
#include "qcommon.h"

#define	STEPSIZE	18

// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server

typedef struct
{
	vec3_t		origin;			// full float precision
	vec3_t		velocity;		// full float precision

	vec3_t		forward, right, up;
	float		frametime;


	csurface_t	*groundsurface;
	cplane_t	groundplane;
	int			groundcontents;

	vec3_t		previous_origin;
	qboolean	ladder;
} pml_t;

pmove_t		*pm;
pml_t		pml;


// movement parameters
float	pm_stopspeed = 100;
float	pm_maxspeed = 300;
float	pm_duckspeed = 100;
float	pm_accelerate = 10;
float	pm_airaccelerate = 1;
float	pm_wateraccelerate = 10;
float	pm_friction = 6;
float	pm_waterfriction = 1;
float	pm_waterspeed = 400;

/*
  walking up a step should kill some velocity
*/

/*
==================
PM_ClipVelocity

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

void PM_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;
	}
}




/*
==================
PM_StepSlideMove

Each intersection will try to step over the obstruction instead of
sliding along it.

Returns a new origin, velocity, and contact entity
Does not modify any world state?
==================
*/
#define	MIN_STEP_NORMAL	0.7		// can't step up onto very steep slopes
#define	MAX_CLIP_PLANES	5
void PM_StepSlideMove_ (void)
{
	int			bumpcount, numbumps;
	vec3_t		dir;
	float		d, rub;
	int			numplanes;
	vec3_t		planes[MAX_CLIP_PLANES];
	vec3_t		primal_velocity;
	int			i;
	trace_t	trace;
	vec3_t		end;
	float		time_left;
	
	numbumps = 4;
	
	VectorCopy (pml.velocity, primal_velocity);
	numplanes = 0;
	
	time_left = pml.frametime;

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

		trace = pm->trace (pml.origin, pm->mins, pm->maxs, end);

		if (trace.allsolid)
		{	// entity is trapped in another solid
			pml.velocity[2] = 0;	// don't build up falling damage
			return;
		}

		if (trace.fraction > 0)
		{	// actually covered some distance
			VectorCopy (trace.endpos, pml.origin);
			numplanes = 0;
		}

		if (trace.fraction == 1)
			 break;		// moved the entire distance

		// save entity for contact
		if (pm->numtouch < MAXTOUCH && trace.ent)
		{
			pm->touchents[pm->numtouch] = trace.ent;
			pm->numtouch++;
		}
		
		time_left -= time_left * trace.fraction;

		// slide along this plane
		if (numplanes >= MAX_CLIP_PLANES)
		{	// this shouldn't really happen
			VectorCopy (vec3_origin, pml.velocity);
			break;
		}

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

		//
		// modify velocity so it parallels all of the clip planes
		//
		if (numplanes == 1)
		{	// go along this plane
			VectorCopy (pml.velocity, dir);
			VectorNormalize (dir);
			rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);

			// slide along the plane
			PM_ClipVelocity (pml.velocity, planes[0], pml.velocity, 1.01);
			// rub some extra speed off on xy axis
			// not on Z, or you can scrub down walls
			pml.velocity[0] *= rub;
			pml.velocity[1] *= rub;
			pml.velocity[2] *= rub;
		}
		else if (numplanes == 2)
		{	// go along the crease
			VectorCopy (pml.velocity, dir);
			VectorNormalize (dir);
			rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);

			// slide along the plane
			CrossProduct (planes[0], planes[1], dir);
			d = DotProduct (dir, pml.velocity);
			VectorScale (dir, d, pml.velocity);

			// rub some extra speed off
			VectorScale (pml.velocity, rub, pml.velocity);
		}
		else
		{
//			Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
			VectorCopy (vec3_origin, pml.velocity);
			break;
		}

