/*
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 "bspfile.h"
#include "console.h"
#include "pmove.h"
#include "qwsvdef.h"
#include "server.h"
#include "world.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;
}
