/* 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. $Id: sv_phys.c 643 2007-07-20 13:09:29Z d3urk $ */ // sv_phys.c #include "qwsvdef.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. */ cvar_t sv_maxvelocity = { "sv_maxvelocity","2000"}; cvar_t sv_gravity = { "sv_gravity", "800"}; cvar_t sv_stopspeed = { "sv_stopspeed", "100"}; cvar_t sv_maxspeed = { "sv_maxspeed", "320"}; cvar_t sv_spectatormaxspeed = { "sv_spectatormaxspeed", "500"}; cvar_t sv_accelerate = { "sv_accelerate", "10"}; cvar_t sv_airaccelerate = { "sv_airaccelerate", "10"}; cvar_t sv_wateraccelerate = { "sv_wateraccelerate", "10"}; cvar_t sv_friction = { "sv_friction", "4"}; cvar_t sv_waterfriction = { "sv_waterfriction", "4"}; cvar_t pm_ktjump = { "pm_ktjump", "1", CVAR_SERVERINFO}; cvar_t pm_bunnyspeedcap = { "pm_bunnyspeedcap", "", CVAR_SERVERINFO}; cvar_t pm_slidefix = { "pm_slidefix", "", CVAR_SERVERINFO}; qbool OnChange_pm_airstep (cvar_t *var, const char *value); cvar_t pm_airstep = { "pm_airstep", "", CVAR_SERVERINFO, OnChange_pm_airstep}; cvar_t pm_pground = { "pm_pground", "", CVAR_SERVERINFO|CVAR_ROM}; double sv_frametime; // when pm_airstep is 1, set pm_pground to 1, and vice versa // airstep works best with pground on qbool OnChange_pm_airstep (cvar_t *var, const char *value) { float val = Q_atoi(value); Cvar_SetROM (&pm_pground, val ? "1" : ""); return false; } void SV_Physics_Toss (edict_t *ent); /* ================ SV_CheckVelocity ================ */ void SV_CheckVelocity (edict_t *ent) { int i; float wishspeed; // // bound velocity // for (i=0 ; i<3 ; i++) { if (IS_NAN(ent->v.velocity[i])) { Con_DPrintf ("Got a NaN velocity on %s\n", #ifdef USE_PR2 PR2_GetString(ent->v.classname) #else PR_GetString(ent->v.classname) #endif ); ent->v.velocity[i] = 0; } if (IS_NAN(ent->v.origin[i])) { Con_DPrintf ("Got a NaN origin on %s\n", #ifdef USE_PR2 PR2_GetString(ent->v.classname) #else PR_GetString(ent->v.classname) #endif ); ent->v.origin[i] = 0; } /* if (ent->v.velocity[i] > sv_maxvelocity.value) ent->v.velocity[i] = sv_maxvelocity.value; else if (ent->v.velocity[i] < -sv_maxvelocity.value) ent->v.velocity[i] = -sv_maxvelocity.value; */ } // SV_MAXVELOCITY fix by Maddes wishspeed = VectorLength(ent->v.velocity); if (wishspeed > sv_maxvelocity.value) { VectorScale (ent->v.velocity, sv_maxvelocity.value/wishspeed, ent->v.velocity); wishspeed = sv_maxvelocity.value; } } /* ============= 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. ============= */ qbool SV_RunThink (edict_t *ent) { float thinktime; do { thinktime = ent->v.nextthink; if (thinktime <= 0) return true; if (thinktime > sv.time + sv_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); #ifdef USE_PR2 if ( sv_vm ) PR2_EdictThink(); else #endif PR_ExecuteProgram (ent->v.think); if (ent->free) return false; } while (1); return true; } /* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact (edict_t *e1, edict_t *e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); #ifdef USE_PR2 if ( sv_vm ) PR2_EdictTouch(); else #endif PR_ExecuteProgram (e1->v.touch); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); #ifdef USE_PR2 if( sv_vm ) PR2_EdictTouch(); else #endif PR_ExecuteProgram (e2->v.touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; } /* ================== ClipVelocity Slide off of the impacting object ================== */ #define STOP_EPSILON 0.1 void ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce) { float backoff; float change; int i; backoff = DotProduct (in, normal) * overbounce; for (i=0 ; i<3 ; i++) { change = normal[i]*backoff; out[i] = in[i] - change; 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 steptrace is not NULL, the trace of any vertical wall hit will be stored ============ */ #define MAX_CLIP_PLANES 5 int SV_FlyMove (edict_t *ent, float time1, trace_t *steptrace, int type) { int bumpcount, numbumps; vec3_t dir; float d; int numplanes; vec3_t planes[MAX_CLIP_PLANES]; vec3_t primal_velocity, original_velocity, new_velocity; int i, j; trace_t trace; vec3_t end; float time_left; int blocked; numbumps = 4; blocked = 0; VectorCopy (ent->v.velocity, original_velocity); VectorCopy (ent->v.velocity, primal_velocity); numplanes = 