		//
		// if velocity is against the original velocity, stop dead
		// to avoid tiny occilations in sloping corners
		//
		if (DotProduct (pml.velocity, primal_velocity) <= 0)
		{
			VectorCopy (vec3_origin, pml.velocity);
			break;
		}
	}

	if (pm->s.pm_time)
	{
		VectorCopy (primal_velocity, pml.velocity);
	}
}

/*
==================
PM_StepSlideMove

==================
*/
void PM_StepSlideMove (void)
{
	vec3_t		start_o, start_v;
	vec3_t		down_o, down_v;
	trace_t		trace;
	float		down_dist, up_dist;
	vec3_t		delta;
	vec3_t		up, down;

	VectorCopy (pml.origin, start_o);
	VectorCopy (pml.velocity, start_v);

	PM_StepSlideMove_ ();

	VectorCopy (pml.origin, down_o);
	VectorCopy (pml.velocity, down_v);

	VectorCopy (start_o, up);
	up[2] += STEPSIZE;

	trace = pm->trace (up, pm->mins, pm->maxs, up);
	if (trace.allsolid)
		return;		// can't step up

	// try sliding above
	VectorCopy (up, pml.origin);
	VectorCopy (start_v, pml.velocity);

	PM_StepSlideMove_ ();

	// push down the final amount
	VectorCopy (pml.origin, down);
	down[2] -= STEPSIZE;
	trace = pm->trace (pml.origin, pm->mins, pm->maxs, down);
	if (!trace.allsolid)
	{
		VectorCopy (trace.endpos, pml.origin);
	}

	VectorSubtract (pml.origin, up, delta);
	up_dist = DotProduct (delta, start_v);

	VectorSubtract (down_o, start_o, delta);
	down_dist = DotProduct (delta, start_v);

	if (down_dist > up_dist || trace.plane.normal[2] < MIN_STEP_NORMAL)
	{
		VectorCopy (down_o, pml.origin);
		VectorCopy (down_v, pml.velocity);
		return;
	}

}


/*
==================
PM_Friction

Handles both ground friction and water friction
==================
*/
void PM_Friction (void)
{
	float	*vel;
	float	speed, newspeed, control;
	float	friction;
	float	drop;
	
	vel = pml.velocity;
	
	speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1] + vel[2]*vel[2]);
	if (speed < 1)
	{
		vel[0] = 0;
		vel[1] = 0;
		return;
	}

	drop = 0;

// apply ground friction
	if ((pm->groundEntity && pml.groundsurface && !(pml.groundsurface->flags & SURF_SLICK) ) || (pml.ladder) )
	{
		friction = pm_friction;
		control = speed < pm_stopspeed ? pm_stopspeed : speed;
		drop += control*friction*pml.frametime;
	}

// apply water friction
	if (pm->waterlevel && !pml.ladder)
		drop += speed*pm_waterfriction*pm->waterlevel*pml.frametime;

// scale the velocity
	newspeed = speed - drop;
	if (newspeed < 0)
	{
		newspeed = 0;
	}
	newspeed /= speed;

	vel[0] = vel[0] * newspeed;
	vel[1] = vel[1] * newspeed;
	vel[2] = vel[2] * newspeed;
}


/*
==============
PM_Accelerate

Handles user intended acceleration
==============
*/
void PM_Accelerate (vec3_t wishdir, float wishspeed, float accel)
{
	int			i;
	float		addspeed, accelspeed, currentspeed;

	currentspeed = DotProduct (pml.velocity, wishdir);
	addspeed = wishspeed - currentspeed;
	if (addspeed <= 0)
		return;
	accelspeed = accel*pml.frametime*wishspeed;
	if (accelspeed > addspeed)
		accelspeed = addspeed;
	
	for (i=0 ; i<3 ; i++)
		pml.velocity[i] += accelspeed*wishdir[i];	
}


/*
=============
PM_AddCurrents
=============
*/
void PM_AddCurrents (vec3_t	wishvel)
{
	vec3_t	v;
	float	s;

