quake2ts 0.0.289 → 0.0.291

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Files changed (44) hide show
  1. package/package.json +1 -1
  2. package/packages/client/dist/browser/index.global.js +11 -11
  3. package/packages/client/dist/browser/index.global.js.map +1 -1
  4. package/packages/client/dist/cjs/index.cjs +22 -12
  5. package/packages/client/dist/cjs/index.cjs.map +1 -1
  6. package/packages/client/dist/esm/index.js +22 -12
  7. package/packages/client/dist/esm/index.js.map +1 -1
  8. package/packages/client/dist/tsconfig.tsbuildinfo +1 -1
  9. package/packages/client/dist/types/net/connection.d.ts +1 -0
  10. package/packages/client/dist/types/net/connection.d.ts.map +1 -1
  11. package/packages/engine/dist/browser/index.global.js +16 -16
  12. package/packages/engine/dist/browser/index.global.js.map +1 -1
  13. package/packages/engine/dist/cjs/index.cjs +33 -35
  14. package/packages/engine/dist/cjs/index.cjs.map +1 -1
  15. package/packages/engine/dist/esm/index.js +33 -35
  16. package/packages/engine/dist/esm/index.js.map +1 -1
  17. package/packages/engine/dist/tsconfig.tsbuildinfo +1 -1
  18. package/packages/engine/dist/types/audio/constants.d.ts +1 -23
  19. package/packages/engine/dist/types/audio/constants.d.ts.map +1 -1
  20. package/packages/game/dist/browser/index.global.js +3 -3
  21. package/packages/game/dist/browser/index.global.js.map +1 -1
  22. package/packages/game/dist/cjs/index.cjs +65 -19
  23. package/packages/game/dist/cjs/index.cjs.map +1 -1
  24. package/packages/game/dist/esm/index.js +65 -19
  25. package/packages/game/dist/esm/index.js.map +1 -1
  26. package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
  27. package/packages/game/dist/types/entities/monsters/actor.d.ts.map +1 -1
  28. package/packages/game/dist/types/entities/monsters/arachnid.d.ts.map +1 -1
  29. package/packages/game/dist/types/entities/system.d.ts +1 -0
  30. package/packages/game/dist/types/entities/system.d.ts.map +1 -1
  31. package/packages/game/dist/types/index.d.ts +2 -0
  32. package/packages/game/dist/types/index.d.ts.map +1 -1
  33. package/packages/shared/dist/browser/index.global.js +1 -1
  34. package/packages/shared/dist/browser/index.global.js.map +1 -1
  35. package/packages/shared/dist/cjs/index.cjs +53 -0
  36. package/packages/shared/dist/cjs/index.cjs.map +1 -1
  37. package/packages/shared/dist/esm/index.js +42 -0
  38. package/packages/shared/dist/esm/index.js.map +1 -1
  39. package/packages/shared/dist/tsconfig.tsbuildinfo +1 -1
  40. package/packages/shared/dist/types/audio/constants.d.ts +24 -0
  41. package/packages/shared/dist/types/audio/constants.d.ts.map +1 -0
  42. package/packages/shared/dist/types/index.d.ts +1 -0
  43. package/packages/shared/dist/types/index.d.ts.map +1 -1
  44. package/packages/tools/dist/tsconfig.tsbuildinfo +1 -1
@@ -1 +1 @@
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- {"version":3,"sources":["../../src/index.ts","../../src/math/vec3.ts","../../src/math/angles.ts","../../src/math/anorms.ts","../../src/math/color.ts","../../src/math/random.ts","../../src/math/mat4.ts","../../src/bsp/contents.ts","../../src/bsp/spatial.ts","../../src/bsp/collision.ts","../../src/protocol/cvar.ts","../../src/protocol/configstrings.ts","../../src/replay/index.ts","../../src/replay/io.ts","../../src/protocol/contracts.ts","../../src/pmove/constants.ts","../../src/pmove/pmove.ts","../../src/pmove/slide.ts","../../src/pmove/stuck.ts","../../src/pmove/currents.ts","../../src/pmove/fly.ts","../../src/pmove/water.ts","../../src/pmove/jump.ts","../../src/pmove/dimensions.ts","../../src/pmove/duck.ts","../../src/pmove/categorize.ts","../../src/pmove/move.ts","../../src/pmove/special.ts","../../src/pmove/snap.ts","../../src/pmove/view.ts","../../src/protocol/usercmd.ts","../../src/protocol/ops.ts","../../src/protocol/tempEntity.ts","../../src/protocol/constants.ts","../../src/protocol/layout.ts","../../src/protocol/bitpack.ts","../../src/items/powerups.ts","../../src/protocol/stats.ts","../../src/protocol/writeUserCmd.ts","../../src/protocol/renderFx.ts","../../src/protocol/crc.ts","../../src/protocol/entityFlags.ts","../../src/pmove/apply.ts","../../src/io/binaryStream.ts","../../src/io/binaryWriter.ts","../../src/io/messageBuilder.ts","../../src/net/netchan.ts","../../src/items/weapons.ts","../../src/items/ammo.ts","../../src/items/weaponInfo.ts"],"sourcesContent":["export * from './math/vec3.js';\nexport * from './math/angles.js';\nexport * from './math/anorms.js';\nexport * from './math/color.js';\nexport * from './math/random.js';\nexport * from './math/mat4.js';\nexport * from './bsp/contents.js';\nexport * from './bsp/collision.js';\nexport * from './protocol/cvar.js';\nexport * from './protocol/configstrings.js';\nexport * as Replay from './replay/index.js';\nexport * from './protocol/contracts.js';\nexport * from './pmove/types.js';\nexport * from './pmove/constants.js';\nexport * from './pmove/pmove.js';\nexport * from './pmove/slide.js';\nexport * from './pmove/stuck.js';\nexport * from './pmove/currents.js';\nexport * from './pmove/fly.js';\nexport * from './pmove/water.js';\nexport * from './pmove/jump.js';\nexport * from './pmove/dimensions.js';\nexport * from './pmove/duck.js';\nexport * from './pmove/categorize.js';\nexport * from './pmove/move.js';\nexport * from './pmove/special.js';\nexport * from './pmove/snap.js';\nexport * from './pmove/view.js';\nexport * from './protocol/index.js';\nexport * from './protocol/entityState.js';\nexport * as EntityFlags from './protocol/entityFlags.js';\nexport * from './pmove/apply.js';\nexport * from './io/index.js';\nexport * from './net/index.js';\nexport * from './items/index.js';\n","export interface Vec3 {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly [index: number]: number;\n}\n\nexport const ZERO_VEC3: Vec3 = { x: 0, y: 0, z: 0 };\n\n// Matches STOP_EPSILON from rerelease q_vec3.h\nexport const STOP_EPSILON = 0.1;\n\nconst DEG_TO_RAD = Math.PI / 180;\n\nexport interface Bounds3 {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n}\n\nexport type Mat3Row = readonly [number, number, number];\nexport type Mat3 = readonly [Mat3Row, Mat3Row, Mat3Row];\n\nexport function copyVec3(a: Vec3): Vec3 {\n return { x: a.x, y: a.y, z: a.z };\n}\n\nexport function addVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };\n}\n\nexport function subtractVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };\n}\n\nexport function multiplyVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x * b.x, y: a.y * b.y, z: a.z * b.z };\n}\n\nexport function scaleVec3(a: Vec3, scalar: number): Vec3 {\n return { x: a.x * scalar, y: a.y * scalar, z: a.z * scalar };\n}\n\nexport function negateVec3(a: Vec3): Vec3 {\n return scaleVec3(a, -1);\n}\n\nexport function dotVec3(a: Vec3, b: Vec3): number {\n return a.x * b.x + a.y * b.y + a.z * b.z;\n}\n\nexport function crossVec3(a: Vec3, b: Vec3): Vec3 {\n return {\n x: a.y * b.z - a.z * b.y,\n y: a.z * b.x - a.x * b.z,\n z: a.x * b.y - a.y * b.x,\n };\n}\n\nexport function lengthSquaredVec3(a: Vec3): number {\n return dotVec3(a, a);\n}\n\nexport function lengthVec3(a: Vec3): number {\n return Math.sqrt(lengthSquaredVec3(a));\n}\n\nexport function distance(a: Vec3, b: Vec3): number {\n return lengthVec3(subtractVec3(a, b));\n}\n\nexport function vec3Equals(a: Vec3, b: Vec3): boolean {\n return a.x === b.x && a.y === b.y && a.z === b.z;\n}\n\n/**\n * Returns the normalized vector. If the vector is zero-length, the\n * input is returned to mirror the rerelease q_vec3 semantics.\n */\nexport function normalizeVec3(a: Vec3): Vec3 {\n const len = lengthVec3(a);\n return len === 0 ? a : scaleVec3(a, 1 / len);\n}\n\n/**\n * Projects a point onto a plane defined by the given normal.\n * Based on ProjectPointOnPlane in the rerelease q_vec3 helpers.\n */\nexport function projectPointOnPlane(point: Vec3, normal: Vec3): Vec3 {\n const invDenom = 1 / dotVec3(normal, normal);\n const d = dotVec3(normal, point) * invDenom;\n return subtractVec3(point, scaleVec3(normal, invDenom * d));\n}\n\n/**\n * Computes a perpendicular vector to the provided direction using the\n * smallest axial component heuristic used by the rerelease.\n * Assumes the input is normalized.\n */\nexport function perpendicularVec3(src: Vec3): Vec3 {\n let pos = 0;\n let minElement = Math.abs(src.x);\n\n if (Math.abs(src.y) < minElement) {\n pos = 1;\n minElement = Math.abs(src.y);\n }\n\n if (Math.abs(src.z) < minElement) {\n pos = 2;\n }\n\n const axis = pos === 0 ? { x: 1, y: 0, z: 0 } : pos === 1 ? { x: 0, y: 1, z: 0 } : { x: 0, y: 0, z: 1 };\n return normalizeVec3(projectPointOnPlane(axis, src));\n}\n\nexport function closestPointToBox(point: Vec3, mins: Vec3, maxs: Vec3): Vec3 {\n return {\n x: point.x < mins.x ? mins.x : point.x > maxs.x ? maxs.x : point.x,\n y: point.y < mins.y ? mins.y : point.y > maxs.y ? maxs.y : point.y,\n z: point.z < mins.z ? mins.z : point.z > maxs.z ? maxs.z : point.z,\n };\n}\n\nexport function distanceBetweenBoxesSquared(aMins: Vec3, aMaxs: Vec3, bMins: Vec3, bMaxs: Vec3): number {\n let lengthSq = 0;\n\n if (aMaxs.x < bMins.x) {\n const d = aMaxs.x - bMins.x;\n lengthSq += d * d;\n } else if (aMins.x > bMaxs.x) {\n const d = aMins.x - bMaxs.x;\n lengthSq += d * d;\n }\n\n if (aMaxs.y < bMins.y) {\n const d = aMaxs.y - bMins.y;\n lengthSq += d * d;\n } else if (aMins.y > bMaxs.y) {\n const d = aMins.y - bMaxs.y;\n lengthSq += d * d;\n }\n\n if (aMaxs.z < bMins.z) {\n const d = aMaxs.z - bMins.z;\n lengthSq += d * d;\n } else if (aMins.z > bMaxs.z) {\n const d = aMins.z - bMaxs.z;\n lengthSq += d * d;\n }\n\n return lengthSq;\n}\n\nexport function createEmptyBounds3(): Bounds3 {\n return {\n mins: { x: Number.POSITIVE_INFINITY, y: Number.POSITIVE_INFINITY, z: Number.POSITIVE_INFINITY },\n maxs: { x: Number.NEGATIVE_INFINITY, y: Number.NEGATIVE_INFINITY, z: Number.NEGATIVE_INFINITY },\n };\n}\n\nexport function addPointToBounds(point: Vec3, bounds: Bounds3): Bounds3 {\n return {\n mins: {\n x: Math.min(bounds.mins.x, point.x),\n y: Math.min(bounds.mins.y, point.y),\n z: Math.min(bounds.mins.z, point.z),\n },\n maxs: {\n x: Math.max(bounds.maxs.x, point.x),\n y: Math.max(bounds.maxs.y, point.y),\n z: Math.max(bounds.maxs.z, point.z),\n },\n };\n}\n\nexport function boxesIntersect(a: Bounds3, b: Bounds3): boolean {\n return (\n a.mins.x <= b.maxs.x &&\n a.maxs.x >= b.mins.x &&\n a.mins.y <= b.maxs.y &&\n a.maxs.y >= b.mins.y &&\n a.mins.z <= b.maxs.z &&\n a.maxs.z >= b.mins.z\n );\n}\n\n/**\n * Mirrors PM_ClipVelocity from `rerelease/p_move.cpp`: slide the incoming velocity off\n * a plane normal, applying an overbounce scale and zeroing tiny components so callers can\n * detect blocked axes using STOP_EPSILON.\n */\nexport function clipVelocityVec3(inVel: Vec3, normal: Vec3, overbounce: number): Vec3 {\n const backoff = dotVec3(inVel, normal) * overbounce;\n\n let outX = inVel.x - normal.x * backoff;\n let outY = inVel.y - normal.y * backoff;\n let outZ = inVel.z - normal.z * backoff;\n\n if (outX > -STOP_EPSILON && outX < STOP_EPSILON) {\n outX = 0;\n }\n\n if (outY > -STOP_EPSILON && outY < STOP_EPSILON) {\n outY = 0;\n }\n\n if (outZ > -STOP_EPSILON && outZ < STOP_EPSILON) {\n outZ = 0;\n }\n\n return { x: outX, y: outY, z: outZ };\n}\n\n/**\n * Slide a velocity across one or more clip planes using the same plane set resolution logic\n * seen in the inner loop of `PM_StepSlideMove_Generic` (rerelease `p_move.cpp`). When a single\n * plane is provided this devolves to PM_ClipVelocity; with two planes it projects onto the\n * crease defined by their cross product; with more planes it zeroes the velocity to avoid\n * oscillations.\n */\nexport function clipVelocityAgainstPlanes(\n velocity: Vec3,\n planes: readonly Vec3[],\n overbounce: number,\n primalVelocity?: Vec3,\n): Vec3 {\n if (planes.length === 0) {\n return velocity;\n }\n\n let working = velocity;\n\n for (let i = 0; i < planes.length; i++) {\n working = clipVelocityVec3(working, planes[i], overbounce);\n\n let j = 0;\n for (; j < planes.length; j++) {\n if (j === i) {\n continue;\n }\n\n if (dotVec3(working, planes[j]) < 0) {\n break;\n }\n }\n\n if (j === planes.length) {\n if (primalVelocity && dotVec3(working, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return working;\n }\n }\n\n if (planes.length === 2) {\n const dir = crossVec3(planes[0], planes[1]);\n const d = dotVec3(dir, velocity);\n const creaseVelocity = scaleVec3(dir, d);\n\n if (primalVelocity && dotVec3(creaseVelocity, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return creaseVelocity;\n }\n\n if (primalVelocity && dotVec3(working, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return ZERO_VEC3;\n}\n\n/**\n * Alias retained for ergonomics; mirrors PM_ClipVelocity semantics.\n */\nexport function slideClipVelocityVec3(inVel: Vec3, normal: Vec3, overbounce: number): Vec3 {\n return clipVelocityVec3(inVel, normal, overbounce);\n}\n\n/**\n * Project an offset from a point in forward/right(/up) space into world space.\n * Mirrors G_ProjectSource and G_ProjectSource2 in rerelease q_vec3.