0; time_left = time1; for (bumpcount=0 ; bumpcountv.origin[i] + time_left * ent->v.velocity[i]; trace = SV_Trace (ent->v.origin, ent->v.mins, ent->v.maxs, end, type, ent); if (trace.allsolid) { // entity is trapped in another solid VectorClear (ent->v.velocity); return 3; } if (trace.fraction > 0) { // actually covered some distance VectorCopy (trace.endpos, ent->v.origin); VectorCopy (ent->v.velocity, original_velocity); numplanes = 0; } if (trace.fraction == 1) break; // moved the entire distance if (!trace.e.ent) SV_Error ("SV_FlyMove: !trace.e.ent"); if (trace.plane.normal[2] > 0.7) { blocked |= 1; // floor if (trace.e.ent->v.solid == SOLID_BSP) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.e.ent); } } if (!trace.plane.normal[2]) { blocked |= 2; // step if (steptrace) *steptrace = trace; // save for player extrafriction } // // run the impact function // SV_Impact (ent, trace.e.ent); if (ent->free) break; // removed by the impact function time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen VectorClear (ent->v.velocity); return 3; } VectorCopy (trace.plane.normal, planes[numplanes]); numplanes++; // // modify original_velocity so it parallels all of the clip planes // for (i=0 ; iv.velocity); } else { // go along the crease if (numplanes != 2) { // Con_Printf ("clip velocity, numplanes == %i\n",numplanes); VectorClear (ent->v.velocity); return 7; } CrossProduct (planes[0], planes[1], dir); d = DotProduct (dir, ent->v.velocity); VectorScale (dir, d, ent->v.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (DotProduct (ent->v.velocity, primal_velocity) <= 0) { VectorClear (ent->v.velocity); return blocked; } } return blocked; } /* ============ SV_AddGravity ============ */ void SV_AddGravity (edict_t *ent, float scale) { ent->v.velocity[2] -= scale * movevars.gravity * sv_frametime; } /* =============================================================================== PUSHMOVE =============================================================================== */ /* ============ SV_PushEntity Does not change the entities velocity at all ============ */ trace_t SV_PushEntity (edict_t *ent, vec3_t push) { trace_t trace; vec3_t end; VectorAdd (ent->v.origin, push, end); if (ent->v.movetype == MOVETYPE_FLYMISSILE) trace = SV_Trace (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_MISSILE, ent); else if (ent->v.solid == SOLID_TRIGGER || ent->v.solid == SOLID_NOT) // only clip against bmodels trace = SV_Trace (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent); else trace = SV_Trace (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent); VectorCopy (trace.endpos, ent->v.origin); SV_LinkEdict (ent, true); if (trace.e.ent) SV_Impact (ent, trace.e.ent); return trace; } /* ============ SV_Push ============ */ qbool SV_Push (edict_t *pusher, vec3_t move) { int i, e; edict_t *check, *block; vec3_t mins, maxs; vec3_t pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; float solid_save; for (i=0 ; i<3 ; i++) { mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to its final position VectorAdd (pusher->v.origin, move, pusher->v.origin); SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; efree) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP) continue; solid_save = pusher->v.solid; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition (check); pusher->v.solid = solid_save; if (block) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity VectorAdd (check->v.origin, move, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { // pushed ok SV_LinkEdict (check, false); continue; } // if it is ok to leave in the old position, do it VectorSubtract (check->v.origin, move, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { //if leaving it where it was, allow it to drop to the floor again (useful for plats that move downward) //check->v->flags = (int)check->v->flags & ~FL_ONGROUND; // disconnect: is it needed? num_moved--; continue; } // if it is still inside the pusher, block if (check->v.mins[0] == check->v.maxs[0]) { SV_LinkEdict (check, false); continue; } if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); SV_LinkEdict (check, false); continue; } VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone #ifdef USE_PR2 if ( sv_vm ) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR2_EdictBlocked(); } else #endif if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; iv.origin); SV_LinkEdict (moved_edict[i], false); } return false; } return true; } /* ============ SV_PushMove ============ */ void SV_PushMove (edict_t *pusher, float movetime) { int i; vec3_t move; if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) move[i] = pusher->v.velocity[i] * movetime; if (SV_Push (pusher, move)) pusher->v.ltime += movetime; } /* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; float l; vec3_t oldorg, move; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + sv_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = sv_frametime; if (movetime) { SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { VectorCopy (ent->v.origin, oldorg); ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); #ifdef USE_PR2 if ( sv_vm ) PR2_EdictThink(); else #endif PR_ExecuteProgram (ent->v.think); if (ent->free) return; VectorSubtract (ent->v.origin, oldorg, move); l = VectorLength(move); if (l > 1.0/64) { // Con_Printf ("**** snap: %f\n", VectorLength (l)); VectorCopy (oldorg, ent->v.origin); SV_Push (ent, move); } } } /* ============= SV_Physics_None Non moving objects can only think ============= */ void SV_Physics_None (edict_t *ent) { // regular thinking SV_RunThink (ent); } /* ============= SV_Physics_Noclip A moving object that doesn't obey physics ============= */ void SV_Physics_Noclip (edict_t *ent) { // regular thinking if (!SV_RunThink (ent)) return; VectorMA (ent->v.angles, sv_frametime, ent->v.avelocity, ent->v.angles); VectorMA (ent->v.origin, sv_frametime, ent->v.velocity, ent->v.origin); SV_LinkEdict (ent, false); } /* ============================================================================== TOSS / BOUNCE ============================================================================== */ /* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition (edict_t *ent) { int cont; cont = SV_PointContents (ent->v.origin); if (!ent->v.watertype) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if (cont <= CONTENTS_WATER) { if (ent->v.watertype == CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v.watertype = cont; ent->v.waterlevel = 1; } else { if (ent->v.watertype != CONTENTS_EMPTY) { // just crossed into water SV_StartSound (ent, 0, "misc/h2ohit1.wav", 255, 1); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = cont; } } /* ============= SV_Physics_Toss Toss, bounce, and fly movement. When onground, do nothing. ============= */ void SV_Physics_Toss (edict_t *ent) { trace_t trace; vec3_t move; float backoff; // regular thinking if (!SV_RunThink (ent)) return; if (ent->v.velocity[2] > 0) ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; // if onground, return without moving if ( ((int)ent->v.flags & FL_ONGROUND) ) return; SV_CheckVelocity (ent); // add gravity if (ent->v.movetype != MOVETYPE_FLY && ent->v.movetype != MOVETYPE_FLYMISSILE) SV_AddGravity (ent, 1.0); // move angles VectorMA (ent->v.angles, sv_frametime, ent->v.avelocity, ent->v.angles); // move origin VectorScale (ent->v.velocity, sv_frametime, move); trace = SV_PushEntity (ent, move); if (trace.fraction == 1) return; if (ent->free) return; if (ent->v.movetype == MOVETYPE_BOUNCE) backoff = 1.5; else backoff = 1; ClipVelocity (ent->v.velocity, trace.plane.normal, ent->v.velocity, backoff); // stop if on ground if (trace.plane.normal[2] > 0.7) { if (ent->v.velocity[2] < 60 || ent->v.movetype != MOVETYPE_BOUNCE ) { ent->v.flags = (int)ent->v.flags | FL_ONGROUND; ent->v.groundentity = EDICT_TO_PROG(trace.e.ent); VectorClear (ent->v.velocity); VectorClear (ent->v.avelocity); } } // 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. FIXME: is this true? ============= */ void SV_Physics_Step (edict_t *ent) { qbool hitsound; // frefall if not onground if ( ! ((int)ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM) ) ) { if (ent->v.velocity[2] < movevars.gravity*-0.1) hitsound = true; else hitsound = false; SV_AddGravity (ent, 1.0); SV_CheckVelocity (ent); // Tonik: the check for SOLID_NOT is to fix the way dead bodies and // gibs behave (should