	//
	// account for ladders
	//

	if (pml.ladder && fabs(pml.velocity[2]) <= 200)
	{
		if ((pm->viewangles[PITCH] <= -15) && (pm->cmd.forwardmove > 0))
			wishvel[2] = 200;
		else if ((pm->viewangles[PITCH] >= 15) && (pm->cmd.forwardmove > 0))
			wishvel[2] = -200;
		else if (pm->cmd.upmove > 0)
			wishvel[2] = 200;
		else if (pm->cmd.upmove < 0)
			wishvel[2] = -200;
		else
			wishvel[2] = 0;

		// limit horizontal speed when on a ladder
		if (wishvel[0] < -25)
			wishvel[0] = -25;
		else if (wishvel[0] > 25)
			wishvel[0] = 25;

		if (wishvel[1] < -25)
			wishvel[1] = -25;
		else if (wishvel[1] > 25)
			wishvel[1] = 25;
	}


	//
	// add water currents
	//

	if (pm->watertype & MASK_CURRENT)
	{
		VectorClear (v);

		if (pm->watertype & CONTENTS_CURRENT_0)
			v[0] += 1;
		if (pm->watertype & CONTENTS_CURRENT_90)
			v[1] += 1;
		if (pm->watertype & CONTENTS_CURRENT_180)
			v[0] -= 1;
		if (pm->watertype & CONTENTS_CURRENT_270)
			v[1] -= 1;
		if (pm->watertype & CONTENTS_CURRENT_UP)
			v[2] += 1;
		if (pm->watertype & CONTENTS_CURRENT_DOWN)
			v[2] -= 1;

		s = pm_waterspeed;
		if ((pm->waterlevel == 1) && (pm->groundEntity))
			s /= 2;

		VectorMA (wishvel, s, v, wishvel);
	}

	//
	// add conveyor belt velocities
	//

	if (pm->groundEntity)
	{
		VectorClear (v);

		if (pml.groundcontents & CONTENTS_CURRENT_0)
			v[0] += 1;
		if (pml.groundcontents & CONTENTS_CURRENT_90)
			v[1] += 1;
		if (pml.groundcontents & CONTENTS_CURRENT_180)
			v[0] -= 1;
		if (pml.groundcontents & CONTENTS_CURRENT_270)
			v[1] -= 1;
		if (pml.groundcontents & CONTENTS_CURRENT_UP)
			v[2] += 1;
		if (pml.groundcontents & CONTENTS_CURRENT_DOWN)
			v[2] -= 1;

		VectorMA (wishvel, 100 /* pm->groundEntity->speed */, v, wishvel);
	}
}


/*
===================
PM_WaterMove

===================
*/
void PM_WaterMove (void)
{
	int		i;
	vec3_t	wishvel;
	float	wishspeed;
	vec3_t	wishdir;

//
// user intentions
//
	for (i=0 ; i<3 ; i++)
		wishvel[i] = pml.forward[i]*pm->cmd.forwardmove + pml.right[i]*pm->cmd.sidemove;

	if (!pm->cmd.forwardmove && !pm->cmd.sidemove && !pm->cmd.upmove)
		wishvel[2] -= 60;		// drift towards bottom
	else
		wishvel[2] += pm->cmd.upmove;

	PM_AddCurrents (wishvel);

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

	if (wishspeed > pm_maxspeed)
	{
		VectorScale (wishvel, pm_maxspeed/wishspeed, wishvel);
		wishspeed = pm_maxspeed;
	}
	wishspeed *= 0.5;

	PM_Accelerate (wishdir, wishspeed, pm_wateraccelerate);

	PM_StepSlideMove ();
}


/*
===================
PM_AirMove

===================
*/
void PM_AirMove (void)
{
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;
	float		maxspeed;

	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.sidemove;
	
	pml.forward[2] = 0;
	pml.right[2] = 0;
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

	for (i=0 ; i<2 ; i++)
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	wishvel[2] = 0;

	PM_AddCurrents (wishvel);