\n */\nexport function projectSourceVec3(point: Vec3, distance: Vec3, forward: Vec3, right: Vec3): Vec3 {\n return {\n x: point.x + forward.x * distance.x + right.x * distance.y,\n y: point.y + forward.y * distance.x + right.y * distance.y,\n z: point.z + forward.z * distance.x + right.z * distance.y + distance.z,\n };\n}\n\nexport function projectSourceVec3WithUp(point: Vec3, distance: Vec3, forward: Vec3, right: Vec3, up: Vec3): Vec3 {\n return {\n x: point.x + forward.x * distance.x + right.x * distance.y + up.x * distance.z,\n y: point.y + forward.y * distance.x + right.y * distance.y + up.y * distance.z,\n z: point.z + forward.z * distance.x + right.z * distance.y + up.z * distance.z,\n };\n}\n\n/**\n * Spherical linear interpolation between two vectors, mirroring q_vec3::slerp.\n * This is intended for direction vectors; callers should pre-normalize if needed.\n */\nexport function slerpVec3(from: Vec3, to: Vec3, t: number): Vec3 {\n const dot = dotVec3(from, to);\n let aFactor: number;\n let bFactor: number;\n\n if (Math.abs(dot) > 0.9995) {\n aFactor = 1 - t;\n bFactor = t;\n } else {\n const ang = Math.acos(dot);\n const sinOmega = Math.sin(ang);\n const sinAOmega = Math.sin((1 - t) * ang);\n const sinBOmega = Math.sin(t * ang);\n aFactor = sinAOmega / sinOmega;\n bFactor = sinBOmega / sinOmega;\n }\n\n return {\n x: from.x * aFactor + to.x * bFactor,\n y: from.y * aFactor + to.y * bFactor,\n z: from.z * aFactor + to.z * bFactor,\n };\n}\n\nexport function concatRotationMatrices(a: Mat3, b: Mat3): Mat3 {\n const row = (rowIndex: number): Mat3Row => [\n a[rowIndex][0] * b[0][0] + a[rowIndex][1] * b[1][0] + a[rowIndex][2] * b[2][0],\n a[rowIndex][0] * b[0][1] + a[rowIndex][1] * b[1][1] + a[rowIndex][2] * b[2][1],\n a[rowIndex][0] * b[0][2] + a[rowIndex][1] * b[1][2] + a[rowIndex][2] * b[2][2],\n ];\n\n const result = [row(0), row(1), row(2)] as Mat3;\n return result;\n}\n\nexport function rotatePointAroundVector(dir: Vec3, point: Vec3, degrees: number): Vec3 {\n const axisLength = lengthVec3(dir);\n if (axisLength === 0) {\n return point;\n }\n\n const vf = normalizeVec3(dir);\n const vr = perpendicularVec3(vf);\n const vup = crossVec3(vr, vf);\n\n const m: Mat3 = [\n [vr.x, vup.x, vf.x],\n [vr.y, vup.y, vf.y],\n [vr.z, vup.z, vf.z],\n ];\n\n const im: Mat3 = [\n [m[0][0], m[1][0], m[2][0]],\n [m[0][1], m[1][1], m[2][1]],\n [m[0][2], m[1][2], m[2][2]],\n ];\n\n const radians = degrees * DEG_TO_RAD;\n const cos = Math.cos(radians);\n const sin = Math.sin(radians);\n const zrot: Mat3 = [\n [cos, sin, 0],\n [-sin, cos, 0],\n [0, 0, 1],\n ];\n\n const rot = concatRotationMatrices(concatRotationMatrices(m, zrot), im);\n\n return {\n x: rot[0][0] * point.x + rot[0][1] * point.y + rot[0][2] * point.z,\n y: rot[1][0] * point.x + rot[1][1] * point.y + rot[1][2] * point.z,\n z: rot[2][0] * point.x + rot[2][1] * point.y + rot[2][2] * point.z,\n };\n}\n","import { Vec3 } from './vec3.js';\n\nexport const PITCH = 0;\nexport const YAW = 1;\nexport const ROLL = 2;\n\nconst DEG2RAD_FACTOR = Math.PI / 180;\nconst RAD2DEG_FACTOR = 180 / Math.PI;\n\n// Export constants for direct use in matrix operations\nexport const DEG2RAD = DEG2RAD_FACTOR;\nexport const RAD2DEG = RAD2DEG_FACTOR;\n\nfunction axisComponent(vec: Vec3, axis: number): number {\n switch (axis) {\n case PITCH:\n return vec.x;\n case YAW:\n return vec.y;\n case ROLL:\n default:\n return vec.z;\n }\n}\n\nexport interface AngleVectorsResult {\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly up: Vec3;\n}\n\nexport function degToRad(degrees: number): number {\n return degrees * DEG2RAD_FACTOR;\n}\n\nexport function radToDeg(radians: number): number {\n return radians * RAD2DEG_FACTOR;\n}\n\nexport function lerpAngle(from: number, to: number, frac: number): number {\n let target = to;\n\n if (target - from > 180) {\n target -= 360;\n } else if (target - from < -180) {\n target += 360;\n }\n\n return from + frac * (target - from);\n}\n\nexport function angleMod(angle: number): number {\n const value = angle % 360;\n return value < 0 ? 360 + value : value;\n}\n\nexport function angleVectors(angles: Vec3): AngleVectorsResult {\n const yaw = degToRad(axisComponent(angles, YAW));\n const pitch = degToRad(axisComponent(angles, PITCH));\n const roll = degToRad(axisComponent(angles, ROLL));\n\n const sy = Math.sin(yaw);\n const cy = Math.cos(yaw);\n const sp = Math.sin(pitch);\n const cp = Math.cos(pitch);\n const sr = Math.sin(roll);\n const cr = Math.cos(roll);\n\n const forward: Vec3 = {\n x: cp * cy,\n y: cp * sy,\n z: -sp,\n };\n\n const right: Vec3 = {\n x: -sr * sp * cy - cr * -sy,\n y: -sr * sp * sy - cr * cy,\n z: -sr * cp,\n };\n\n const up: Vec3 = {\n x: cr * sp * cy - sr * -sy,\n y: cr * sp * sy - sr * cy,\n z: cr * cp,\n };\n\n return { forward, right, up };\n}\n\nexport function vectorToYaw(vec: Vec3): number {\n const pitch = axisComponent(vec, PITCH);\n const yawAxis = axisComponent(vec, YAW);\n\n if (pitch === 0) {\n if (yawAxis === 0) {\n return 0;\n }\n\n return yawAxis > 0 ? 90 : 270;\n }\n\n const yaw = radToDeg(Math.atan2(yawAxis, pitch));\n return yaw < 0 ? yaw + 360 : yaw;\n}\n\nexport function vectorToAngles(vec: Vec3): Vec3 {\n const x = vec.x;\n const y = vec.y;\n const z = vec.z;\n\n if (y === 0 && x === 0) {\n return { x: z > 0 ? -90 : -270, y: 0, z: 0 };\n }\n\n let yaw: number;\n if (x) {\n yaw = radToDeg(Math.atan2(y, x));\n } else if (y > 0) {\n yaw = 90;\n } else {\n yaw = 270;\n }\n\n if (yaw < 0) {\n yaw += 360;\n }\n\n const forward = Math.sqrt(x * x + y * y);\n let pitch = radToDeg(Math.atan2(z, forward));\n if (pitch < 0) {\n pitch += 360;\n }\n\n return { x: -pitch, y: yaw, z: 0 };\n}\n","// Extracted from full/client/anorms.h\nexport const ANORMS: [number, number, number][] = [\n [-0.525731, 0.000000, 0.850651],\n [-0.442863, 0.238856, 0.864188],\n [-0.295242, 0.000000, 0.955423],\n [-0.309017, 0.500000, 0.809017],\n [-0.162460, 0.262866, 0.951056],\n [0.000000, 0.000000, 1.000000],\n [0.000000, 0.850651, 0.525731],\n [-0.147621, 0.716567, 0.681718],\n [0.147621, 0.716567, 0.681718],\n [0.000000, 0.525731, 0.850651],\n [0.309017, 0.500000, 0.809017],\n [0.525731, 0.000000, 0.850651],\n [0.295242, 0.000000, 0.955423],\n [0.442863, 0.238856, 0.864188],\n [0.162460, 0.262866, 0.951056],\n [-0.681718, 0.147621, 0.716567],\n [-0.809017, 0.309017, 0.500000],\n [-0.587785, 0.425325, 0.688191],\n [-0.850651, 0.525731, 0.000000],\n [-0.864188, 0.442863, 0.238856],\n [-0.716567, 0.681718, 0.147621],\n [-0.688191, 0.587785, 0.425325],\n [-0.500000, 0.809017, 0.309017],\n [-0.238856, 0.864188, 0.442863],\n [-0.425325, 0.688191, 0.587785],\n [-0.716567, 0.681718, -0.147621],\n [-0.500000, 0.809017, -0.309017],\n [-0.525731, 0.850651, 0.000000],\n [0.000000, 0.850651, -0.525731],\n [-0.238856, 0.864188, -0.442863],\n [0.000000, 0.955423, -0.295242],\n [-0.262866, 0.951056, -0.162460],\n [0.000000, 1.000000, 0.000000],\n [0.000000, 0.955423, 0.295242],\n [-0.262866, 0.951056, 0.162460],\n [0.238856, 0.864188, 0.442863],\n [0.262866, 0.951056, 0.162460],\n [0.500000, 0.809017, 0.309017],\n [0.238856, 0.864188, -0.442863],\n [0.262866, 0.951056, -0.162460],\n [0.500000, 0.809017, -0.309017],\n [0.850651, 0.525731, 0.000000],\n [0.716567, 0.681718, 0.147621],\n [0.716567, 0.681718, -0.147621],\n [0.525731, 0.850651, 0.000000],\n [0.425325, 0.688191, 0.587785],\n [0.864188, 0.442863, 0.238856],\n [0.688191, 0.587785, 0.425325],\n [0.809017, 0.309017, 0.500000],\n [0.681718, 0.147621, 0.716567],\n [0.587785, 0.425325, 0.688191],\n [0.955423, 0.295242, 0.000000],\n [1.000000, 0.000000, 0.000000],\n [0.951056, 0.162460, 0.262866],\n [0.850651, -0.525731, 0.000000],\n [0.955423, -0.295242, 0.000000],\n [0.864188, -0.442863, 0.238856],\n [0.951056, -0.162460, 0.262866],\n [0.809017, -0.309017, 0.500000],\n [0.681718, -0.147621, 0.716567],\n [0.850651, 0.000000, 0.525731],\n [0.864188, 0.442863, -0.238856],\n [0.809017, 0.309017, -0.500000],\n [0.951056, 0.162460, -0.262866],\n [0.525731, 0.000000, -0.850651],\n [0.681718, 0.147621, -0.716567],\n [0.681718, -0.147621, -0.716567],\n [0.850651, 0.000000, -0.525731],\n [0.809017, -0.309017, -0.500000],\n [0.864188, -0.442863, -0.238856],\n [0.951056, -0.162460, -0.262866],\n [0.147621, 0.716567, -0.681718],\n [0.309017, 0.500000, -0.809017],\n [0.425325, 0.688191, -0.587785],\n [0.442863, 0.238856, -0.864188],\n [0.587785, 0.425325, -0.688191],\n [0.688191, 0.587785, -0.425325],\n [-0.147621, 0.716567, -0.681718],\n [-0.309017, 0.500000, -0.809017],\n [0.000000, 0.525731, -0.850651],\n [-0.525731, 0.000000, -0.850651],\n [-0.442863, 0.238856, -0.864188],\n [-0.295242, 0.000000, -0.955423],\n [-0.162460, 0.262866, -0.951056],\n [0.000000, 0.000000, -1.000000],\n [0.295242, 0.000000, -0.955423],\n [0.162460, 0.262866, -0.951056],\n [-0.442863, -0.238856, -0.864188],\n [-0.309017, -0.500000, -0.809017],\n [-0.162460, -0.262866, -0.951056],\n [0.000000, -0.850651, -0.525731],\n [-0.147621, -0.716567, -0.681718],\n [0.147621, -0.716567, -0.681718],\n [0.000000, -0.525731, -0.850651],\n [0.309017, -0.500000, -0.809017],\n [0.442863, -0.238856, -0.864188],\n [0.162460, -0.262866, -0.951056],\n [0.238856, -0.864188, -0.442863],\n [0.500000, -0.809017, -0.309017],\n [0.425325, -0.688191, -0.587785],\n [0.716567, -0.681718, -0.147621],\n [0.688191, -0.587785, -0.425325],\n [0.587785, -0.425325, -0.688191],\n [0.000000, -0.955423, -0.295242],\n [0.000000, -1.000000, 0.000000],\n [0.262866, -0.951056, -0.162460],\n [0.000000, -0.850651, 0.525731],\n [0.000000, -0.955423, 0.295242],\n [0.238856, -0.864188, 0.442863],\n [0.262866, -0.951056, 0.162460],\n [0.500000, -0.809017, 0.309017],\n [0.716567, -0.681718, 0.147621],\n [0.525731, -0.850651, 0.000000],\n [-0.238856, -0.864188, -0.442863],\n [-0.500000, -0.809017, -0.309017],\n [-0.262866, -0.951056, -0.162460],\n [-0.850651, -0.525731, 0.000000],\n [-0.716567, -0.681718, -0.147621],\n [-0.716567, -0.681718, 0.147621],\n [-0.525731, -0.850651, 0.000000],\n [-0.500000, -0.809017, 0.309017],\n [-0.238856, -0.864188, 0.442863],\n [-0.262866, -0.951056, 0.162460],\n [-0.864188, -0.442863, 0.238856],\n [-0.809017, -0.309017, 0.500000],\n [-0.688191, -0.587785, 0.425325],\n [-0.681718, -0.147621, 0.716567],\n [-0.442863, -0.238856, 0.864188],\n [-0.587785, -0.425325, 0.688191],\n [-0.309017, -0.500000, 0.809017],\n [-0.147621, -0.716567, 0.681718],\n [-0.425325, -0.688191, 0.587785],\n [-0.162460, -0.262866, 0.951056],\n [0.442863, -0.238856, 0.864188],\n [0.162460, -0.262866, 0.951056],\n [0.309017, -0.500000, 0.809017],\n [0.147621, -0.716567, 0.681718],\n [0.000000, -0.525731, 0.850651],\n [0.425325, -0.688191, 0.587785],\n [0.587785, -0.425325, 0.688191],\n [0.688191, -0.587785, 0.425325],\n [-0.955423, 0.295242, 0.000000],\n [-0.951056, 0.162460, 0.262866],\n [-1.000000, 0.000000, 0.000000],\n [-0.850651, 0.000000, 0.525731],\n [-0.955423, -0.295242, 0.000000],\n [-0.951056, -0.162460, 0.262866],\n [-0.864188, 0.442863, -0.238856],\n [-0.951056, 0.162460, -0.262866],\n [-0.809017, 0.309017, -0.500000],\n [-0.864188, -0.442863, -0.238856],\n [-0.951056, -0.162460, -0.262866],\n [-0.809017, -0.309017, -0.500000],\n [-0.681718, 0.147621, -0.716567],\n [-0.681718, -0.147621, -0.716567],\n [-0.850651, 0.000000, -0.525731],\n [-0.688191, 0.587785, -0.425325],\n [-0.587785, 0.425325, -0.688191],\n [-0.425325, 0.688191, -0.587785],\n [-0.425325, -0.688191, -0.587785],\n [-0.587785, -0.425325, -0.688191],\n [-0.688191, -0.587785, -0.425325]\n];\n","export type Color4 = [number, number, number, number];\n\n/**\n * TypeScript port of G_AddBlend from rerelease q_std.h.\n *\n * Given an incoming RGBA color and an existing blend color, computes the new\n * blended color where alpha is accumulated and RGB is mixed proportionally\n * to the previous vs. new alpha contribution.\n *\n * This function is pure and does not mutate its inputs.\n */\nexport function addBlendColor(\n r: number,\n g: number,\n b: number,\n a: number,\n current: Color4,\n): Color4 {\n if (a <= 0) {\n return current;\n }\n\n const oldR = current[0];\n const oldG = current[1];\n const oldB = current[2];\n const oldA = current[3];\n\n const a2 = oldA + (1 - oldA) * a;\n\n if (a2 <= 0) {\n return [0, 0, 0, 0];\n }\n\n const a3 = oldA / a2;\n\n const newR = oldR * a3 + r * (1 - a3);\n const newG = oldG * a3 + g * (1 - a3);\n const newB = oldB * a3 + b * (1 - a3);\n\n return [newR, newG, newB, a2];\n}\n\n","const STATE_SIZE = 624;\nconst MIDDLE_WORD = 397;\nconst MATRIX_A = 0x9908b0df;\nconst UPPER_MASK = 0x80000000;\nconst LOWER_MASK = 0x7fffffff;\nconst TWO_POW_32 = 0x100000000;\n\nexport interface MersenneTwisterState {\n readonly index: number;\n readonly state: readonly number[];\n}\n\n/**\n * Minimal MT19937 implementation mirroring the rerelease's std::mt19937 usage in g_local.h.\n * The generator outputs deterministic unsigned 32-bit integers which drive the\n * higher-level helpers such as frandom/crandom/irandom.\n */\nexport class MersenneTwister19937 {\n private state = new Uint32Array(STATE_SIZE);\n private index = STATE_SIZE;\n\n constructor(seed = 5489) {\n this.seed(seed);\n }\n\n seed(seed: number): void {\n this.state[0] = seed >>> 0;\n for (let i = 1; i < STATE_SIZE; i++) {\n const prev = this.state[i - 1] ^ (this.state[i - 1] >>> 30);\n const next = Math.imul(prev >>> 0, 1812433253) + i;\n this.state[i] = next >>> 0;\n }\n this.index = STATE_SIZE;\n }\n\n nextUint32(): number {\n if (this.index >= STATE_SIZE) {\n this.twist();\n }\n\n let y = this.state[this.index++];\n y ^= y >>> 11;\n y ^= (y << 7) & 0x9d2c5680;\n y ^= (y << 15) & 0xefc60000;\n y ^= y >>> 18;\n return y >>> 0;\n }\n\n private twist(): void {\n for (let i = 0; i < STATE_SIZE; i++) {\n const y = (this.state[i] & UPPER_MASK) | (this.state[(i + 1) % STATE_SIZE] & LOWER_MASK);\n let next = this.state[(i + MIDDLE_WORD) % STATE_SIZE] ^ (y >>> 1);\n if ((y & 1) !