/*
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 "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", "0.7"};    
cvar_t  sv_wateraccelerate   = { "sv_wateraccelerate", "10"};     
cvar_t  sv_friction      = { "sv_friction", "4"};      
cvar_t  sv_waterfriction   = { "sv_waterfriction", "4"};      


#define MOVE_EPSILON  0.01

void SV_Physics_Toss (edict_t *ent);

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

// see if any solid entities are inside the final position
  check = NEXT_EDICT(sv.edicts);
  for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
  {
    if (check->free)
      continue;
    if (check->v.movetype == MOVETYPE_PUSH
    || check->v.movetype == MOVETYPE_NONE
    || check->v.movetype == MOVETYPE_NOCLIP)
      continue;

    if (SV_TestEntityPosition (check))
      Con_Printf ("entity in invalid position\n");
  }
}

/*
================
SV_CheckVelocity
================
*/
void SV_CheckVelocity (edict_t *ent)
{
  int   i;

//
// bound velocity
//
  for (i=0 ; i<3 ; i++)
  {
    if (IS_NAN(ent->v.velocity[i]))
    {
      Con_Printf ("Got a NaN velocity on %s\n", PR_GetString(ent->v.classname));
      ent->v.velocity[i] = 0;
    }
    if (IS_NAN(ent->v.origin[i]))
    {
      Con_Printf ("Got a NaN origin on %s\n", PR_GetString(ent->v.classname));
      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_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 (edict_t *ent)
{
  float thinktime;

  do
  {
    thinktime = ent->v.nextthink;
    if (thinktime <= 0)
      return true;
    if (thinktime > sv.time + host_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);
    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);
    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);
    PR_ExecuteProgram (e2->v.touch);
  }

  pr_global_struct->self = old_self;
  pr_global_struct->other = old_other;
}


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

Slide off of the impacting object
returns the blocked flags (1 = floor, 2 = step / wall)
==================
*/
#define STOP_EPSILON  0.1

int ClipVelocity (vec3_t in, vec3_t normal, vec3_t out, float overbounce)
{
  float backoff;
  float change;
  int   i, blocked;
  
  blocked = 0;
  if (normal[2] > 0)
    blocked |= 1;   // floor
  if (!normal[2])
    blocked |= 2;   // step
  
  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;
  }
  
  return blocked;
}


/*
============
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 time, trace_t *steptrace)
{
  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 = time;

  for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
  {
    for (i=0 ; i<3 ; i++)
      end[i] = ent->v.origin[i] + time_left * ent->v.velocity[i];

    trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, false, ent);

    if (trace.allsolid)
    { // entity is trapped in another solid
      VectorCopy (vec3_origin, 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.ent)
      SV_Error ("SV_FlyMove: !trace.ent");

    if (trace.plane.normal[2] > 0.7)
    {
      blocked |= 1;   // floor
      if (trace.ent->v.solid == SOLID_BSP)
      {
        ent->v.flags =  (int)ent->v.flags | FL_ONGROUND;
        ent->v.groundentity = EDICT_TO_PROG(trace.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.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
      VectorCopy (vec3_origin, 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 ; i<numplanes ; i++)
    {
      ClipVelocity (original_velocity, planes[i], new_velocity, 1);
      for (j=0 ; j<numplanes ; j++)
        if (j != i)
        {
          if (DotProduct (new_velocity, planes[j]) < 0)
            break;  // not ok
        }
      if (j == numplanes)
        break;
    }
    
    if (i != numplanes)
    { // go along this plane
      VectorCopy (new_velocity, ent->v.velocity);
    }
    else
    { // go along the crease
      if (numplanes != 2)
      {
//        Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
        VectorCopy (vec3_origin, 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)
    {
      VectorCopy (vec3_origin, ent->v.velocity);
      return blocked;
    }
  }

  return blocked;
}


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

============
*/
void SV_AddGravity (edict_t *ent, float scale)
{
  ent->v.velocity[2] -= scale * movevars.gravity * host_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_Move (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_Move (ent->v.origin, ent->v.mins, ent->v.maxs, end, MOVE_NOMONSTERS, ent);
  else
    trace = SV_Move (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.ent)
    SV_Impact (ent, trace.ent);   

  return trace;
}         


/*
============
SV_Push

============
*/
qboolean 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];

  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 it's 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 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check))
  {
    if (check->free)
      continue;
    if (check->v.movetype == MOVETYPE_PUSH
    || check->v.movetype == MOVETYPE_NONE
    || check->v.movetype == MOVETYPE_NOCLIP)
      continue;

    pusher->v.solid = SOLID_NOT;
    block = SV_TestEntityPosition (check);
    pusher->v.solid = SOLID_BSP;
    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;
    }

    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)
    {
      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
    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 ; i<num_moved ; i++)
    {
      VectorCopy (moved_from[i], moved_edict[i]->v.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;
vec3_t oldorg, move;
float l;

  oldltime = ent->v.ltime;
  
  thinktime = ent->v.nextthink;
  if (thinktime < ent->v.ltime + host_frametime)
  {
    movetime = thinktime - ent->v.ltime;
    if (movetime < 0)
      movetime = 0;
  }
  else
    movetime = host_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);
    PR_ExecuteProgram (ent->v.think);
    if (ent->free)
      return;
VectorSubtract (ent->v.origin, oldorg, move);

l = Length(move);
if (l > 1.0/64)
{
//  Con_Printf ("**** snap: %f\n", Length (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, host_frametime, ent->v.avelocity, ent->v.angles);
  VectorMA (ent->v.origin, host_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, host_frametime, ent->v.avelocity, ent->v.angles);

// move origin
  VectorScale (ent->v.velocity, host_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.ent);
      VectorCopy (vec3_origin, ent->v.velocity);
      VectorCopy (vec3_origin, 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)
{
  qboolean  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);
    SV_FlyMove (ent, host_frametime, NULL);
    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;
  PR_ExecuteProgram (pr_global_struct->StartFrame);
}

/*
================
SV_RunEntity

================
*/
void SV_RunEntity (edict_t *ent)
{
  if (ent->v.lastruntime == (float)realtime)
    return;
  ent->v.lastruntime = (float)realtime;

  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;

  if (!pr_global_struct->newmis)
    return;
  ent = PROG_TO_EDICT(pr_global_struct->newmis);
  host_frametime = 0.05;
  pr_global_struct->newmis = 0;
  
  SV_RunEntity (ent);   
}

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

================
*/
void SV_Physics (void)
{
  int   i;
  edict_t *ent;
  static double old_time;

// don't bother running a frame if sys_ticrate seconds haven't passed
  host_frametime = realtime - old_time;
  if (host_frametime < sv_mintic.value)
    return;
  if (host_frametime > sv_maxtic.value)
    host_frametime = sv_maxtic.value;
  old_time = realtime;

  pr_global_struct->frametime = host_frametime;

  SV_ProgStartFrame ();

//
// treat each object in turn
// even the world gets a chance to think
//
  ent = sv.edicts;
  for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent))
  {
    if (ent->free)
      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--;  
}

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;
}