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

//
// clamp to server defined max speed
//
	maxspeed = (pm->s.pm_flags & PMF_DUCKED) ? pm_duckspeed : pm_maxspeed;

	if (wishspeed > maxspeed)
	{
		VectorScale (wishvel, maxspeed/wishspeed, wishvel);
		wishspeed = maxspeed;
	}
	
	if ( pml.ladder )
	{
		PM_Accelerate (wishdir, wishspeed, pm_accelerate);
		if (!wishvel[2])
		{
			if (pml.velocity[2] > 0)
			{
				pml.velocity[2] -= pm->s.gravity * pml.frametime;
				if (pml.velocity[2] < 0)
					pml.velocity[2]  = 0;
			}
			else
			{
				pml.velocity[2] += pm->s.gravity * pml.frametime;
				if (pml.velocity[2] > 0)
					pml.velocity[2]  = 0;
			}
		}
		PM_StepSlideMove ();
	}
	else if ( pm->groundEntity )
	{	// walking on ground
		PM_Accelerate (wishdir, wishspeed, pm_accelerate);
		pml.velocity[2] = 0;
		if (!pml.velocity[0] && !pml.velocity[1])
			return;
		PM_StepSlideMove ();
	}
	else
	{	// not on ground, so little effect on velocity
		PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
		// add gravity
		pml.velocity[2] -= pm->s.gravity * pml.frametime;
		PM_StepSlideMove ();
	}
}



/*
=============
PM_CatagorizePosition
=============
*/
void PM_CatagorizePosition (void)
{
	vec3_t		point;
	int			cont;
	trace_t		trace;
	int			sample1;
	int			sample2;

// if the player hull point one unit down is solid, the player
// is on ground

// see if standing on something solid	
	point[0] = pml.origin[0];
	point[1] = pml.origin[1];
	point[2] = pml.origin[2] - 0.25;
/*
	if (pml.velocity[2] > 100)
	{
		//	Next line is from 3.14
		pm->s.pm_flags &= ~PMF_ON_GROUND;
		pm->groundEntity = NULL;
	}
	else
	{
		trace = pm->trace (pml.origin, pm->mins, pm->maxs, point);
		pml.groundplane = trace.plane;
		pml.groundsurface = trace.surface;
		pml.groundcontents = trace.contents;

		if (!trace.ent || (trace.plane.normal[2] < 0.7 && !trace.startsolid) )
		{
			pm->groundEntity = NULL;	// too steep
			//	Next line is from 3.14
			pm->s.pm_flags &= ~PMF_ON_GROUND;
		}
		else
		{
			pm->groundEntity = trace.ent;
			pm->s.pm_time = 0;
//			if (!trace.startsolid && !trace.allsolid)
//				VectorCopy (trace.endpos, pml.origin);
		}
		if (pm->numtouch < MAXTOUCH && trace.ent)
		{
			pm->touchents[pm->numtouch] = trace.ent;
			pm->numtouch++;
		}
	}
*/
	//	3.14 stuff
	if (pml.velocity[2] > 100)
	{
		pm->s.pm_flags &= ~PMF_ON_GROUND;
		pm->groundEntity = NULL;
	}
	else
	{
		trace = pm->trace (pml.origin, pm->mins, pm->maxs, point);
		pml.groundplane = trace.plane;
		pml.groundsurface = trace.surface;
		pml.groundcontents = trace.contents;

		if (!trace.ent || (trace.plane.normal[2] < 0.7 && !trace.startsolid) )
		{
			pm->groundEntity = NULL;	// too steep
			pm->s.pm_flags &= ~PMF_ON_GROUND;
		}
		else
		{
			pm->groundEntity = trace.ent;