== 0) {\n next ^= MATRIX_A;\n }\n this.state[i] = next >>> 0;\n }\n this.index = 0;\n }\n\n getState(): MersenneTwisterState {\n return {\n index: this.index,\n state: Array.from(this.state),\n };\n }\n\n setState(snapshot: MersenneTwisterState): void {\n if (snapshot.state.length !== STATE_SIZE) {\n throw new Error(`Expected ${STATE_SIZE} MT state values, received ${snapshot.state.length}`);\n }\n\n this.index = snapshot.index;\n this.state = Uint32Array.from(snapshot.state, (value) => value >>> 0);\n }\n}\n\nexport interface RandomGeneratorOptions {\n readonly seed?: number;\n}\n\nexport interface RandomGeneratorState {\n readonly mt: MersenneTwisterState;\n}\n\n/**\n * Deterministic helper mirroring the random helpers defined in rerelease g_local.h.\n */\nexport class RandomGenerator {\n private readonly mt: MersenneTwister19937;\n\n constructor(options: RandomGeneratorOptions = {}) {\n this.mt = new MersenneTwister19937(options.seed);\n }\n\n seed(seed: number): void {\n this.mt.seed(seed);\n }\n\n /** Uniform float in [0, 1). */\n frandom(): number {\n return this.mt.nextUint32() / TWO_POW_32;\n }\n\n /** Uniform float in [min, max). */\n frandomRange(minInclusive: number, maxExclusive: number): number {\n return minInclusive + (maxExclusive - minInclusive) * this.frandom();\n }\n\n /** Uniform float in [0, max). */\n frandomMax(maxExclusive: number): number {\n return this.frandomRange(0, maxExclusive);\n }\n\n /** Uniform float in [-1, 1). */\n crandom(): number {\n return this.frandomRange(-1, 1);\n }\n\n /** Uniform float in (-1, 1). */\n crandomOpen(): number {\n const epsilon = Number.EPSILON;\n return this.frandomRange(-1 + epsilon, 1);\n }\n\n /** Raw uint32 sample. */\n irandomUint32(): number {\n return this.mt.nextUint32();\n }\n\n /** Uniform integer in [min, max). */\n irandomRange(minInclusive: number, maxExclusive: number): number {\n if (maxExclusive - minInclusive <= 1) {\n return minInclusive;\n }\n\n const span = maxExclusive - minInclusive;\n const limit = TWO_POW_32 - (TWO_POW_32 % span);\n let sample: number;\n do {\n sample = this.mt.nextUint32();\n } while (sample >= limit);\n return minInclusive + (sample % span);\n }\n\n /** Uniform integer in [0, max). */\n irandom(maxExclusive: number): number {\n if (maxExclusive <= 0) {\n return 0;\n }\n return this.irandomRange(0, maxExclusive);\n }\n\n /** Uniform time in milliseconds [min, max). */\n randomTimeRange(minMs: number, maxMs: number): number {\n if (maxMs <= minMs) {\n return minMs;\n }\n return this.irandomRange(minMs, maxMs);\n }\n\n /** Uniform time in milliseconds [0, max). */\n randomTime(maxMs: number): number {\n return this.irandom(maxMs);\n }\n\n randomIndex<T extends { length: number }>(container: T): number {\n return this.irandom(container.length);\n }\n\n getState(): RandomGeneratorState {\n return { mt: this.mt.getState() };\n }\n\n setState(snapshot: RandomGeneratorState): void {\n this.mt.setState(snapshot.mt);\n }\n}\n\nexport function createRandomGenerator(options?: RandomGeneratorOptions): RandomGenerator {\n return new RandomGenerator(options);\n}\n","import { Vec3 } from './vec3.js';\n\nexport type Mat4 = Float32Array;\n\nexport function createMat4Identity(): Mat4 {\n return new Float32Array([\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1,\n ]);\n}\n\nexport function multiplyMat4(a: Float32Array, b: Float32Array): Mat4 {\n const out = new Float32Array(16);\n for (let row = 0; row < 4; row += 1) {\n for (let col = 0; col < 4; col += 1) {\n out[col * 4 + row] =\n a[0 * 4 + row] * b[col * 4 + 0] +\n a[1 * 4 + row] * b[col * 4 + 1] +\n a[2 * 4 + row] * b[col * 4 + 2] +\n a[3 * 4 + row] * b[col * 4 + 3];\n }\n }\n return out;\n}\n\nexport function transformPointMat4(mat: Float32Array, point: Vec3): Vec3 {\n const x = point.x;\n const y = point.y;\n const z = point.z;\n return {\n x: mat[0] * x + mat[4] * y + mat[8] * z + mat[12],\n y: mat[1] * x + mat[5] * y + mat[9] * z + mat[13],\n z: mat[2] * x + mat[6] * y + mat[10] * z + mat[14],\n };\n}\n\nexport function mat4FromBasis(origin: Vec3, axis: readonly [Vec3, Vec3, Vec3]): Mat4 {\n const out = createMat4Identity();\n out[0] = axis[0].x;\n out[1] = axis[0].y;\n out[2] = axis[0].z;\n\n out[4] = axis[1].x;\n out[5] = axis[1].y;\n out[6] = axis[1].z;\n\n out[8] = axis[2].x;\n out[9] = axis[2].y;\n out[10] = axis[2].z;\n\n out[12] = origin.x;\n out[13] = origin.y;\n out[14] = origin.z;\n\n return out;\n}\n","/**\n * Bitflag constants mirroring the Quake II rerelease `contents_t` and\n * `surfflags_t` enumerations from `game.h`. The helpers here operate purely on\n * numeric bitmasks so both the authoritative game simulation and the client can\n * share the same semantic checks.\n */\nexport type ContentsFlag = number;\nexport type SurfaceFlag = number;\n\nexport const CONTENTS_NONE: ContentsFlag = 0;\nexport const CONTENTS_SOLID: ContentsFlag = 1 << 0;\nexport const CONTENTS_WINDOW: ContentsFlag = 1 << 1;\nexport const CONTENTS_AUX: ContentsFlag = 1 << 2;\nexport const CONTENTS_LAVA: ContentsFlag = 1 << 3;\nexport const CONTENTS_SLIME: ContentsFlag = 1 << 4;\nexport const CONTENTS_WATER: ContentsFlag = 1 << 5;\nexport const CONTENTS_MIST: ContentsFlag = 1 << 6;\nexport const CONTENTS_TRIGGER: ContentsFlag = 0x40000000;\nexport const CONTENTS_NO_WATERJUMP: ContentsFlag = 1 << 13;\nexport const CONTENTS_PROJECTILECLIP: ContentsFlag = 1 << 14;\nexport const CONTENTS_AREAPORTAL: ContentsFlag = 1 << 15;\nexport const CONTENTS_PLAYERCLIP: ContentsFlag = 1 << 16;\nexport const CONTENTS_MONSTERCLIP: ContentsFlag = 1 << 17;\nexport const CONTENTS_CURRENT_0: ContentsFlag = 1 << 18;\nexport const CONTENTS_CURRENT_90: ContentsFlag = 1 << 19;\nexport const CONTENTS_CURRENT_180: ContentsFlag = 1 << 20;\nexport const CONTENTS_CURRENT_270: ContentsFlag = 1 << 21;\nexport const CONTENTS_CURRENT_UP: ContentsFlag = 1 << 22;\nexport const CONTENTS_CURRENT_DOWN: ContentsFlag = 1 << 23;\nexport const CONTENTS_ORIGIN: ContentsFlag = 1 << 24;\nexport const CONTENTS_MONSTER: ContentsFlag = 1 << 25;\nexport const CONTENTS_DEADMONSTER: ContentsFlag = 1 << 26;\nexport const CONTENTS_DETAIL: ContentsFlag = 1 << 27;\nexport const CONTENTS_TRANSLUCENT: ContentsFlag = 1 << 28;\nexport const CONTENTS_LADDER: ContentsFlag = 1 << 29;\nexport const CONTENTS_PLAYER: ContentsFlag = 1 << 30;\nexport const CONTENTS_PROJECTILE: ContentsFlag = 1 << 31;\n\nexport const LAST_VISIBLE_CONTENTS: ContentsFlag = CONTENTS_MIST;\n\nexport const SURF_NONE: SurfaceFlag = 0;\nexport const SURF_LIGHT: SurfaceFlag = 1 << 0;\nexport const SURF_SLICK: SurfaceFlag = 1 << 1;\nexport const SURF_SKY: SurfaceFlag = 1 << 2;\nexport const SURF_WARP: SurfaceFlag = 1 << 3;\nexport const SURF_TRANS33: SurfaceFlag = 1 << 4;\nexport const SURF_TRANS66: SurfaceFlag = 1 << 5;\nexport const SURF_FLOWING: SurfaceFlag = 1 << 6;\nexport const SURF_NODRAW: SurfaceFlag = 1 << 7;\nexport const SURF_ALPHATEST: SurfaceFlag = 1 << 25;\nexport const SURF_N64_UV: SurfaceFlag = 1 << 28;\nexport const SURF_N64_SCROLL_X: SurfaceFlag = 1 << 29;\nexport const SURF_N64_SCROLL_Y: SurfaceFlag = 1 << 30;\nexport const SURF_N64_SCROLL_FLIP: SurfaceFlag = 1 << 31;\n\nexport const MASK_ALL: ContentsFlag = 0xffffffff;\nexport const MASK_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_WINDOW;\nexport const MASK_PLAYERSOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_DEADSOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW;\nexport const MASK_MONSTERSOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_WATER: ContentsFlag = CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME;\nexport const MASK_OPAQUE: ContentsFlag = CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA;\nexport const MASK_SHOT: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_WINDOW | CONTENTS_DEADMONSTER;\nexport const MASK_CURRENT: ContentsFlag =\n CONTENTS_CURRENT_0 |\n CONTENTS_CURRENT_90 |\n CONTENTS_CURRENT_180 |\n CONTENTS_CURRENT_270 |\n CONTENTS_CURRENT_UP |\n CONTENTS_CURRENT_DOWN;\nexport const MASK_BLOCK_SIGHT: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_NAV_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW;\nexport const MASK_LADDER_NAV_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_WINDOW;\nexport const MASK_WALK_NAV_SOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTERCLIP;\nexport const MASK_PROJECTILE: ContentsFlag = MASK_SHOT | CONTENTS_PROJECTILECLIP;\n\nexport function hasAllContents(mask: ContentsFlag, flags: ContentsFlag): boolean {\n return (mask & flags) === flags;\n}\n\nexport function hasAnyContents(mask: ContentsFlag, flags: ContentsFlag): boolean {\n return (mask & flags) !== 0;\n}\n\nexport function addContents(mask: ContentsFlag, flags: ContentsFlag): ContentsFlag {\n return mask | flags;\n}\n\nexport function removeContents(mask: ContentsFlag, flags: ContentsFlag): ContentsFlag {\n return mask & ~flags;\n}\n\nexport function hasSurfaceFlags(surface: SurfaceFlag, flags: SurfaceFlag): boolean {\n return (surface & flags) === flags;\n}\n\nexport function combineSurfaceFlags(...flags: SurfaceFlag[]): SurfaceFlag {\n let mask = SURF_NONE;\n for (const flag of flags) {\n mask |= flag;\n }\n return mask;\n}\n","import type { Vec3 } from '../math/vec3.js';\n\nexport const AREA_DEPTH = 4;\nexport const WORLD_SIZE = 8192; // Standard Q2 world extent\n\nexport interface SpatialNode {\n axis: number; // 0=X, 1=Y, -1=Leaf\n dist: number;\n children: [SpatialNode, SpatialNode] | null;\n items: Set<number>;\n}\n\nexport function createSpatialTree(\n depth = 0,\n mins: Vec3 = { x: -WORLD_SIZE, y: -WORLD_SIZE, z: -WORLD_SIZE },\n maxs: Vec3 = { x: WORLD_SIZE, y: WORLD_SIZE, z: WORLD_SIZE }\n): SpatialNode {\n if (depth >= AREA_DEPTH) {\n return {\n axis: -1,\n dist: 0,\n children: null,\n items: new Set(),\n };\n }\n\n const axis = depth % 2; // Alternates X (0) and Y (1)\n const dist = 0.5 * (axis === 0 ? mins.x + maxs.x : mins.y + maxs.y);\n\n const mins1 = { ...mins };\n const maxs1 = { ...maxs };\n const mins2 = { ...mins };\n const maxs2 = { ...maxs };\n\n if (axis === 0) {\n maxs1.x = dist;\n mins2.x = dist;\n } else {\n maxs1.y = dist;\n mins2.y = dist;\n }\n\n const child1 = createSpatialTree(depth + 1, mins1, maxs1);\n const child2 = createSpatialTree(depth + 1, mins2, maxs2);\n\n return {\n axis,\n dist,\n children: [child1, child2],\n items: new Set(),\n };\n}\n\nexport function linkEntityToSpatialTree(\n node: SpatialNode,\n id: number,\n absmin: Vec3,\n absmax: Vec3\n): SpatialNode {\n let current = node;\n\n while (current.axis !== -1 && current.children) {\n const axis = current.axis;\n const dist = current.dist;\n\n const min = axis === 0 ? absmin.x : absmin.y;\n const max = axis === 0 ? absmax.x : absmax.y;\n\n if (min > dist) {\n current = current.children[1];\n } else if (max < dist) {\n current = current.children[0];\n } else {\n break; // Straddles the plane, resides in this node\n }\n }\n\n current.items.add(id);\n return current;\n}\n\nexport function querySpatialTree(\n node: SpatialNode,\n absmin: Vec3,\n absmax: Vec3,\n results: Set<number>\n): void {\n // Add all items in the current node (because if we are here, we overlap this node's space\n // and straddling items definitely overlap us or are at least in the parent region)\n // Actually, strictly speaking, items in this node straddle the split plane.\n // Since we are traversing down, we are within the node's volume.\n // The items in this node are those that couldn't be pushed further down.\n // So we must check them.\n\n // NOTE: This collects candidates. Precise collision check still needed.