent);
			SV_CheckStuck (ent);
			SV_WalkMove (ent);
			SV_LinkEdict (ent, true);
		}
		break;
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
	case MOVETYPE_BOUNCEMISSILE:
	case MOVETYPE_FLYMISSILE:
	case MOVETYPE_FLY:
		// regular thinking
		if (SV_RunThink (ent) && (runmove || !sv_gameplayfix_delayprojectiles.integer))
			SV_Physics_Toss (ent);
		break;
	default:
		Con_Printf ("SV_Physics: bad movetype %i\n", (int)ent->fields.server->movetype);
		break;
	}
}

void SV_Physics_ClientMove(void)
{
	prvm_edict_t *ent;
	ent = host_client->edict;

	// call player physics, this needs the proper frametime
	prog->globals.server->frametime = sv.frametime;
	SV_ClientThink();

	// call standard client pre-think, with frametime = 0
	prog->globals.server->time = sv.time;
	prog->globals.server->frametime = 0;
	prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
	PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
	prog->globals.server->frametime = sv.frametime;

	// 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->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
		VectorClear(ent->fields.server->velocity);

	// perform MOVETYPE_WALK behavior
	if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) )
		SV_AddGravity (ent);
	SV_CheckStuck (ent);
	SV_WalkMove (ent);

	SV_CheckVelocity (ent);

	SV_LinkEdict (ent, true);

	SV_CheckVelocity (ent);

	// call standard player post-think, with frametime = 0
	prog->globals.server->time = sv.time;
	prog->globals.server->frametime = 0;
	prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
	PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");
	prog->globals.server->frametime = sv.frametime;

	if(ent->fields.server->fixangle)
	{
		// angle fixing was requested by physics code...
		// so store the current angles for later use
		memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
		host_client->fixangle_angles_set = TRUE;

		// and clear fixangle for the next frame
		ent->fields.server->fixangle = 0;
	}
}

void SV_Physics_ClientEntity(prvm_edict_t *ent)
{
	// don't do physics on disconnected clients, FrikBot relies on this
	if (!host_client->spawned)
	{
		memset(&host_client->cmd, 0, sizeof(host_client->cmd));
		return;
	}

	// don't run physics here if running asynchronously
	if (host_client->clmovement_skipphysicsframes <= 0)
		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->fields.server->velocity, ent->fields.server->velocity) < 0.0001)
		VectorClear(ent->fields.server->velocity);

	// call standard client pre-think
	prog->globals.server->time = sv.time;
	prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
	PRVM_ExecuteProgram (prog->globals.server->PlayerPreThink, "QC function PlayerPreThink is missing");
	SV_CheckVelocity (ent);

	switch ((int) ent->fields.server->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->fields.server->nextthink > 0 && ent->fields.server->nextthink <= sv.time + sv.frametime)
			SV_RunThink (ent);
		break;
	case MOVETYPE_FOLLOW:
		SV_Physics_Follow (ent);
		break;
	case MOVETYPE_NOCLIP:
		SV_RunThink(ent);
		SV_CheckWater(ent);
		VectorMA(ent->fields.server->origin, sv.frametime, ent->fields.server->velocity, ent->fields.server->origin);
		VectorMA(ent->fields.server->angles, sv.frametime, ent->fields.server->avelocity, ent->fields.server->angles);
		break;
	case MOVETYPE_STEP:
		SV_Physics_Step (ent);
		break;
	case MOVETYPE_WALK:
		SV_RunThink (ent);
		// don't run physics here if running asynchronously
		if (host_client->clmovement_skipphysicsframes <= 0)
		{
			if (!SV_CheckWater (ent) && ! ((int)ent->fields.server->flags & FL_WATERJUMP) )
				SV_AddGravity (ent);
			SV_CheckStuck (ent);
			SV_WalkMove (ent);
			host_client->cmd.time = max(host_client->cmd.time, sv.time); // ignore client movement data for anything before NOW
		}
		break;
	case MOVETYPE_TOSS:
	case MOVETYPE_BOUNCE:
	case MOVETYPE_BOUNCEMISSILE:
	case MOVETYPE_FLYMISSILE:
		// regular thinking
		SV_RunThink (ent);
		SV_Physics_Toss (ent);
		break;
	case MOVETYPE_FLY:
		SV_RunThink (ent);
		SV_CheckWater (ent);
		SV_WalkMove (ent);
		break;
	default:
		Con_Printf ("SV_Physics_ClientEntity: bad movetype %i\n", (int)ent->fields.server->movetype);
		break;
	}

	// decrement the countdown variable used to decide when to go back to
	// synchronous physics
	if (host_client->clmovement_skipphysicsframes > 0)
		host_client->clmovement_skipphysicsframes--;

	SV_CheckVelocity (ent);

	SV_LinkEdict (ent, true);

	SV_CheckVelocity (ent);

	// call standard player post-think
	prog->globals.server->time = sv.time;
	prog->globals.server->self = PRVM_EDICT_TO_PROG(ent);
	PRVM_ExecuteProgram (prog->globals.server->PlayerPostThink, "QC function PlayerPostThink is missing");

	if(ent->fields.server->fixangle)
	{
		// angle fixing was requested by physics code...
		// so store the current angles for later use
		memcpy(host_client->fixangle_angles, ent->fields.server->angles, sizeof(host_client->fixangle_angles));
		host_client->fixangle_angles_set = TRUE;

		// and clear fixangle for the next frame
		ent->fields.server->fixangle = 0;
	}
}

/*
================
SV_Physics

================
*/
void SV_Physics (void)
{
	int i;
	prvm_edict_t *ent;

// let the progs know that a new frame has started
	prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts);
	prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts);
	prog->globals.server->time = sv.time;
	prog->globals.server->frametime = sv.frametime;
	PRVM_ExecuteProgram (prog->globals.server->StartFrame, "QC function StartFrame is missing");

//
// treat each object in turn
//

	// if force_retouch, relink all the entities
	if (prog->globals.server->force_retouch > 0)
		for (i = 1, ent = PRVM_EDICT_NUM(i);i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
			if (!ent->priv.server->free)
				SV_LinkEdict (ent, true);	// force retouch even for stationary

	// run physics on the client entities
	for (i = 1, ent = PRVM_EDICT_NUM(i), host_client = svs.clients;i <= svs.maxclients;i++, ent = PRVM_NEXT_EDICT(ent), host_client++)
		if (!ent->priv.server->free)
				SV_Physics_ClientEntity(ent);

	// run physics on all the non-client entities
	if (!sv_freezenonclients.integer)
		for (;i < prog->num_edicts;i++, ent = PRVM_NEXT_EDICT(ent))
			if (!ent->priv.server->free)
				SV_Physics_Entity(ent);

	if (prog->globals.server->force_retouch > 0)
		prog->globals.server->force_retouch = max(0, prog->globals.server->force_retouch - 1);

	// LordHavoc: endframe support
	if (prog->funcoffsets.EndFrame)
	{
		prog->globals.server->self = PRVM_EDICT_TO_PROG(prog->edicts);
		prog->globals.server->other = PRVM_EDICT_TO_PROG(prog->edicts);
		prog->globals.server->time = sv.time;
		PRVM_ExecuteProgram (prog->funcoffsets.EndFrame, "QC function EndFrame is missing");
	}

	// decrement prog->num_edicts if the highest number entities died
	for (;PRVM_EDICT_NUM(prog->num_edicts - 1)->priv.server->free;prog->num_edicts--);

	if (!sv_freezenonclients.integer)
		sv.time += sv.frametime;
}