			// hitting solid ground will end a waterjump
			if (pm->s.pm_flags & PMF_TIME_WATERJUMP)
			{
				pm->s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT);
				pm->s.pm_time = 0;
			}

			if (!(pm->s.pm_flags & PMF_ON_GROUND) )
			{	// just hit the ground
				pm->s.pm_flags |= PMF_ON_GROUND;
				// don't do landing time if we were just going down a slope
				if (pml.velocity[2] < -200)
				{
					pm->s.pm_flags |= PMF_TIME_LAND;
					// don't allow another jump for a little while
					if (pml.velocity[2] < -400)
						pm->s.pm_time = 25;	
					else
						pm->s.pm_time = 18;
				}
			}
		}
//		if (trace.fraction < 1.0 && trace.ent && pml.velocity[2] < 0)
//			pml.velocity[2] = 0;

		if (pm->numtouch < MAXTOUCH && trace.ent)
		{
			pm->touchents[pm->numtouch] = trace.ent;
			pm->numtouch++;
		}
	}
//
// get waterlevel, accounting for ducking
//
	pm->waterlevel = 0;
	pm->watertype = 0;

	sample2 = pm->viewheight - pm->mins[2];
	sample1 = sample2 / 2;

	point[2] = pml.origin[2] + pm->mins[2] + 1;	
	cont = pm->pointcontents (point);

	if (cont & MASK_WATER)
	{
		pm->watertype = cont;
		pm->waterlevel = 1;
		point[2] = pml.origin[2] + pm->mins[2] + sample1;
		cont = pm->pointcontents (point);
		if (cont & MASK_WATER)
		{
			pm->waterlevel = 2;
			point[2] = pml.origin[2] + pm->mins[2] + sample2;
			cont = pm->pointcontents (point);
			if (cont & MASK_WATER)
				pm->waterlevel = 3;
		}
	}

}


///////////////////////////////////////////////////////////////////////////////
//	PM_CheckJump
//
//	checks for pressing of jump button.  This needs to be done in world.dll,
//	client.cpp.  Unfortunately, this code is also used by the client to predict
//	player movement, which means the client code would have to call it from
//	physics.dll.  Right now, client does not have access to the game_export_t
//	global ge.  Is this because it doesn't load the physics.dll???
//
//	Q2FIXME:	try to fix this after E3...
///////////////////////////////////////////////////////////////////////////////

void PM_CheckJump (void)
{
	//3.14 stuff
/*
	if (pm->s.pm_flags & PMF_TIME_LAND)
	{	// hasn't been long enough since landing to jump again
		return;
	}
*/
	if (pm->cmd.upmove < 10)
	{	// not holding jump
		pm->s.pm_flags &= ~PMF_JUMP_HELD;
		return;
	}

	// must wait for jump to be released
	if (pm->s.pm_flags & PMF_JUMP_HELD)
		return;

	if (pm->s.pm_type == PM_DEAD)
		return;

	if (pm->waterlevel >= 2)
	{	// swimming, not jumping
		pm->groundEntity = NULL;

		if (pml.velocity[2] <= -300)
			return;

		if (pm->watertype == CONTENTS_WATER)
			pml.velocity[2] = 100;
		else if (pm->watertype == CONTENTS_SLIME)
			pml.velocity[2] = 80;
		else
			pml.velocity[2] = 50;
		return;
	}

	if (pm->groundEntity == NULL)
		return;		// in air, so no effect

	pm->s.pm_flags |= PMF_JUMP_HELD;

	pm->groundEntity = NULL;
	pml.velocity[2] = 270;
}

/*
=============
PM_CheckSpecialMovement
=============
*/
void PM_CheckSpecialMovement (void)
{
	vec3_t	spot;
	int		cont;
	vec3_t	flatforward;
	trace_t	trace;

	if (pm->s.pm_time)
		return;

	pml.ladder = false;

	// check for ladder
	flatforward[0] = pml.forward[0];
	flatforward[1] = pml.forward[1];
	flatforward[2] = 0;
	VectorNormalize (flatforward);

	VectorMA (pml.origin, 1, flatforward, spot);
	trace = pm->trace (pml.origin, pm->mins, pm->maxs, spot);
	if ((trace.fraction < 1) && (trace.contents & CONTENTS_LADDER))
		pml.ladder = true;

	// check for water jump
	if (pm->waterlevel != 2)
		return;