\n for (const id of node.items) {\n results.add(id);\n }\n\n if (node.axis === -1 || !node.children) {\n return;\n }\n\n const axis = node.axis;\n const dist = node.dist;\n\n const min = axis === 0 ? absmin.x : absmin.y;\n const max = axis === 0 ? absmax.x : absmax.y;\n\n if (max > dist) {\n querySpatialTree(node.children[1], absmin, absmax, results);\n }\n if (min < dist) {\n querySpatialTree(node.children[0], absmin, absmax, results);\n }\n}\n","import { CONTENTS_TRIGGER } from './contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { ZERO_VEC3, addVec3, scaleVec3, subtractVec3 } from '../math/vec3.js';\nimport { createSpatialTree, linkEntityToSpatialTree, querySpatialTree, SpatialNode } from './spatial.js';\n\nexport interface CollisionPlane {\n normal: Vec3;\n dist: number;\n type: number;\n signbits: number;\n}\n\nexport interface CollisionBrushSide {\n plane: CollisionPlane;\n surfaceFlags: number;\n}\n\nexport interface CollisionBrush {\n contents: number;\n sides: CollisionBrushSide[];\n checkcount?: number;\n}\n\nexport interface CollisionLeaf {\n contents: number;\n cluster: number;\n area: number;\n firstLeafBrush: number;\n numLeafBrushes: number;\n}\n\nexport interface CollisionNode {\n plane: CollisionPlane;\n children: [number, number];\n}\n\nexport interface CollisionBmodel {\n mins: Vec3;\n maxs: Vec3;\n origin: Vec3;\n headnode: number;\n}\n\nexport interface CollisionModel {\n planes: CollisionPlane[];\n nodes: CollisionNode[];\n leaves: CollisionLeaf[];\n brushes: CollisionBrush[];\n leafBrushes: number[];\n bmodels: CollisionBmodel[];\n visibility?: CollisionVisibility;\n}\n\nexport interface CollisionVisibilityCluster {\n pvs: Uint8Array;\n phs: Uint8Array;\n}\n\nexport interface CollisionVisibility {\n numClusters: number;\n clusters: readonly CollisionVisibilityCluster[];\n}\n\nexport interface CollisionLumpData {\n planes: Array<{ normal: Vec3; dist: number; type: number }>;\n nodes: Array<{ planenum: number; children: [number, number] }>;\n leaves: Array<{ contents: number; cluster: number; area: number; firstLeafBrush: number; numLeafBrushes: number }>;\n brushes: Array<{ firstSide: number; numSides: number; contents: number }>;\n brushSides: Array<{ planenum: number; surfaceFlags: number }>;\n leafBrushes: number[];\n bmodels: Array<{ mins: Vec3; maxs: Vec3; origin: Vec3; headnode: number }>;\n visibility?: CollisionVisibility;\n}\n\nexport interface TraceResult {\n fraction: number;\n plane: CollisionPlane | null;\n contents: number;\n surfaceFlags: number;\n startsolid: boolean;\n allsolid: boolean;\n}\n\nexport interface CollisionTraceResult {\n fraction: number;\n endpos: Vec3;\n plane: CollisionPlane | null;\n planeNormal?: Vec3;\n contents?: number;\n surfaceFlags?: number;\n startsolid: boolean;\n allsolid: boolean;\n}\n\nexport enum PlaneSide {\n FRONT = 1,\n BACK = 2,\n CROSS = 3,\n}\n\nexport interface TraceDebugInfo {\n nodesTraversed: number;\n leafsReached: number;\n brushesTested: number;\n}\n\nexport let traceDebugInfo: TraceDebugInfo | null = null;\n\nexport function enableTraceDebug(): void {\n traceDebugInfo = { nodesTraversed: 0, leafsReached: 0, brushesTested: 0 };\n // console.log('DEBUG: Trace debug enabled');\n}\n\nexport function disableTraceDebug(): void {\n traceDebugInfo = null;\n}\n\nexport const DIST_EPSILON = 0.03125;\n\nconst MAX_CHECKCOUNT = Number.MAX_SAFE_INTEGER - 1;\nlet globalBrushCheckCount = 1;\n\nexport function buildCollisionModel(lumps: CollisionLumpData): CollisionModel {\n const planes: CollisionPlane[] = lumps.planes.map((plane) => ({\n ...plane,\n signbits: computePlaneSignBits(plane.normal),\n }));\n\n const nodes: CollisionNode[] = lumps.nodes.map((node) => ({\n plane: planes[node.planenum],\n children: node.children,\n }));\n\n const brushes: CollisionBrush[] = lumps.brushes.map((brush) => {\n const sides = lumps.brushSides.slice(brush.firstSide, brush.firstSide + brush.numSides).map((side) => ({\n plane: planes[side.planenum],\n surfaceFlags: side.surfaceFlags,\n }));\n\n return {\n contents: brush.contents,\n sides,\n checkcount: 0,\n };\n });\n\n const leaves: CollisionLeaf[] = lumps.leaves.map((leaf) => ({\n contents: leaf.contents,\n cluster: leaf.cluster,\n area: leaf.area,\n firstLeafBrush: leaf.firstLeafBrush,\n numLeafBrushes: leaf.numLeafBrushes,\n }));\n\n const bmodels: CollisionBmodel[] = lumps.bmodels.map((model) => ({\n mins: model.mins,\n maxs: model.maxs,\n origin: model.origin,\n headnode: model.headnode,\n }));\n\n return {\n planes,\n nodes,\n leaves,\n brushes,\n leafBrushes: lumps.leafBrushes,\n bmodels,\n visibility: lumps.visibility,\n };\n}\n\nexport function computePlaneSignBits(normal: Vec3): number {\n let bits = 0;\n if (normal.x < 0) bits |= 1;\n if (normal.y < 0) bits |= 2;\n if (normal.z < 0) bits |= 4;\n return bits;\n}\n\nexport function planeDistanceToPoint(plane: CollisionPlane, point: Vec3): number {\n return plane.normal.x * point.x + plane.normal.y * point.y + plane.normal.z * point.z - plane.dist;\n}\n\nexport function pointOnPlaneSide(plane: CollisionPlane, point: Vec3, epsilon = 0): PlaneSide.FRONT | PlaneSide.BACK | PlaneSide.CROSS {\n const dist = planeDistanceToPoint(plane, point);\n if (dist > epsilon) {\n return PlaneSide.FRONT;\n }\n if (dist < -epsilon) {\n return PlaneSide.BACK;\n }\n return PlaneSide.CROSS;\n}\n\nexport function boxOnPlaneSide(mins: Vec3, maxs: Vec3, plane: CollisionPlane, epsilon = 0): PlaneSide {\n let dist1: number;\n let dist2: number;\n\n switch (plane.signbits) {\n case 0:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n break;\n case 1:\n dist1 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n break;\n case 2:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n break;\n case 3:\n dist1 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n break;\n case 4:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n break;\n case 5:\n dist1 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n break;\n case 6:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n break;\n default:\n dist1 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n break;\n }\n\n let sides = 0;\n if (dist1 - plane.dist >= -epsilon) sides = PlaneSide.FRONT;\n if (dist2 - plane.dist <= epsilon) sides |= PlaneSide.BACK;\n return sides as PlaneSide;\n}\n\nexport function pointInsideBrush(point: Vec3, brush: CollisionBrush, epsilon = DIST_EPSILON): boolean {\n for (const side of brush.sides) {\n const dist = planeDistanceToPoint(side.plane, point);\n if (dist > epsilon) {\n return false;\n }\n }\n return true;\n}\n\nexport interface BoxBrushTestResult {\n startsolid: boolean;\n allsolid: boolean;\n contents: number;\n}\n\nexport function testBoxInBrush(origin: Vec3, mins: Vec3, maxs: Vec3, brush: CollisionBrush): BoxBrushTestResult {\n for (const side of brush.sides) {\n const offset = side.plane.normal.x * (side.plane.normal.x < 0 ? maxs.x : mins.x) +\n side.plane.normal.y * (side.plane.normal.y < 0 ? maxs.y : mins.y) +\n side.plane.normal.z * (side.plane.normal.z < 0 ? maxs.z : mins.z);\n\n const dist = side.plane.dist - offset;\n const d1 = origin.x * side.plane.normal.x + origin.y * side.plane.normal.y + origin.z * side.plane.normal.z - dist;\n\n if (d1 > 0) {\n return { startsolid: false, allsolid: false, contents: 0 };\n }\n }\n\n return { startsolid: true, allsolid: true, contents: brush.contents };\n}\n\nexport interface ClipBoxParams {\n start: Vec3;\n end: Vec3;\n mins: Vec3;\n maxs: Vec3;\n brush: CollisionBrush;\n trace: TraceResult;\n}\n\nexport function clipBoxToBrush({ start, end, mins, maxs, brush, trace }: ClipBoxParams): void {\n if (brush.sides.length === 0) return;\n\n const isPoint = mins.x === 0 && mins.y === 0 && mins.z === 0 && maxs.x === 0 && maxs.y === 0 && maxs.z === 0;\n\n let enterfrac = -1;\n let leavefrac = 1;\n let clipplane: CollisionPlane | null = null;\n let leadside: CollisionBrushSide | null = null;\n\n let getout = false;\n let startout = false;\n\n for (const side of brush.sides) {\n const { plane } = side;\n let dist = plane.dist;\n if (!isPoint) {\n const ofsX = plane.normal.x < 0 ? maxs.x : mins.x;\n const ofsY = plane.normal.y < 0 ? maxs.y : mins.y;\n const ofsZ = plane.normal.z < 0 ? maxs.z : mins.z;\n dist -= plane.normal.x * ofsX + plane.normal.y * ofsY + plane.normal.z * ofsZ;\n }\n\n const d1 = start.x * plane.normal.x + start.y * plane.normal.y + start.z * plane.normal.z - dist;\n const d2 = end.x * plane.normal.x + end.y * plane.normal.y + end.z * plane.normal.z - dist;\n\n if (d2 > 0) getout = true;\n if (d1 > 0) startout = true;\n\n if (d1 > 0 && d2 >= d1) {\n return;\n }\n\n if (d1 <= 0 && d2 <= 0) {\n continue;\n }\n\n if (d1 > d2) {\n const f = (d1 - DIST_EPSILON) / (d1 - d2);\n if (f > enterfrac) {\n enterfrac = f;\n clipplane = plane;\n leadside = side;\n }\n } else {\n const f = (d1 + DIST_EPSILON) / (d1 - d2);\n if (f < leavefrac) leavefrac = f;\n }\n }\n\n if (!startout) {\n trace.startsolid = true;\n if (!getout) {\n trace.allsolid = true;\n }\n trace.fraction = 0;\n return;\n }\n\n if (enterfrac < leavefrac && enterfrac > -1 && enterfrac < trace.fraction) {\n trace.fraction = enterfrac < 0 ? 0 : enterfrac;\n trace.plane = clipplane;\n trace.contents = brush.contents;\n trace.surfaceFlags = leadside?.surfaceFlags ?? 0;\n }\n}\n\nexport function createDefaultTrace(): TraceResult {\n return {\n fraction: 1,\n plane: null,\n contents: 0,\n surfaceFlags: 0,\n startsolid: false,\n allsolid: false,\n };\n}\n\nfunction findLeafIndex(point: Vec3, model: CollisionModel, headnode: number): number {\n let nodeIndex = headnode;\n\n while (nodeIndex >= 0) {\n const node = model.nodes[nodeIndex];\n const dist = planeDistanceToPoint(node.plane, point);\n nodeIndex = dist >= 0 ? node.children[0] : node.children[1];\n }\n\n return -1 - nodeIndex;\n}\n\nfunction computeLeafContents(model: CollisionModel, leafIndex: number, point: Vec3): number {\n const leaf = model.leaves[leafIndex];\n let contents = leaf.contents;\n\n const brushCheckCount = nextBrushCheckCount();\n const start = leaf.firstLeafBrush;\n const end = start + leaf.numLeafBrushes;\n\n for (let i = start; i < end; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if (brush.checkcount === brushCheckCount) continue;\n brush.checkcount = brushCheckCount;\n\n if (brush.sides.length === 0) continue;\n if (pointInsideBrush(point, brush)) {\n contents |= brush.contents;\n }\n }\n\n return contents;\n}\n\nfunction nextBrushCheckCount(): number {\n const count = globalBrushCheckCount;\n globalBrushCheckCount += 1;\n if (globalBrushCheckCount >= MAX_CHECKCOUNT) {\n globalBrushCheckCount = 1;\n }\n return count;\n}\n\nfunction isPointBounds(mins: Vec3, maxs: Vec3): boolean {\n return mins.x === 0 && mins.y === 0 && mins.z === 0 && maxs.x === 0 && maxs.y === 0 && maxs.z === 0;\n}\n\nfunction planeOffsetForBounds(plane: CollisionPlane, mins: Vec3, maxs: Vec3): number {\n if (isPointBounds(mins, maxs)) return 0;\n\n const offset =\n plane.normal.x * (plane.normal.x < 0 ? maxs.x : mins.x) +\n plane.normal.y * (plane.normal.y < 0 ? maxs.y : mins.y) +\n plane.normal.z * (plane.normal.z < 0 ? maxs.z : mins.z);\n\n return offset;\n}\n\nfunction planeOffsetMagnitude(plane: CollisionPlane, mins: Vec3, maxs: Vec3): number {\n return Math.abs(planeOffsetForBounds(plane, mins, maxs));\n}\n\nfunction lerpPoint(start: Vec3, end: Vec3, t: number): Vec3 {\n return addVec3(start, scaleVec3(subtractVec3(end, start), t));\n}\n\nfunction finalizeTrace(trace: TraceResult, start: Vec3, end: Vec3): CollisionTraceResult {\n const clampedFraction = trace.allsolid ? 0 : trace.fraction;\n const endpos = lerpPoint(start, end, clampedFraction);\n\n return {\n fraction: clampedFraction,\n endpos,\n plane: trace.plane,\n planeNormal: trace.startsolid ? undefined : trace.plane?.normal,\n contents: trace.contents,\n surfaceFlags: trace.surfaceFlags,\n startsolid: trace.startsolid,\n allsolid: trace.allsolid,\n };\n}\n\nfunction clusterForPoint(point: Vec3, model: CollisionModel, headnode: number): number {\n const leafIndex = findLeafIndex(point, model, headnode);\n return model.leaves[leafIndex]?.cluster ?? -1;\n}\n\nfunction clusterVisible(\n visibility: CollisionVisibility,\n from: number,\n to: number,\n usePhs: boolean,\n): boolean {\n if (!visibility || visibility.numClusters === 0) return true;\n if (from < 0 || to < 0) return false;\n if (from >= visibility.clusters.length || to >= visibility.numClusters) return false;\n\n const cluster = visibility.clusters[from];\n const set = usePhs ? cluster.phs : cluster.pvs;\n const byte = set[to >> 3];\n if (byte === undefined) return false;\n\n return (byte & (1 << (to & 7))) !== 0;\n}\n\nfunction recursiveHullCheck(params: {\n readonly model: CollisionModel;\n readonly nodeIndex: number;\n readonly startFraction: number;\n readonly endFraction: number;\n readonly start: Vec3;\n readonly end: Vec3;\n readonly traceStart: Vec3;\n readonly traceEnd: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly contentMask: number;\n readonly trace: TraceResult;\n readonly brushCheckCount: number;\n}): void {\n const {\n model,\n nodeIndex,\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n } = params;\n\n if (trace.fraction <= startFraction) {\n return;\n }\n\n if (nodeIndex < 0) {\n if (traceDebugInfo) {\n traceDebugInfo.leafsReached++;\n }\n\n const leafIndex = -1 - nodeIndex;\n const leaf = model.leaves[leafIndex];\n\n const brushStart = leaf.firstLeafBrush;\n const brushEnd = brushStart + leaf.numLeafBrushes;\n\n for (let i = brushStart; i < brushEnd; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if ((brush.contents & contentMask) === 0) continue;\n if (!brush.sides.length) continue;\n if (brush.checkcount === brushCheckCount) continue;\n\n brush.checkcount = brushCheckCount;\n\n if (traceDebugInfo) {\n traceDebugInfo.brushesTested++;\n }\n\n clipBoxToBrush({ start: traceStart, end: traceEnd, mins, maxs, brush, trace });\n if (trace.allsolid) {\n return;\n }\n }\n return;\n }\n\n if (traceDebugInfo) {\n traceDebugInfo.nodesTraversed++;\n }\n\n const node = model.nodes[nodeIndex];\n const plane = node.plane;\n // Use absolute value of offset like original C code (full/qcommon/cmodel.c:1269-1271)\n // which uses fabs() on each component\n const offset = planeOffsetMagnitude(plane, mins, maxs);\n\n const startDist = planeDistanceToPoint(plane, start);\n const endDist = planeDistanceToPoint(plane, end);\n\n if (startDist >= offset && endDist >= offset) {\n recursiveHullCheck({\n model,\n nodeIndex: node.children[0],\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n return;\n }\n\n if (startDist < -offset && endDist < -offset) {\n recursiveHullCheck({\n model,\n nodeIndex: node.children[1],\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n return;\n }\n\n // Put