not be blocked by players & monsters); // The SOLID_TRIGGER check is disabled lest we break frikbots if (ent->v.solid == SOLID_NOT /* || ent->v.solid == SOLID_TRIGGER*/) SV_FlyMove (ent, sv_frametime, NULL, MOVE_NOMONSTERS); else SV_FlyMove (ent, sv_frametime, NULL, MOVE_NORMAL); SV_LinkEdict (ent, true); if ( (int)ent->v.flags & FL_ONGROUND ) // just hit ground { if (hitsound) SV_StartSound (ent, 0, "demon/dland2.wav", 255, 1); } } // regular thinking SV_RunThink (ent); SV_CheckWaterTransition (ent); } //============================================================================ void SV_ProgStartFrame (void) { // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; #ifdef USE_PR2 if ( sv_vm ) PR2_GameStartFrame(); else #endif PR_ExecuteProgram (pr_global_struct->StartFrame); } /* ================ SV_RunEntity ================ */ void SV_RunEntity (edict_t *ent) { if (ent->lastruntime == sv.time) return; ent->lastruntime = sv.time; switch ((int)ent->v.movetype) { case MOVETYPE_PUSH: SV_Physics_Pusher (ent); break; case MOVETYPE_NONE: SV_Physics_None (ent); break; case MOVETYPE_NOCLIP: SV_Physics_Noclip (ent); break; case MOVETYPE_STEP: SV_Physics_Step (ent); break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: case MOVETYPE_FLY: case MOVETYPE_FLYMISSILE: SV_Physics_Toss (ent); break; default: SV_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); } } /* ================ SV_RunNewmis ================ */ void SV_RunNewmis (void) { edict_t *ent; double save_frametime; if (!pr_global_struct->newmis) return; ent = PROG_TO_EDICT(pr_global_struct->newmis); pr_global_struct->newmis = 0; save_frametime = sv_frametime; sv_frametime = 0.05; SV_RunEntity (ent); sv_frametime = save_frametime; } /* ================ SV_Physics ================ */ #ifdef USE_PR2 void SV_PreRunCmd(void); void SV_RunCmd (usercmd_t *ucmd, qbool inside); void SV_PostRunCmd(void); #endif void SV_Physics (void) { int i; edict_t *ent; #ifdef USE_PR2 client_t *cl,*savehc; edict_t *savesvpl; #endif if (sv.state != ss_active) return; if (sv.old_time) { // don't bother running a frame if sv_mintic seconds haven't passed sv_frametime = sv.time - sv.old_time; if (sv_frametime < (double) sv_mintic.value) return; if (sv_frametime > (double) sv_maxtic.value) sv_frametime = (double) sv_maxtic.value; sv.old_time = sv.time; } else sv_frametime = 0.1; // initialization frame pr_global_struct->frametime = sv_frametime; SV_ProgStartFrame (); // // treat each object in turn // even the world gets a chance to think // ent = sv.edicts; for (i=0 ; ifree) continue; if (pr_global_struct->force_retouch) SV_LinkEdict (ent, true); // force retouch even for stationary if (i > 0 && i <= MAX_CLIENTS) continue; // clients are run directly from packets SV_RunEntity (ent); SV_RunNewmis (); } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; #ifdef USE_PR2 savesvpl = sv_player; savehc = sv_client; // so spec will have right goalentity - if speccing someone // qqshka { if ( sv_vm ) // don't fix .qc based mods for ( i = 0, cl = svs.clients; i < MAX_CLIENTS; i++, cl++ ) { if ( cl->state == cs_free ) continue; sv_client = cl; ent = cl->edict; if( sv_client->spectator && sv_client->spec_track > 0 ) ent->v.goalentity = EDICT_TO_PROG(svs.clients[sv_client->spec_track-1].edict); } // } for ( i = 0, cl = svs.clients; i < MAX_CLIENTS; i++, cl++ ) { if ( cl->state == cs_free ) continue; if ( !cl->isBot ) continue; sv_client = cl; sv_player = cl->edict; SV_PreRunCmd(); SV_RunCmd (&cl->botcmd, false); SV_PostRunCmd(); cl->lastcmd = cl->botcmd; cl->lastcmd.buttons = 0; memset(&cl->botcmd,0,sizeof(cl->botcmd)); cl->localtime = sv.time; cl->delta_sequence = -1; // no delta unless requested } sv_player = savesvpl; sv_client = savehc; #endif } void SV_SetMoveVars(void) { movevars.gravity = sv_gravity.value; movevars.stopspeed = sv_stopspeed.value; movevars.maxspeed = sv_maxspeed.value; movevars.spectatormaxspeed = sv_spectatormaxspeed.value; movevars.accelerate = sv_accelerate.value; movevars.airaccelerate = sv_airaccelerate.value; movevars.wateraccelerate = sv_wateraccelerate.value; movevars.friction = sv_friction.value; movevars.waterfriction = sv_waterfriction.value; movevars.entgravity = 1.0; }