	VectorMA (pml.origin, 30, flatforward, spot);
	spot[2] += 4;
	cont = pm->pointcontents (spot);
	if (!(cont & CONTENTS_SOLID))
		return;

	spot[2] += 16;
	cont = pm->pointcontents (spot);
	if (cont)
		return;
	// jump out of water
	VectorScale (pml.forward, 200, pml.velocity);
	pml.velocity[2] = 350;

	pm->s.pm_flags |= PMF_TIME_WATERJUMP;
	pm->s.pm_time = 255;
}


/*
===============
PM_NoclipMove
===============
*/
void PM_NoclipMove (void)
{
	float	speed, drop, friction, control, newspeed;
	float	currentspeed, addspeed, accelspeed;
	int			i;
	vec3_t		wishvel;
	float		fmove, smove;
	vec3_t		wishdir;
	float		wishspeed;

	pm->viewheight = 22;

	// friction

	speed = VectorLength (pml.velocity);
	if (speed < 1)
	{
		VectorCopy (vec3_origin, pml.velocity);
	}
	else
	{
		drop = 0;

		friction = pm_friction*1.5;	// extra friction
		control = speed < pm_stopspeed ? pm_stopspeed : speed;
		drop += control*friction*pml.frametime;

		// scale the velocity
		newspeed = speed - drop;
		if (newspeed < 0)
			newspeed = 0;
		newspeed /= speed;

		VectorScale (pml.velocity, newspeed, pml.velocity);
	}

	// accelerate
	fmove = pm->cmd.forwardmove;
	smove = pm->cmd.sidemove;
	
	VectorNormalize (pml.forward);
	VectorNormalize (pml.right);

	for (i=0 ; i<3 ; i++)
		wishvel[i] = pml.forward[i]*fmove + pml.right[i]*smove;
	wishvel[2] += pm->cmd.upmove;

	VectorCopy (wishvel, wishdir);
	wishspeed = VectorNormalize(wishdir);

	//
	// clamp to server defined max speed
	//
	//	Nelno:	no clipping is twice as fast as normal speed
	if (wishspeed > pm_maxspeed * 2.0)
	{
		VectorScale (wishvel, pm_maxspeed/(wishspeed * 2.0), wishvel);
		wishspeed = pm_maxspeed * 2.0;
	}


	currentspeed = DotProduct(pml.velocity, wishdir);
	addspeed = wishspeed - currentspeed;
	if (addspeed <= 0)
		return;
	accelspeed = pm_accelerate*pml.frametime*wishspeed;
	if (accelspeed > addspeed)
		accelspeed = addspeed;
	
	for (i=0 ; i<3 ; i++)
		pml.velocity[i] += accelspeed*wishdir[i];	


	// move
	VectorMA (pml.origin, pml.frametime, pml.velocity, pml.origin);
}


/*
==============
PM_CheckDuck

Sets mins, maxs, and pm->viewheight
==============
*/
void PM_CheckDuck (void)
{
	trace_t	trace;

	pm->mins[0] = -16;
	pm->mins[1] = -16;

	pm->maxs[0] = 16;
	pm->maxs[1] = 16;

	if (pm->s.pm_type == PM_GIB)
	{
		pm->mins[2] = 0;
		pm->maxs[2] = 16;
		pm->viewheight = 8;
		return;
	}

	pm->mins[2] = -24;

	if (pm->s.pm_type == PM_DEAD)
	{
		pm->s.pm_flags |= PMF_DUCKED;
	}
	else if (pm->cmd.upmove < 0)// /* 3.14 stuff */ && (pm->s.pm_flags & PMF_ON_GROUND))
	{	// duck
		pm->s.pm_flags |= PMF_DUCKED;
	}
	else
	{	// stand up if possible
		if (pm->s.pm_flags & PMF_DUCKED)
		{
			// try to stand up
			pm->maxs[2] = 32;
			trace = pm->trace (pml.origin, pm->mins, pm->maxs, pml.origin);
			if (!trace.allsolid)
				pm->s.pm_flags &= ~PMF_DUCKED;
		}
	}

	if (pm->s.pm_flags & PMF_DUCKED)
	{
		pm->maxs[2] = 4;
		pm->viewheight = -2;
	}
	else
	{
		pm->maxs[2] = 32;
		pm->viewheight = 22;
	}
}