the crosspoint DIST_EPSILON pixels on the near side\n // See full/qcommon/cmodel.c:1293-1313 (CM_RecursiveHullCheck)\n // fraction1 (frac) is used for \"move up to node\" - the near-side recursion\n // fraction2 (frac2) is used for \"go past the node\" - the far-side recursion\n let side = 0;\n let idist = 1 / (startDist - endDist);\n let fraction1, fraction2;\n\n if (startDist < endDist) {\n side = 1;\n fraction2 = (startDist + offset + DIST_EPSILON) * idist;\n fraction1 = (startDist - offset + DIST_EPSILON) * idist;\n } else {\n side = 0;\n fraction2 = (startDist - offset - DIST_EPSILON) * idist;\n fraction1 = (startDist + offset + DIST_EPSILON) * idist;\n }\n\n if (fraction1 < 0) fraction1 = 0;\n else if (fraction1 > 1) fraction1 = 1;\n\n if (fraction2 < 0) fraction2 = 0;\n else if (fraction2 > 1) fraction2 = 1;\n\n const midFraction = startFraction + (endFraction - startFraction) * fraction1;\n const midPoint = lerpPoint(start, end, fraction1);\n\n recursiveHullCheck({\n model,\n nodeIndex: node.children[side],\n startFraction,\n endFraction: midFraction,\n start,\n end: midPoint,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n\n const updatedFraction = trace.fraction;\n\n if (updatedFraction <= midFraction) {\n return;\n }\n\n const midFraction2 = startFraction + (endFraction - startFraction) * fraction2;\n const midPoint2 = lerpPoint(start, end, fraction2);\n\n recursiveHullCheck({\n model,\n nodeIndex: node.children[1 - side],\n startFraction: midFraction2,\n endFraction,\n start: midPoint2,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n}\n\nexport interface CollisionTraceParams {\n readonly model: CollisionModel;\n readonly start: Vec3;\n readonly end: Vec3;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n readonly headnode?: number;\n readonly contentMask?: number;\n}\n\nexport function traceBox(params: CollisionTraceParams): CollisionTraceResult {\n const { model, start, end } = params;\n const mins = params.mins ?? ZERO_VEC3;\n const maxs = params.maxs ?? ZERO_VEC3;\n const contentMask = params.contentMask ?? 0xffffffff;\n const headnode = params.headnode ?? 0;\n\n const trace = createDefaultTrace();\n const brushCheckCount = nextBrushCheckCount();\n\n recursiveHullCheck({\n model,\n nodeIndex: headnode,\n startFraction: 0,\n endFraction: 1,\n start,\n end,\n traceStart: start,\n traceEnd: end,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n\n return finalizeTrace(trace, start, end);\n}\n\nexport function pointContents(point: Vec3, model: CollisionModel, headnode = 0): number {\n const leafIndex = findLeafIndex(point, model, headnode);\n return computeLeafContents(model, leafIndex, point);\n}\n\nexport function pointContentsMany(points: readonly Vec3[], model: CollisionModel, headnode = 0): number[] {\n const leafCache = new Map<number, number>();\n\n return points.map((point) => {\n const leafIndex = findLeafIndex(point, model, headnode);\n const leaf = model.leaves[leafIndex];\n\n if (leaf.numLeafBrushes === 0) {\n const cached = leafCache.get(leafIndex);\n if (cached !== undefined) {\n return cached;\n }\n\n leafCache.set(leafIndex, leaf.contents);\n return leaf.contents;\n }\n\n return computeLeafContents(model, leafIndex, point);\n });\n}\n\nexport function boxContents(origin: Vec3, mins: Vec3, maxs: Vec3, model: CollisionModel, headnode = 0): number {\n const brushCheckCount = nextBrushCheckCount();\n let contents = 0;\n\n function traverse(nodeIndex: number) {\n if (nodeIndex < 0) {\n if (traceDebugInfo) {\n traceDebugInfo.leafsReached++;\n }\n const leafIndex = -1 - nodeIndex;\n const leaf = model.leaves[leafIndex];\n\n contents |= leaf.contents;\n\n const brushStart = leaf.firstLeafBrush;\n const brushEnd = brushStart + leaf.numLeafBrushes;\n\n for (let i = brushStart; i < brushEnd; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if (brush.checkcount === brushCheckCount) continue;\n brush.checkcount = brushCheckCount;\n\n if (brush.sides.length === 0) continue;\n\n const result = testBoxInBrush(origin, mins, maxs, brush);\n if (result.startsolid) {\n contents |= result.contents;\n }\n }\n return;\n }\n\n const node = model.nodes[nodeIndex];\n const plane = node.plane;\n const offset = planeOffsetMagnitude(plane, mins, maxs);\n const dist = planeDistanceToPoint(plane, origin);\n\n if (offset === 0) {\n traverse(dist >= 0 ? node.children[0] : node.children[1]);\n return;\n }\n\n if (dist > offset) {\n traverse(node.children[0]);\n return;\n }\n\n if (dist < -offset) {\n traverse(node.children[1]);\n return;\n }\n\n traverse(node.children[0]);\n traverse(node.children[1]);\n }\n\n traverse(headnode);\n\n return contents;\n}\n\nexport function inPVS(p1: Vec3, p2: Vec3, model: CollisionModel, headnode = 0): boolean {\n const { visibility } = model;\n if (!visibility) return true;\n\n const cluster1 = clusterForPoint(p1, model, headnode);\n const cluster2 = clusterForPoint(p2, model, headnode);\n\n return clusterVisible(visibility, cluster1, cluster2, false);\n}\n\nexport function inPHS(p1: Vec3, p2: Vec3, model: CollisionModel, headnode = 0): boolean {\n const { visibility } = model;\n if (!visibility) return true;\n\n const cluster1 = clusterForPoint(p1, model, headnode);\n const cluster2 = clusterForPoint(p2, model, headnode);\n\n return clusterVisible(visibility, cluster1, cluster2, true);\n}\n\nexport interface CollisionEntityLink {\n readonly id: number;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly contents: number;\n readonly surfaceFlags?: number;\n}\n\ninterface CollisionEntityState extends CollisionEntityLink {\n readonly brush: CollisionBrush;\n readonly bounds: { readonly mins: Vec3; readonly maxs: Vec3 };\n}\n\nfunction axisAlignedPlane(normal: Vec3, dist: number, type: number): CollisionPlane {\n return { normal, dist, type, signbits: computePlaneSignBits(normal) };\n}\n\nfunction makeEntityBrush(link: CollisionEntityLink): CollisionBrush {\n const sx = link.surfaceFlags ?? 0;\n const xMax = link.origin.x + link.maxs.x;\n const xMin = link.origin.x + link.mins.x;\n const yMax = link.origin.y + link.maxs.y;\n const yMin = link.origin.y + link.mins.y;\n const zMax = link.origin.z + link.maxs.z;\n const zMin = link.origin.z + link.mins.z;\n\n const planes: CollisionPlane[] = [\n axisAlignedPlane({ x: 1, y: 0, z: 0 }, xMax, 0),\n axisAlignedPlane({ x: -1, y: 0, z: 0 }, -xMin, 0),\n axisAlignedPlane({ x: 0, y: 1, z: 0 }, yMax, 1),\n axisAlignedPlane({ x: 0, y: -1, z: 0 }, -yMin, 1),\n axisAlignedPlane({ x: 0, y: 0, z: 1 }, zMax, 2),\n axisAlignedPlane({ x: 0, y: 0, z: -1 }, -zMin, 2),\n ];\n\n const sides: CollisionBrushSide[] = planes.map((plane) => ({ plane, surfaceFlags: sx }));\n\n return { contents: link.contents, sides, checkcount: 0 };\n}\n\nfunction makeEntityState(link: CollisionEntityLink): CollisionEntityState {\n const brush = makeEntityBrush(link);\n return {\n ...link,\n brush,\n bounds: {\n mins: {\n x: link.origin.x + link.mins.x,\n y: link.origin.y + link.mins.y,\n z: link.origin.z + link.mins.z,\n },\n maxs: {\n x: link.origin.x + link.maxs.x,\n y: link.origin.y + link.maxs.y,\n z: link.origin.z + link.maxs.z,\n },\n },\n };\n}\n\nfunction boundsIntersect(a: { mins: Vec3; maxs: Vec3 }, b: { mins: Vec3; maxs: Vec3 }): boolean {\n return !(\n a.mins.x > b.maxs.x ||\n a.maxs.x < b.mins.x ||\n a.mins.y > b.maxs.y ||\n a.maxs.y < b.mins.y ||\n a.mins.z > b.maxs.z ||\n a.maxs.z < b.mins.z\n );\n}\n\nfunction pickBetterTrace(\n best: CollisionTraceResult,\n candidate: CollisionTraceResult,\n): boolean {\n if (candidate.allsolid && !best.allsolid) return true;\n if (candidate.startsolid && !best.startsolid) return true;\n return candidate.fraction < best.fraction;\n}\n\nexport interface CollisionEntityTraceParams extends CollisionTraceParams {\n readonly passId?: number;\n}\n\nexport interface CollisionEntityTraceResult extends CollisionTraceResult {\n readonly entityId: number | null;\n}\n\nexport class CollisionEntityIndex {\n private readonly entities = new Map<number, CollisionEntityState>();\n private readonly entityNodes = new Map<number, SpatialNode>();\n private readonly rootNode = createSpatialTree();\n\n link(entity: CollisionEntityLink): void {\n const state = makeEntityState(entity);\n this.entities.set(entity.id, state);\n\n // Update spatial index\n const existingNode = this.entityNodes.get(entity.id);\n if (existingNode) {\n existingNode.items.delete(entity.id);\n }\n\n const newNode = linkEntityToSpatialTree(\n this.rootNode,\n entity.id,\n state.bounds.mins,\n state.bounds.maxs\n );\n this.entityNodes.set(entity.id, newNode);\n }\n\n unlink(entityId: number): void {\n this.entities.delete(entityId);\n\n const node = this.entityNodes.get(entityId);\n if (node) {\n node.items.delete(entityId);\n this.entityNodes.delete(entityId);\n }\n }\n\n trace(params: CollisionEntityTraceParams): CollisionEntityTraceResult {\n const { passId } = params;\n const mins = params.mins ?? ZERO_VEC3;\n const maxs = params.maxs ?? ZERO_VEC3;\n const contentMask = params.contentMask ?? 0xffffffff;\n\n let bestTrace: CollisionTraceResult;\n let bestEntity: number | null = null;\n\n if (params.model) {\n bestTrace = traceBox(params);\n } else {\n bestTrace = finalizeTrace(createDefaultTrace(), params.start, params.end);\n }\n\n // Determine query bounds for spatial lookup\n const traceAbsMin = {\n x: Math.min(params.start.x, params.end.x) + mins.x,\n y: Math.min(params.start.y, params.end.y) + mins.y,\n z: Math.min(params.start.z, params.end.z) + mins.z,\n };\n const traceAbsMax = {\n x: Math.max(params.start.x, params.end.x) + maxs.x,\n y: Math.max(params.start.y, params.end.y) + maxs.y,\n z: Math.max(params.start.z, params.end.z) + maxs.z,\n };\n\n const candidates = new Set<number>();\n querySpatialTree(this.rootNode, traceAbsMin, traceAbsMax, candidates);\n\n for (const entityId of candidates) {\n if (entityId === passId) continue;\n\n const entity = this.entities.get(entityId);\n if (!entity) continue;\n if ((entity.contents & contentMask) === 0) continue;\n\n const trace = createDefaultTrace();\n clipBoxToBrush({ start: params.start, end: params.end, mins, maxs, brush: entity.brush, trace });\n\n if (trace.contents === 0) {\n trace.contents = entity.contents;\n }\n\n if (trace.startsolid || trace.allsolid || trace.fraction < bestTrace.fraction) {\n const candidate = finalizeTrace(trace, params.start, params.end);\n if (pickBetterTrace(bestTrace, candidate)) {\n bestTrace = candidate;\n bestEntity = entity.id;\n }\n }\n }\n\n return { ...bestTrace, entityId: bestEntity };\n }\n\n gatherTriggerTouches(origin: Vec3, mins: Vec3, maxs: Vec3, mask = CONTENTS_TRIGGER): number[] {\n const results: number[] = [];\n const queryBounds = {\n mins: addVec3(origin, mins),\n maxs: addVec3(origin, maxs),\n };\n\n const candidates = new Set<number>();\n querySpatialTree(this.rootNode, queryBounds.mins, queryBounds.maxs, candidates);\n\n for (const entityId of candidates) {\n const entity = this.entities.get(entityId);\n if (!entity) continue;\n\n if ((entity.contents & mask) === 0) continue;\n if (boundsIntersect(queryBounds, entity.bounds)) {\n results.push(entity.id);\n }\n }\n\n return results;\n }\n}\n","export const enum CvarFlags {\n None = 0,\n Archive = 1 << 0,\n UserInfo = 1 << 1,\n ServerInfo = 1 << 2,\n Latch = 1 << 3,\n Cheat = 1 << 4,\n}\n\nexport interface CvarDefinition {\n readonly name: string;\n readonly defaultValue: string;\n readonly description?: string;\n readonly flags?: CvarFlags;\n}\n","// Mirrors the Quake II rerelease configstring/index layout from `game.h`.\n// These constants intentionally track the numeric values used in the C++\n// game and client modules so the TypeScript engine/game/client layers can\n// share deterministic indices for precaches and HUD parsing.\n\nexport const MAX_STRING_CHARS = 1024;\nexport const MAX_STRING_TOKENS = 80;\nexport const MAX_TOKEN_CHARS = 512;\n\nexport const MAX_QPATH = 64;\nexport const MAX_OSPATH = 128;\n\nexport const MAX_CLIENTS = 256;\nexport const MAX_EDICTS = 8192;\nexport const MAX_LIGHTSTYLES = 256;\nexport const MAX_MODELS = 8192;\nexport const MAX_SOUNDS = 2048;\nexport const MAX_IMAGES = 512;\nexport const MAX_ITEMS = 256;\nexport const MAX_GENERAL = MAX_CLIENTS * 2;\nexport const MAX_SHADOW_LIGHTS = 256;\nexport const MAX_WHEEL_ITEMS = 32;\n\nexport const CS_MAX_STRING_LENGTH = 96;\nexport const CS_MAX_STRING_LENGTH_OLD = 64;\n\n// Enum-style numeric constants that mirror the C++ `configstrings` enum. Only\n// the explicitly numbered entries are re-stated here; everything else follows\n// sequentially to keep the arithmetic (e.g., CS_SOUNDS = CS_MODELS +\n// MAX_MODELS) intact.\nexport enum ConfigStringIndex {\n Name = 0,\n CdTrack = 1,\n Sky = 2,\n SkyAxis = 3,\n SkyRotate = 4,\n StatusBar = 5,\n\n // Matching bg_local.h:55-76\n CONFIG_N64_PHYSICS = 56,\n CONFIG_CTF_TEAMS = 57,\n CONFIG_COOP_RESPAWN_STRING = 58,\n\n AirAccel = 59,\n MaxClients = 60,\n MapChecksum = 61,\n\n Models = 62,\n Sounds = Models + MAX_MODELS,\n Images = Sounds + MAX_SOUNDS,\n Lights = Images + MAX_IMAGES,\n ShadowLights = Lights + MAX_LIGHTSTYLES,\n Items = ShadowLights + MAX_SHADOW_LIGHTS,\n PlayerSkins = Items + MAX_ITEMS,\n General = PlayerSkins + MAX_CLIENTS,\n WheelWeapons = General + MAX_GENERAL,\n WheelAmmo = WheelWeapons + MAX_WHEEL_ITEMS,\n WheelPowerups = WheelAmmo + MAX_WHEEL_ITEMS,\n CdLoopCount = WheelPowerups + MAX_WHEEL_ITEMS,\n GameStyle = CdLoopCount + 1,\n MaxConfigStrings = GameStyle + 1,\n}\n\n// Mirror the C++ MAX_CONFIGSTRINGS value for consumers that prefer a standalone constant.