/*
==============
PM_DeadMove
==============
*/
void PM_DeadMove (void)
{
	float	forward;

	if (!pm->groundEntity)
		return;

	// extra friction

	forward = VectorLength (pml.velocity);
	forward -= 20;
	if (forward <= 0)
	{
		VectorClear (pml.velocity);
	}
	else
	{
		VectorNormalize (pml.velocity);
		VectorScale (pml.velocity, forward, pml.velocity);
	}
}


qboolean	PM_GoodPosition (void)
{
	trace_t	trace;
	vec3_t	origin, end;
	int		i;

	if (pm->s.pm_type == PM_SPECTATOR)
		return true;

	for (i=0 ; i<3 ; i++)
		origin[i] = end[i] = pm->s.origin[i]*0.125;
	trace = pm->trace (origin, pm->mins, pm->maxs, end);

	return !trace.allsolid;
}

/*
================
PM_SnapPosition

On exit, the origin will have a value that is pre-quantized to the 0.125
precision of the network channel and in a valid position.
================
*/
void PM_SnapPosition (void)
{
	int		sign[3];
	int		i, j, bits;
	short	base[3];
	// try all single bits first
	static int jitterbits[8] = {0,4,1,2,3,5,6,7};

	// snap velocity to eigths
	for (i=0 ; i<3 ; i++)
		pm->s.velocity[i] = (int)(pml.velocity[i]*8);

	for (i=0 ; i<3 ; i++)
	{
		if (pml.origin[i] >= 0)
			sign[i] = 1;
		else 
			sign[i] = -1;
		pm->s.origin[i] = (int)(pml.origin[i]*8);
		if (pm->s.origin[i]*0.125 == pml.origin[i])
			sign[i] = 0;
	}
	VectorCopy (pm->s.origin, base);

	// try all combinations
	for (j=0 ; j<8 ; j++)
	{
		bits = jitterbits[j];
		VectorCopy (base, pm->s.origin);
		for (i=0 ; i<3 ; i++)
			if (bits & (1<<i) )
				pm->s.origin[i] += sign[i];

		if (PM_GoodPosition ())
			return;
	}

	// go back to the last position
	VectorCopy (pml.previous_origin, pm->s.origin);
//	Com_DPrintf ("using previous_origin\n");
}

/*
================
PM_InitialSnapPosition

================
*/
void PM_InitialSnapPosition (void)
{
	int		x, y, z;
	short	base[3];

	VectorCopy (pm->s.origin, base);

	for (z=1 ; z>=-1 ; z--)
	{
		pm->s.origin[2] = base[2] + z;
		for (y=1 ; y>=-1 ; y--)
		{
			pm->s.origin[1] = base[1] + y;
			for (x=1 ; x>=-1 ; x--)
			{
				pm->s.origin[0] = base[0] + x;
				if (PM_GoodPosition ())
				{
					pml.origin[0] = pm->s.origin[0]*0.125;
					pml.origin[1] = pm->s.origin[1]*0.125;
					pml.origin[2] = pm->s.origin[2]*0.125;
					VectorCopy (pm->s.origin, pml.previous_origin);
					return;
				}
			}
		}
	}

	Com_DPrintf ("Bad InitialSnapPosition\n");
}

/*
================
PM_ClampAngles

================
*/
void PM_ClampAngles (void)
{
	short	temp;
	int		i;

	if (pm->s.pm_flags & PMF_TIME_TELEPORT)
	{
		pm->viewangles[YAW] = SHORT2ANGLE(pm->cmd.angles[YAW] + pm->s.delta_angles[YAW]);
		pm->viewangles[PITCH] = 0;
		pm->viewangles[ROLL] = 0;
	}
	else
	{
		// circularly clamp the angles with deltas
		for (i=0 ; i<3 ; i++)
		{
			temp = pm->cmd.angles[i] + pm->s.delta_angles[i];
			pm->viewangles[i] = SHORT2ANGLE(temp);
		}