\nexport const MAX_CONFIGSTRINGS = ConfigStringIndex.MaxConfigStrings;\n\n/**\n * Returns the maximum string length permitted for the given configstring index,\n * mirroring the `CS_SIZE` helper in the rerelease. Statusbar and general ranges\n * can legally occupy multiple 96-character slots; everything else is capped at\n * `CS_MAX_STRING_LENGTH`.\n */\nexport function configStringSize(index: number): number {\n if (index >= ConfigStringIndex.StatusBar && index < ConfigStringIndex.AirAccel) {\n return CS_MAX_STRING_LENGTH * (ConfigStringIndex.AirAccel - index);\n }\n\n if (index >= ConfigStringIndex.General && index < ConfigStringIndex.WheelWeapons) {\n return CS_MAX_STRING_LENGTH * (ConfigStringIndex.MaxConfigStrings - index);\n }\n\n return CS_MAX_STRING_LENGTH;\n}\n","export * from './schema.js';\nexport * from './io.js';\n","import { ReplaySession, ReplayFrame } from './schema.js';\nimport { UserCommand } from '../protocol/usercmd.js';\n\nexport function serializeReplay(session: ReplaySession): string {\n return JSON.stringify(session, null, 2);\n}\n\nexport function deserializeReplay(json: string): ReplaySession {\n const session = JSON.parse(json);\n\n // Validate structure lightly\n if (!session.metadata || !Array.isArray(session.frames)) {\n throw new Error('Invalid replay format: missing metadata or frames');\n }\n\n return session as ReplaySession;\n}\n\nexport function createReplaySession(map: string, seed?: number): ReplaySession {\n return {\n metadata: {\n map,\n date: new Date().toISOString(),\n version: '1.0',\n seed\n },\n frames: []\n };\n}\n\nexport function addReplayFrame(session: ReplaySession, cmd: UserCommand, serverFrame: number, startTime: number) {\n session.frames.push({\n serverFrame,\n cmd,\n timestamp: Date.now() - startTime\n });\n}\n","export interface ContractValidationResult {\n missing: string[];\n nonFunctions: string[];\n extras: string[];\n}\n\nexport interface ContractValidationOptions {\n readonly name?: string;\n readonly allowExtra?: boolean;\n}\n\nexport type ContractFunctionMap<Keys extends readonly string[]> = Record<Keys[number], (...args: unknown[]) => unknown>;\n\nfunction normalize(object: Record<string, unknown> | undefined): Record<string, unknown> {\n return object ?? {};\n}\n\nexport function validateContract<Keys extends readonly string[]>(\n table: Record<string, unknown> | undefined,\n requiredKeys: Keys,\n options: ContractValidationOptions = {},\n): ContractValidationResult {\n const normalized = normalize(table);\n const missing: string[] = [];\n const nonFunctions: string[] = [];\n\n for (const key of requiredKeys) {\n if (!(key in normalized)) {\n missing.push(key);\n continue;\n }\n\n if (typeof normalized[key] !== 'function') {\n nonFunctions.push(key);\n }\n }\n\n const extras = options.allowExtra === false ? Object.keys(normalized).filter((key) => !requiredKeys.includes(key)) : [];\n\n return { missing, nonFunctions, extras } satisfies ContractValidationResult;\n}\n\nexport function assertContract<Keys extends readonly string[]>(\n table: Record<string, unknown> | undefined,\n requiredKeys: Keys,\n options: ContractValidationOptions = {},\n): asserts table is ContractFunctionMap<Keys> {\n const { missing, nonFunctions, extras } = validateContract(table, requiredKeys, options);\n if (missing.length === 0 && nonFunctions.length === 0 && extras.length === 0) {\n return;\n }\n\n const pieces: string[] = [];\n if (missing.length > 0) {\n pieces.push(`missing: ${missing.join(', ')}`);\n }\n if (nonFunctions.length > 0) {\n pieces.push(`non-functions: ${nonFunctions.join(', ')}`);\n }\n if (extras.length > 0) {\n pieces.push(`extras: ${extras.join(', ')}`);\n }\n\n const label = options.name ?? 'contract';\n throw new Error(`${label} validation failed (${pieces.join('; ')})`);\n}\n\nexport const GAME_IMPORT_KEYS = [\n 'Broadcast_Print',\n 'Com_Print',\n 'Client_Print',\n 'Center_Print',\n 'sound',\n 'positioned_sound',\n 'local_sound',\n 'configstring',\n 'get_configstring',\n 'Com_Error',\n 'modelindex',\n 'soundindex',\n 'imageindex',\n 'setmodel',\n 'trace',\n 'clip',\n 'pointcontents',\n 'inPVS',\n 'inPHS',\n 'SetAreaPortalState',\n 'AreasConnected',\n 'linkentity',\n 'unlinkentity',\n 'BoxEdicts',\n 'multicast',\n 'unicast',\n] as const;\n\nexport const GAME_EXPORT_KEYS = [\n 'PreInit',\n 'Init',\n 'Shutdown',\n 'SpawnEntities',\n 'WriteGameJson',\n 'ReadGameJson',\n 'WriteLevelJson',\n 'ReadLevelJson',\n 'CanSave',\n 'ClientConnect',\n 'ClientThink',\n 'RunFrame',\n 'Pmove',\n] as const;\n\nexport const CGAME_IMPORT_KEYS = [\n 'Com_Print',\n 'get_configstring',\n 'Com_Error',\n 'TagMalloc',\n 'TagFree',\n 'AddCommandString',\n 'CL_FrameValid',\n 'CL_FrameTime',\n 'CL_ClientTime',\n 'CL_ServerFrame',\n 'Draw_RegisterPic',\n 'Draw_GetPicSize',\n 'SCR_DrawChar',\n 'SCR_DrawPic',\n 'SCR_DrawColorPic',\n] as const;\n\nexport const CGAME_EXPORT_KEYS = [\n 'Init',\n 'Shutdown',\n 'DrawHUD',\n 'TouchPics',\n 'LayoutFlags',\n 'GetActiveWeaponWheelWeapon',\n 'GetOwnedWeaponWheelWeapons',\n 'GetWeaponWheelAmmoCount',\n 'GetPowerupWheelCount',\n 'GetHitMarkerDamage',\n 'Pmove',\n 'ParseConfigString',\n 'ParseCenterPrint',\n 'ClearNotify',\n 'ClearCenterprint',\n 'NotifyMessage',\n 'GetMonsterFlashOffset',\n] as const;\n","/**\n * Mirrors the Quake II rerelease `water_level_t` enumeration from `game.h`\n * (lines 443-449). These numeric values are relied upon throughout the\n * movement code when checking how submerged a player is, so we keep the same\n * ordering to make future porting work straightforward.\n */\nexport enum WaterLevel {\n None = 0,\n Feet = 1,\n Waist = 2,\n Under = 3,\n}\n\n/**\n * Utility that matches the common rerelease checks that treat any level at or\n * above the `WATER_WAIST` constant as \"significantly submerged\" for friction\n * and current calculations.\n */\nexport function isAtLeastWaistDeep(level: WaterLevel): boolean {\n return level >= WaterLevel.Waist;\n}\n\n/**\n * Returns true when the player is considered underwater (the `WATER_UNDER`\n * case in the rerelease). This mirrors the places in `p_move.cpp` that gate\n * effects such as breath timers and screen warping.\n */\nexport function isUnderwater(level: WaterLevel): boolean {\n return level === WaterLevel.Under;\n}\n\n/**\n * Matches the Quake II rerelease `pmflags_t` bit layout from `game.h` so the\n * shared helpers can manipulate the same flag words as the authoritative game\n * and the client prediction layer.\n */\nexport const enum PmFlag {\n Ducked = 1 << 0,\n JumpHeld = 1 << 1,\n OnGround = 1 << 2,\n TimeWaterJump = 1 << 3,\n TimeLand = 1 << 4,\n TimeTeleport = 1 << 5,\n NoPositionalPrediction = 1 << 6,\n OnLadder = 1 << 7,\n NoAngularPrediction = 1 << 8,\n IgnorePlayerCollision = 1 << 9,\n TimeTrick = 1 << 10,\n}\n\nexport type PmFlags = number;\n\nexport function hasPmFlag(flags: PmFlags, flag: PmFlag): boolean {\n return (flags & flag) !== 0;\n}\n\nexport function addPmFlag(flags: PmFlags, flag: PmFlag): PmFlags {\n return flags | flag;\n}\n\nexport function removePmFlag(flags: PmFlags, flag: PmFlag): PmFlags {\n return flags & ~flag;\n}\n\n/**\n * Player movement types mirrored from the rerelease `pmtype_t` enumeration.\n * The exact numeric values matter when syncing pmove state across the network\n * so we keep the same order as the C++ definition.\n */\nexport enum PmType {\n Normal = 0,\n Grapple = 1,\n NoClip = 2,\n Spectator = 3,\n Dead = 4,\n Gib = 5,\n Freeze = 6,\n}\n\n/**\n * Bitmask constants for the `buttons` field on the Quake II player command\n * structure. These mirror the rerelease `BUTTON_*` definitions so logic such as\n * jump/crouch checks can be shared between the server and client.\n */\nexport const enum PlayerButton {\n None = 0,\n Attack = 1 << 0,\n Use = 1 << 1,\n Holster = 1 << 2,\n Jump = 1 << 3,\n Crouch = 1 << 4,\n Any = 1 << 7,\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { addVec3, dotVec3, lengthVec3, normalizeVec3, scaleVec3 } from '../math/vec3.js';\nimport type {\n PmoveAccelerateParams,\n PmoveCmd,\n PmoveFrictionParams,\n PmoveWishParams,\n PmoveWishResult,\n} from './types.js';\n\n/**\n * Pure version of PM_Friction from rerelease p_move.cpp.\n * Handles ground and water friction and returns a new velocity.\n */\nexport function applyPmoveFriction(params: PmoveFrictionParams): Vec3 {\n const {\n velocity,\n frametime,\n onGround,\n groundIsSlick,\n onLadder,\n waterlevel,\n pmFriction,\n pmStopSpeed,\n pmWaterFriction,\n } = params;\n\n const speed = lengthVec3(velocity);\n\n // Matches the \"if (speed < 1)\" early-out: clears X/Y but preserves Z.\n if (speed < 1) {\n return { x: 0, y: 0, z: velocity.z };\n }\n\n let drop = 0;\n\n // Ground friction (or ladder)\n if ((onGround && !groundIsSlick) || onLadder) {\n const control = speed < pmStopSpeed ? pmStopSpeed : speed;\n const friction = pmFriction;\n drop += control * friction * frametime;\n }\n\n // Water friction (only when not on ladder)\n if (waterlevel > 0 && !onLadder) {\n drop += speed * pmWaterFriction * waterlevel * frametime;\n }\n\n let newspeed = speed - drop;\n if (newspeed < 0) {\n newspeed = 0;\n }\n\n if (newspeed === speed) {\n return velocity;\n }\n\n const scale = newspeed / speed;\n return scaleVec3(velocity, scale);\n}\n\n/**\n * Pure version of PM_Accelerate from rerelease p_move.cpp.\n * Returns a new velocity with wishdir/wishspeed acceleration applied.\n */\nexport function applyPmoveAccelerate(params: PmoveAccelerateParams): Vec3 {\n const { velocity, wishdir, wishspeed, accel, frametime } = params;\n\n const currentSpeed = dotVec3(velocity, wishdir);\n const addSpeed = wishspeed - currentSpeed;\n\n if (addSpeed <= 0) {\n return velocity;\n }\n\n let accelSpeed = accel * frametime * wishspeed;\n if (accelSpeed > addSpeed) {\n accelSpeed = addSpeed;\n }\n\n return {\n x: velocity.x + wishdir.x * accelSpeed,\n y: velocity.y + wishdir.y * accelSpeed,\n z: velocity.z + wishdir.z * accelSpeed,\n };\n}\n\n/**\n * Mirrors PM_AirAccelerate in rerelease `p_move.cpp` (lines ~612-636): wishspeed is clamped\n * to 30 for the addspeed calculation but the acceleration magnitude still uses the full wishspeed.\n */\nexport function applyPmoveAirAccelerate(params: PmoveAccelerateParams): Vec3 {\n const { velocity, wishdir, wishspeed, accel, frametime } = params;\n\n const wishspd = Math.min(wishspeed, 30);\n const currentSpeed = dotVec3(velocity, wishdir);\n const addSpeed = wishspd - currentSpeed;\n\n if (addSpeed <= 0) {\n return velocity;\n }\n\n let accelSpeed = accel * wishspeed * frametime;\n if (accelSpeed > addSpeed) {\n accelSpeed = addSpeed;\n }\n\n return {\n x: velocity.x + wishdir.x * accelSpeed,\n y: velocity.y + wishdir.y * accelSpeed,\n z: velocity.z + wishdir.z * accelSpeed,\n };\n}\n\n/**\n * Pure mirror of PM_CmdScale from rerelease `p_move.cpp`. Computes the scalar applied to\n * the command directional inputs so that the resulting wish velocity caps at `maxSpeed`\n * regardless of the directional mix.\n */\nexport function pmoveCmdScale(cmd: PmoveCmd, maxSpeed: number): number {\n const forward = Math.abs(cmd.forwardmove);\n const side = Math.abs(cmd.sidemove);\n const up = Math.abs(cmd.upmove);\n\n const max = Math.max(forward, side, up);\n if (max === 0) {\n return 0;\n }\n\n const total = Math.sqrt(cmd.forwardmove * cmd.forwardmove + cmd.sidemove * cmd.sidemove + cmd.upmove * cmd.upmove);\n return (maxSpeed * max) / (127 * total);\n}\n\n/**\n * Computes wishdir/wishspeed for ground/air movement as done in PM_AirMove and\n * PM_GroundMove. Z is forced to zero and wishspeed is clamped to maxSpeed, matching\n * the rerelease p_move.cpp helpers before they call PM_Accelerate/PM_AirAccelerate.\n */\nexport function buildAirGroundWish(params: PmoveWishParams): PmoveWishResult {\n const { forward, right, cmd, maxSpeed } = params;\n\n let wishvel = {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: 0,\n } satisfies Vec3;\n\n let wishspeed = lengthVec3(wishvel);\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n }\n\n return {\n wishdir: wishspeed === 0 ? wishvel : normalizeVec3(wishvel),\n wishspeed,\n };\n}\n\n/**\n * Computes the wishdir/wishspeed mix for water movement, matching PM_WaterMove in\n * rerelease p_move.cpp: includes the upward bias when no strong upmove is requested,\n * clamps wishspeed to maxSpeed, and halves the returned wishspeed before acceleration.\n */\nexport function buildWaterWish(params: PmoveWishParams): PmoveWishResult {\n const { forward, right, cmd, maxSpeed } = params;\n\n // Use full 3D components for water movement\n let wishvel = {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: forward.z * cmd.forwardmove + right.z * cmd.sidemove,\n } satisfies Vec3;\n\n if (cmd.upmove > 10) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: cmd.upmove });\n } else if (cmd.upmove < -10) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: cmd.upmove });\n } else if (Math.abs(cmd.forwardmove) < 10 && Math.abs(cmd.sidemove) < 10) {\n // Standard drift down when no vertical input AND no significant horizontal input\n // Matches Quake 2 rerelease behavior (sinking slowly)\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: -60 });\n } else {\n // When moving horizontally but not vertically, drift slightly up\n // This matches the \"else { wishvel[2] += 10 }\" logic in PM_WaterMove\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: 10 });\n }\n\n let wishspeed = lengthVec3(wishvel);\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n }\n\n wishspeed *= 0.5;\n\n return {\n wishdir: wishspeed === 0 ? wishvel : normalizeVec3(wishvel),\n wishspeed,\n };\n}\n","import { addVec3, ZERO_VEC3, clipVelocityVec3, crossVec3, dotVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport type { PmoveTraceFn } from './types.js';\n\nconst DEFAULT_MAX_CLIP_PLANES = 5;\nconst DEFAULT_MAX_BUMPS = 4;\nconst DEFAULT_STEP_SIZE = 18;\nconst MIN_STEP_NORMAL = 0.7;\n\nexport const SLIDEMOVE_BLOCKED_FLOOR = 1;\nexport const SLIDEMOVE_BLOCKED_WALL = 2;\n\nexport interface SlideMoveResult {\n readonly velocity: Vec3;\n readonly planes: readonly Vec3[];\n readonly stopped: boolean;\n}\n\nexport interface SlideMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly frametime: number;\n readonly overbounce: number;\n readonly trace: PmoveTraceFn;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n /**\n * Mirrors the pm->s.pm_time check in PM_StepSlideMove_Generic: if true, the\n * returned velocity is reset to the primal velocity after collision\n * resolution so time-based effects (like knockbacks) don't dampen.\n */\n readonly hasTime?: boolean;\n}\n\nexport interface SlideMoveOutcome extends SlideMoveResult {\n readonly origin: Vec3;\n readonly blocked: number;\n}\n\nexport interface StepSlideMoveParams extends SlideMoveParams {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly stepSize?: number;\n}\n\nexport interface StepSlideMoveOutcome extends SlideMoveOutcome {\n readonly stepped: boolean;\n readonly stepHeight: number;\n readonly stepNormal?: Vec3;\n}\n\n/**\n * Resolves a sequence of collision planes against a primal velocity using the same\n * plane iteration logic seen in PM_StepSlideMove_Generic (rerelease p_move.cpp).\n * The incoming planes should be ordered as they were encountered during traces;\n * the function will accumulate them, clip the velocity to be parallel to all planes,\n * and return zero velocity when three planes form an unresolvable corner or when\n * the adjusted velocity would oppose the primal direction.\n */\nexport function resolveSlideMove(\n initialVelocity: Vec3,\n planesEncountered: readonly Vec3[],\n overbounce: number,\n maxClipPlanes = DEFAULT_MAX_CLIP_PLANES,\n primalVelocity: Vec3 = initialVelocity,\n): SlideMoveResult {\n if (planesEncountered.length === 0) {\n return { velocity: initialVelocity, planes: [], stopped: false };\n }\n\n const planes: Vec3[] = [];\n let velocity: Vec3 = initialVelocity;\n\n for (const plane of planesEncountered) {\n if (planes.length >= maxClipPlanes) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n\n // Skip near-duplicate planes to mirror the epsilon guard in PM_StepSlideMove_Generic.\n const duplicate = planes.find((existing) => dotVec3(existing, plane) > 0.99);\n if (duplicate) {\n continue;\n }\n\n planes.push(plane);\n\n let clipped: Vec3 | undefined;\n let i = 0;\n for (; i < planes.length; i++) {\n const candidate = clipVelocityVec3(velocity, planes[i], overbounce);\n\n let j = 0;\n for (; j < planes.length; j++) {\n if (j === i) continue;\n if (dotVec3(candidate, planes[j]) < 0) break;\n }\n\n if (j === planes.length) {\n clipped = candidate;\n break;\n }\n }\n\n if (clipped) {\n velocity = clipped;\n } else {\n if (planes.length !== 2) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n\n const dir = crossVec3(planes[0], planes[1]);\n const d = dotVec3(dir, velocity);\n velocity = scaleVec3(dir, d);\n }\n\n // If velocity reversed relative to the primal direction, stop to avoid oscillations.\n if (dotVec3(velocity, primalVelocity) <= 0) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n }\n\n const stopped = velocity.x === 0 && velocity.y === 0 && velocity.z === 0;\n return { velocity, planes, stopped };\n}\n\n/**\n * Pure mirror of PM_SlideMoveGeneric from rerelease `p_move.cpp` (minus gravity/step handling).\n * Uses a caller-provided trace to collect collision planes, accumulates them through\n * `resolveSlideMove`, and returns the resulting origin/velocity/blocking state.\n */\nexport function slideMove(params: SlideMoveParams): SlideMoveOutcome {\n const {\n origin: initialOrigin,\n velocity: initialVelocity,\n frametime,\n overbounce,\n trace,\n maxBumps = DEFAULT_MAX_BUMPS,\n maxClipPlanes = DEFAULT_MAX_CLIP_PLANES,\n mins,\n maxs,\n hasTime = false,\n } = params;\n\n let origin = initialOrigin;\n let velocity = initialVelocity;\n const planes: Vec3[] = [];\n const primalVelocity = initialVelocity;\n let timeLeft = frametime;\n let blocked = 0;\n\n for (let bump = 0; bump < maxBumps; bump++) {\n if (velocity.x === 0 && velocity.y === 0 && velocity.z === 0) {\n break;\n }\n\n const end = addVec3(origin, scaleVec3(velocity, timeLeft));\n const tr = trace(origin, end, mins, maxs);\n\n if (tr.allsolid) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin: tr.endpos, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.startsolid) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin: tr.endpos, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.fraction > 0) {\n origin = tr.endpos;\n }\n\n if (tr.fraction === 1) {\n break;\n }\n\n if (!tr.planeNormal) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.planeNormal.z > 0.7) {\n blocked |= SLIDEMOVE_BLOCKED_FLOOR;\n }\n if (tr.planeNormal.z === 0) {\n blocked |= SLIDEMOVE_BLOCKED_WALL;\n }\n\n planes.push(tr.planeNormal);\n timeLeft -= timeLeft * tr.fraction;\n\n const resolved = resolveSlideMove(velocity, planes, overbounce, maxClipPlanes, primalVelocity);\n velocity = resolved.velocity;\n planes.splice(0, planes.length, ...resolved.planes);\n\n if (primalVelocity.z > 0 && velocity.z < 0) {\n velocity = { ...velocity, z: 0 };\n }\n\n if (resolved.stopped) {\n const velocityOut = hasTime ? primalVelocity : velocity;\n return { origin, velocity: velocityOut, planes, stopped: true, blocked };\n }\n }\n\n const velocityOut = hasTime ? primalVelocity : velocity;\n return { origin, velocity: velocityOut, planes, stopped: velocityOut.x === 0 && velocityOut.y === 0 && velocityOut.z === 0, blocked };\n}\n\n/**\n * Mirrors PM_StepSlideMove (rerelease p_move.cpp) in a pure form: attempts a\n * regular slide move, then retries from a stepped-up position when the first\n * attempt was blocked. The function compares planar distance traveled and the\n * steepness of the landing plane to decide whether to keep the step.\n */\nexport function stepSlideMove(params: StepSlideMoveParams): StepSlideMoveOutcome {\n const { mins, maxs, stepSize = DEFAULT_STEP_SIZE, ...rest } = params;\n\n const startOrigin = params.origin;\n const startVelocity = params.velocity;\n\n const downResult = slideMove({ ...rest, mins, maxs });\n\n const upTarget = addVec3(startOrigin, { x: 0, y: 0, z: stepSize });\n const upTrace = rest.trace(startOrigin, upTarget, mins, maxs);\n if (upTrace.allsolid) {\n return { ...downResult, stepped: false, stepHeight: 0 };\n }\n\n const actualStep = upTrace.endpos.z - startOrigin.z;\n const steppedResult = slideMove({ ...rest, origin: upTrace.endpos, velocity: startVelocity, mins, maxs });\n\n const pushDownTarget = addVec3(steppedResult.origin, { x: 0, y: 0, z: -actualStep });\n const downTrace = rest.trace(steppedResult.origin, pushDownTarget, mins, maxs);\n\n let steppedOrigin = steppedResult.origin;\n let stepNormal = downTrace.planeNormal;\n\n if (!downTrace.allsolid) {\n steppedOrigin = downTrace.endpos;\n }\n\n const planarDistanceSquared = (a: Vec3, b: Vec3) => (a.x - b.x) ** 2 + (a.y - b.y) ** 2;\n const downDist = planarDistanceSquared(downResult.origin, startOrigin);\n const upDist = planarDistanceSquared(steppedOrigin, startOrigin);\n\n if (downDist > upDist || (stepNormal && stepNormal.z < MIN_STEP_NORMAL)) {\n return { ...downResult, stepped: false, stepHeight: 0 };\n }\n\n const steppedVelocity = { ...steppedResult.velocity, z: downResult.velocity.z };\n const steppedBlocked = steppedResult.blocked;\n const stopped = steppedVelocity.x === 0 && steppedVelocity.y === 0 && steppedVelocity.z === 0;\n\n return {\n origin: steppedOrigin,\n velocity: steppedVelocity,\n planes: steppedResult.planes,\n blocked: steppedBlocked,\n stopped,\n stepped: true,\n stepHeight: actualStep,\n stepNormal,\n };\n}\n","import {\n addVec3,\n lengthSquaredVec3,\n scaleVec3,\n subtractVec3,\n type Vec3,\n} from '../math/vec3.js';\nimport type { PmoveTraceResult } from './types.js';\n\nconst AXES = ['x', 'y', 'z'] as const;\ntype Axis = (typeof AXES)[number];\n\ntype AxisTuple = readonly [number, number, number];\ntype SideBoundCode = -1 | 0 | 1;\n\ninterface SideCheck {\n readonly normal: AxisTuple;\n readonly mins: readonly [SideBoundCode, SideBoundCode, SideBoundCode];\n readonly maxs: readonly [SideBoundCode, SideBoundCode, SideBoundCode];\n}\n\nconst SIDE_CHECKS: readonly SideCheck[] = [\n { normal: [0, 0, 1], mins: [-1, -1, 0], maxs: [1, 1, 0] },\n { normal: [0, 0, -1], mins: [-1, -1, 0], maxs: [1, 1, 0] },\n { normal: [1, 0, 0], mins: [0, -1, -1], maxs: [0, 1, 1] },\n { normal: [-1, 0, 0], mins: [0, -1, -1], maxs: [0, 1, 1] },\n { normal: [0, 1, 0], mins: [-1, 0, -1], maxs: [1, 0, 1] },\n { normal: [0, -1, 0], mins: [-1, 0, -1], maxs: [1, 0, 1] },\n];\n\nexport interface FixStuckParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: FixStuckTraceFn;\n}\n\nexport type FixStuckResult = 'good-position' | 'fixed' | 'no-good-position';\n\nexport interface FixStuckOutcome {\n readonly result: FixStuckResult;\n readonly origin: Vec3;\n}\n\nexport type FixStuckTraceFn = (\n start: Vec3,\n mins: Vec3,\n maxs: Vec3,\n end: Vec3,\n) => PmoveTraceResult;\n\ninterface CandidatePosition {\n readonly distance: number;\n readonly origin: Vec3;\n}\n\nconst ZERO_VEC: Vec3 = { x: 0, y: 0, z: 0 };\n\ntype MutableVec3 = { x: number; y: number; z: number };\n\nfunction cloneMutable(vec: Vec3): MutableVec3 {\n return { x: vec.x, y: vec.y, z: vec.z };\n}\n\nfunction tupleToVec3(tuple: AxisTuple): Vec3 {\n return { x: tuple[0], y: tuple[1], z: tuple[2] };\n}\n\nfunction adjustAxis(vec: MutableVec3, axis: Axis, delta: number): void {\n if (delta === 0) return;\n switch (axis) {\n case 'x':\n vec.x += delta;\n break;\n case 'y':\n vec.y += delta;\n break;\n case 'z':\n vec.z += delta;\n break;\n }\n}\n\nfunction setAxis(vec: MutableVec3, axis: Axis, value: number): void {\n switch (axis) {\n case 'x':\n vec.x = value;\n break;\n case 'y':\n vec.y = value;\n break;\n case 'z':\n vec.z = value;\n break;\n }\n}\n\nfunction axisValue(vec: Vec3, axis: Axis): number {\n switch (axis) {\n case 'x':\n return vec.x;\n case 'y':\n return vec.y;\n case 'z':\n default:\n return vec.z;\n }\n}\n\nfunction boundValue(code: SideBoundCode, axis: Axis, mins: Vec3, maxs: Vec3): number {\n if (code === -1) {\n return axisValue(mins, axis);\n }\n if (code === 1) {\n return axisValue(maxs, axis);\n }\n return 0;\n}\n\nfunction applySideOffset(base: Vec3, side: SideCheck, mins: Vec3, maxs: Vec3): MutableVec3 {\n const result = cloneMutable(base);\n for (let i = 0; i < AXES.length; i++) {\n const axis = AXES[i];\n const normal = side.normal[i];\n if (normal < 0) {\n adjustAxis(result, axis, axisValue(mins, axis));\n } else if (normal > 0) {\n adjustAxis(result, axis, axisValue(maxs, axis));\n }\n }\n return result;\n}\n\nfunction buildSideBounds(side: SideCheck, mins: Vec3, maxs: Vec3): { mins: MutableVec3; maxs: MutableVec3 } {\n const localMins = cloneMutable(ZERO_VEC);\n const localMaxs = cloneMutable(ZERO_VEC);\n for (let i = 0; i < AXES.length; i++) {\n const axis = AXES[i];\n setAxis(localMins, axis, boundValue(side.mins[i], axis, mins, maxs));\n setAxis(localMaxs, axis, boundValue(side.maxs[i], axis, mins, maxs));\n }\n return { mins: localMins, maxs: localMaxs };\n}\n\nfunction addEpsilon(\n source: MutableVec3,\n axis: Axis | undefined,\n direction: number,\n): MutableVec3 {\n if (!axis || direction === 0) {\n return source;\n }\n const clone = cloneMutable(source);\n adjustAxis(clone, axis, direction);\n return clone;\n}\n\nfunction addEpsilonImmutable(vec: Vec3, axis: Axis | undefined, direction: number): Vec3 {\n if (!axis || direction === 0) {\n return vec;\n }\n switch (axis) {\n case 'x':\n return { ...vec, x: vec.x + direction };\n case 'y':\n return { ...vec, y: vec.y + direction };\n case 'z':\n default:\n return { ...vec, z: vec.z + direction };\n }\n}\n\n/**\n * TypeScript port of G_FixStuckObject_Generic from rerelease p_move.cpp. Attempts to\n * nudge a stuck bounding box out of solid space by probing the faces of the box and\n * moving towards the opposite side, keeping the smallest successful displacement.\n */\nexport function fixStuckObjectGeneric(params: FixStuckParams): FixStuckOutcome {\n const { origin, mins, maxs, trace } = params;\n\n const initial = trace(origin, mins, maxs, origin);\n if (!initial.startsolid) {\n return { result: 'good-position', origin: { ...origin } };\n }\n\n const candidates: CandidatePosition[] = [];\n\n for (let i = 0; i < SIDE_CHECKS.length; i++) {\n const side = SIDE_CHECKS[i];\n const { mins: localMins, maxs: localMaxs } = buildSideBounds(side, mins, maxs);\n\n let start = applySideOffset(origin, side, mins, maxs);\n let tr = trace(start, localMins, localMaxs, start);\n\n let epsilonAxis: Axis | undefined;\n let epsilonDir = 0;\n\n if (tr.startsolid) {\n for (let axisIndex = 0; axisIndex < AXES.length; axisIndex++) {\n if (side.normal[axisIndex] !