		// don't let the player look up or down more than 90 degrees
		if (pm->viewangles[PITCH] > 89 && pm->viewangles[PITCH] < 180)
			pm->viewangles[PITCH] = 89;
		else if (pm->viewangles[PITCH] < 271 && pm->viewangles[PITCH] >= 180)
			pm->viewangles[PITCH] = 271;
	}
	AngleVectors (pm->viewangles, pml.forward, pml.right, pml.up);

}

/*
================
Pmove

Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove)
{
	pm = pmove;

	// clear results
	pm->numtouch = 0;
	VectorClear (pm->viewangles);
	pm->viewheight = 0;
	pm->groundEntity = 0;
	pm->watertype = 0;
	pm->waterlevel = 0;

	// clear all pmove local vars
	memset (&pml, 0, sizeof(pml));

	// convert origin and velocity to float values
	pml.origin[0] = pm->s.origin[0]*0.125;
	pml.origin[1] = pm->s.origin[1]*0.125;
	pml.origin[2] = pm->s.origin[2]*0.125;

	pml.velocity[0] = pm->s.velocity[0]*0.125;
	pml.velocity[1] = pm->s.velocity[1]*0.125;
	pml.velocity[2] = pm->s.velocity[2]*0.125;

	// save old org in case we get stuck
	VectorCopy (pm->s.origin, pml.previous_origin);

	pml.frametime = pm->cmd.msec * 0.001;

	if (pm->s.pm_type != PM_NOINPUT)
		//	don't allow client to change viewing angle
		PM_ClampAngles ();

	if (pm->s.pm_type == PM_SPECTATOR)
	{
		pm->cmd.upmove *= 2.0;
		pm->cmd.forwardmove *= 2.0;

		PM_NoclipMove ();
		PM_SnapPosition ();
		return;
	}

	if (pm->s.pm_type >= PM_DEAD)
	{
		pm->cmd.forwardmove = 0;
		pm->cmd.sidemove = 0;
		pm->cmd.upmove = 0;
	}

	if (pm->s.pm_type == PM_FREEZE)
		return;		// no movement at all

	// set mins, maxs, and viewheight
	PM_CheckDuck ();

	if (pm->snapinitial)
		PM_InitialSnapPosition ();

	// set groundEntity, watertype, and waterlevel
	PM_CatagorizePosition ();

	if (pm->s.pm_type == PM_DEAD)
		PM_DeadMove ();

	PM_CheckSpecialMovement ();

	// drop timing counter
	if (pm->s.pm_time)
	{
		int		msec;

		msec = pm->cmd.msec >> 3;
		if (!msec)
			msec = 1;
		if ( msec >= pm->s.pm_time) 
		{
			pm->s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT);
			pm->s.pm_time = 0;
		}
		else
			pm->s.pm_time -= msec;
	}

	if (pm->s.pm_flags & PMF_TIME_TELEPORT)
	{	// teleport pause stays exactly in place
	}
	else if (pm->s.pm_flags & PMF_TIME_WATERJUMP)
	{	// waterjump has no control, but falls
		pml.velocity[2] -= pm->s.gravity * pml.frametime;
		if (pml.velocity[2] < 0)
		{	// cancel as soon as we are falling down again
			pm->s.pm_flags &= ~(PMF_TIME_WATERJUMP | PMF_TIME_LAND | PMF_TIME_TELEPORT);
			pm->s.pm_time = 0;
		}

		PM_StepSlideMove ();
	}
	else
	{
		PM_CheckJump ();

		PM_Friction ();

		if (pm->waterlevel >= 2)
			PM_WaterMove ();
		else
			PM_AirMove ();
	}

	// set groundEntity, watertype, and waterlevel for final spot
	PM_CatagorizePosition ();

	PM_SnapPosition ();
}