== 0) {\n continue;\n }\n const axis = AXES[axisIndex];\n let epsilonStart = cloneMutable(start);\n adjustAxis(epsilonStart, axis, 1);\n tr = trace(epsilonStart, localMins, localMaxs, epsilonStart);\n if (!tr.startsolid) {\n start = epsilonStart;\n epsilonAxis = axis;\n epsilonDir = 1;\n break;\n }\n epsilonStart = cloneMutable(start);\n adjustAxis(epsilonStart, axis, -1);\n tr = trace(epsilonStart, localMins, localMaxs, epsilonStart);\n if (!tr.startsolid) {\n start = epsilonStart;\n epsilonAxis = axis;\n epsilonDir = -1;\n break;\n }\n }\n }\n\n if (tr.startsolid) {\n continue;\n }\n\n const otherSide = SIDE_CHECKS[i ^ 1];\n let oppositeStart = applySideOffset(origin, otherSide, mins, maxs);\n oppositeStart = addEpsilon(oppositeStart, epsilonAxis, epsilonDir);\n\n tr = trace(start, localMins, localMaxs, oppositeStart);\n if (tr.startsolid) {\n continue;\n }\n\n const normal = tupleToVec3(side.normal);\n const end = addVec3(tr.endpos ?? oppositeStart, scaleVec3(normal, 0.125));\n const delta = subtractVec3(end, oppositeStart);\n let newOrigin = addVec3(origin, delta);\n newOrigin = addEpsilonImmutable(newOrigin, epsilonAxis, epsilonDir);\n\n const validation = trace(newOrigin, mins, maxs, newOrigin);\n if (validation.startsolid) {\n continue;\n }\n\n candidates.push({ origin: newOrigin, distance: lengthSquaredVec3(delta) });\n }\n\n if (candidates.length === 0) {\n return { result: 'no-good-position', origin: { ...origin } };\n }\n\n candidates.sort((a, b) => a.distance - b.distance);\n return { result: 'fixed', origin: { ...candidates[0].origin } };\n}\n","import type { ContentsFlag } from '../bsp/contents.js';\nimport {\n CONTENTS_CURRENT_0,\n CONTENTS_CURRENT_180,\n CONTENTS_CURRENT_270,\n CONTENTS_CURRENT_90,\n CONTENTS_CURRENT_DOWN,\n CONTENTS_CURRENT_UP,\n CONTENTS_LADDER,\n MASK_CURRENT,\n} from '../bsp/contents.js';\nimport { addVec3, crossVec3, normalizeVec3, scaleVec3, ZERO_VEC3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton, WaterLevel, isAtLeastWaistDeep } from './constants.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\n\nexport interface WaterCurrentParams {\n readonly watertype: ContentsFlag;\n readonly waterlevel: WaterLevel;\n readonly onGround: boolean;\n readonly waterSpeed: number;\n}\n\nexport interface GroundCurrentParams {\n readonly groundContents: ContentsFlag;\n readonly scale?: number;\n}\n\nexport interface AddCurrentsParams {\n readonly wishVelocity: Vec3;\n readonly onLadder: boolean;\n readonly onGround: boolean;\n readonly waterlevel: WaterLevel;\n readonly watertype: ContentsFlag;\n readonly groundContents: ContentsFlag;\n readonly cmd: PmoveCmd;\n readonly viewPitch: number;\n readonly maxSpeed: number;\n readonly ladderMod: number;\n readonly waterSpeed: number;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace?: PmoveTraceFn;\n}\n\nconst DEFAULT_GROUND_CURRENT_SCALE = 100;\nconst DEFAULT_FORWARD_LADDER_CLAMP = 200;\nconst DEFAULT_SIDE_LADDER_CLAMP = 150;\nconst LADDER_HORIZONTAL_CAP = 25;\nconst LADDER_ASCEND_PITCH_THRESHOLD = 15;\nconst LADDER_TRACE_DISTANCE = 1;\nconst UP_VECTOR: Vec3 = { x: 0, y: 0, z: 1 };\n\nconst DEFAULT_TRACE: PmoveTraceFn = (_, end) => ({\n fraction: 1,\n endpos: end,\n allsolid: false,\n startsolid: false,\n});\n\n/**\n * Mirrors the rerelease pattern in `p_move.cpp` (lines 730-765) that turns the\n * directional CONTENTS_CURRENT_* flags into a unit-ish direction vector.\n */\nexport function currentVectorFromContents(contents: ContentsFlag): Vec3 {\n let x = 0;\n let y = 0;\n let z = 0;\n\n if (contents & CONTENTS_CURRENT_0) {\n x += 1;\n }\n if (contents & CONTENTS_CURRENT_90) {\n y += 1;\n }\n if (contents & CONTENTS_CURRENT_180) {\n x -= 1;\n }\n if (contents & CONTENTS_CURRENT_270) {\n y -= 1;\n }\n if (contents & CONTENTS_CURRENT_UP) {\n z += 1;\n }\n if (contents & CONTENTS_CURRENT_DOWN) {\n z -= 1;\n }\n\n if (x === 0 && y === 0 && z === 0) {\n return ZERO_VEC3;\n }\n\n return { x, y, z };\n}\n\n/**\n * Computes the velocity contribution from water currents using the same rules\n * as `PM_WaterMove`: the CONTENTS_CURRENT_* bits are turned into a direction\n * vector, scaled by `pm_waterspeed`, and halved when the player only has their\n * feet submerged while standing on solid ground.\n */\nexport function waterCurrentVelocity(params: WaterCurrentParams): Vec3 {\n const { watertype, waterlevel, onGround, waterSpeed } = params;\n\n if ((watertype & MASK_CURRENT) === 0) {\n return ZERO_VEC3;\n }\n\n const direction = currentVectorFromContents(watertype);\n if (direction === ZERO_VEC3) {\n return ZERO_VEC3;\n }\n\n let scale = waterSpeed;\n if (waterlevel === WaterLevel.Feet && onGround) {\n scale *= 0.5;\n }\n\n return scaleVec3(direction, scale);\n}\n\n/**\n * Computes the conveyor-style velocity that should be applied while touching a\n * ground plane that carries CONTENTS_CURRENT_* bits. The rerelease multiplies\n * the direction vector by 100 units per second, so we expose the same default\n * while allowing callers to override the scalar for tests.\n */\nexport function groundCurrentVelocity(params: GroundCurrentParams): Vec3 {\n const { groundContents, scale = DEFAULT_GROUND_CURRENT_SCALE } = params;\n\n const direction = currentVectorFromContents(groundContents);\n if (direction === ZERO_VEC3) {\n return ZERO_VEC3;\n }\n\n return scaleVec3(direction, scale);\n}\n\n/**\n * Pure mirror of PM_AddCurrents from rerelease `p_move.cpp`: handles ladder\n * specific motion tweaks, water currents, and conveyor-style ground currents\n * before pmove acceleration is applied.\n */\nexport function applyPmoveAddCurrents(params: AddCurrentsParams): Vec3 {\n const {\n wishVelocity,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed,\n ladderMod,\n waterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace = DEFAULT_TRACE,\n } = params;\n\n let adjusted = wishVelocity;\n\n if (onLadder) {\n adjusted = applyLadderAdjustments({\n wishVelocity: adjusted,\n cmd,\n waterlevel,\n viewPitch,\n maxSpeed,\n ladderMod,\n onGround,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n }\n\n const waterVelocity = waterCurrentVelocity({ watertype, waterlevel, onGround, waterSpeed });\n if (waterVelocity !== ZERO_VEC3) {\n adjusted = addVec3(adjusted, waterVelocity);\n }\n\n if (onGround) {\n const groundVelocity = groundCurrentVelocity({ groundContents });\n if (groundVelocity !== ZERO_VEC3) {\n adjusted = addVec3(adjusted, groundVelocity);\n }\n }\n\n return adjusted;\n}\n\ninterface LadderAdjustParams {\n readonly wishVelocity: Vec3;\n readonly cmd: PmoveCmd;\n readonly waterlevel: WaterLevel;\n readonly viewPitch: number;\n readonly maxSpeed: number;\n readonly ladderMod: number;\n readonly onGround: boolean;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n}\n\nfunction applyLadderAdjustments(params: LadderAdjustParams): Vec3 {\n const { wishVelocity, cmd, waterlevel, viewPitch, maxSpeed, ladderMod, onGround, forward, origin, mins, maxs, trace } = params;\n const buttons = cmd.buttons ?? 0;\n let adjusted = { ...wishVelocity };\n\n if ((buttons & (PlayerButton.Jump | PlayerButton.Crouch)) !== 0) {\n const ladderSpeed = isAtLeastWaistDeep(waterlevel) ? maxSpeed : DEFAULT_FORWARD_LADDER_CLAMP;\n adjusted = {\n ...adjusted,\n z: buttons & PlayerButton.Jump ? ladderSpeed : -ladderSpeed,\n };\n } else if (cmd.forwardmove) {\n const clamped = clamp(cmd.forwardmove, -DEFAULT_FORWARD_LADDER_CLAMP, DEFAULT_FORWARD_LADDER_CLAMP);\n if (cmd.forwardmove > 0) {\n const climb = viewPitch < LADDER_ASCEND_PITCH_THRESHOLD ? clamped : -clamped;\n adjusted = { ...adjusted, z: climb };\n } else {\n if (!onGround) {\n adjusted = { ...adjusted, x: 0, y: 0 };\n }\n adjusted = { ...adjusted, z: clamped };\n }\n } else {\n adjusted = { ...adjusted, z: 0 };\n }\n\n if (!onGround) {\n if (cmd.sidemove) {\n let sideSpeed = clamp(cmd.sidemove, -DEFAULT_SIDE_LADDER_CLAMP, DEFAULT_SIDE_LADDER_CLAMP);\n if (waterlevel < WaterLevel.Waist) {\n sideSpeed *= ladderMod;\n }\n\n const flatForward = normalizeVec3({ x: forward.x, y: forward.y, z: 0 });\n if (flatForward.x !== 0 || flatForward.y !== 0) {\n const spot = addVec3(origin, scaleVec3(flatForward, LADDER_TRACE_DISTANCE));\n const tr = trace(origin, spot, mins, maxs);\n if (\n tr.fraction !== 1 &&\n !tr.allsolid &&\n tr.contents !== undefined &&\n (tr.contents & CONTENTS_LADDER) !== 0 &&\n tr.planeNormal\n ) {\n const right = crossVec3(tr.planeNormal, UP_VECTOR);\n adjusted = { ...adjusted, x: 0, y: 0 };\n adjusted = addVec3(adjusted, scaleVec3(right, -sideSpeed));\n }\n }\n } else {\n adjusted = {\n ...adjusted,\n x: clampHorizontal(adjusted.x),\n y: clampHorizontal(adjusted.y),\n };\n }\n }\n\n return adjusted;\n}\n\nfunction clamp(value: number, min: number, max: number): number {\n return Math.max(min, Math.min(max, value));\n}\n\nfunction clampHorizontal(value: number): number {\n if (value < -LADDER_HORIZONTAL_CAP) {\n return -LADDER_HORIZONTAL_CAP;\n }\n if (value > LADDER_HORIZONTAL_CAP) {\n return LADDER_HORIZONTAL_CAP;\n }\n return value;\n}\n","import { addVec3, lengthVec3, normalizeVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton } from './constants.js';\nimport { applyPmoveAccelerate } from './pmove.js';\nimport { stepSlideMove, type StepSlideMoveOutcome } from './slide.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\n\nconst FLY_FRICTION_MULTIPLIER = 1.5;\nconst BUTTON_VERTICAL_SCALE = 0.5;\nconst DEFAULT_OVERBOUNCE = 1.01;\n\nexport interface FlyMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly frametime: number;\n readonly pmFriction: number;\n readonly pmStopSpeed: number;\n readonly pmMaxSpeed: number;\n readonly pmAccelerate: number;\n readonly pmWaterSpeed: number;\n readonly doclip: boolean;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n readonly trace?: PmoveTraceFn;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n}\n\nexport type FlyMoveResult = StepSlideMoveOutcome;\n\n/**\n * Pure translation of PM_FlyMove from rerelease `p_move.cpp`: applies the\n * spectator/noclip friction and acceleration rules, then either advances the\n * origin freely or resolves movement through `stepSlideMove` when clipping is\n * requested. This keeps the spectator and noclip physics deterministic between\n * the client and server.\n */\nexport function applyPmoveFlyMove(params: FlyMoveParams): FlyMoveResult {\n const {\n origin,\n cmd,\n frametime,\n pmFriction,\n pmStopSpeed,\n pmMaxSpeed,\n pmAccelerate,\n pmWaterSpeed,\n doclip,\n forward,\n right,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n } = params;\n\n let velocity = applyFlyFriction({ velocity: params.velocity, pmFriction, pmStopSpeed, frametime });\n\n const wishdirVelocity = buildFlyWishVelocity({\n cmd,\n forward,\n right,\n pmMaxSpeed,\n pmWaterSpeed,\n });\n\n if (wishdirVelocity.wishspeed > 0) {\n velocity = applyPmoveAccelerate({\n velocity,\n wishdir: wishdirVelocity.wishdir,\n wishspeed: wishdirVelocity.accelSpeed,\n accel: pmAccelerate,\n frametime,\n });\n }\n\n if (!doclip) {\n const originDelta = scaleVec3(velocity, frametime);\n const nextOrigin = addVec3(origin, originDelta);\n return {\n origin: nextOrigin,\n velocity,\n planes: [],\n blocked: 0,\n stopped: velocity.x === 0 && velocity.y === 0 && velocity.z === 0,\n stepped: false,\n stepHeight: 0,\n };\n }\n\n if (!trace || !mins || !maxs) {\n throw new Error('applyPmoveFlyMove: doclip=true requires trace/mins/maxs');\n }\n\n return stepSlideMove({\n origin,\n velocity,\n frametime,\n overbounce,\n trace,\n mins,\n maxs,\n stepSize,\n maxBumps,\n maxClipPlanes,\n });\n}\n\ninterface FlyFrictionParams {\n readonly velocity: Vec3;\n readonly pmFriction: number;\n readonly pmStopSpeed: number;\n readonly frametime: number;\n}\n\nfunction applyFlyFriction(params: FlyFrictionParams): Vec3 {\n const { velocity, pmFriction, pmStopSpeed, frametime } = params;\n const speed = lengthVec3(velocity);\n\n if (speed < 1) {\n return { x: 0, y: 0, z: 0 };\n }\n\n const friction = pmFriction * FLY_FRICTION_MULTIPLIER;\n const control = speed < pmStopSpeed ? pmStopSpeed : speed;\n const drop = control * friction * frametime;\n\n let newspeed = speed - drop;\n if (newspeed < 0) {\n newspeed = 0;\n }\n\n if (newspeed === speed) {\n return velocity;\n }\n\n return scaleVec3(velocity, newspeed / speed);\n}\n\ninterface FlyWishVelocityParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmMaxSpeed: number;\n readonly pmWaterSpeed: number;\n}\n\ninterface FlyWishVelocityResult {\n readonly wishdir: Vec3;\n readonly wishspeed: number;\n readonly accelSpeed: number;\n}\n\nfunction buildFlyWishVelocity(params: FlyWishVelocityParams): FlyWishVelocityResult {\n const { cmd, forward, right, pmMaxSpeed, pmWaterSpeed } = params;\n\n const forwardNorm = normalizeVec3(forward);\n const rightNorm = normalizeVec3(right);\n\n const wishvel = {\n x: forwardNorm.x * cmd.forwardmove + rightNorm.x * cmd.sidemove,\n y: forwardNorm.y * cmd.forwardmove + rightNorm.y * cmd.sidemove,\n z: forwardNorm.z * cmd.forwardmove + rightNorm.z * cmd.sidemove,\n } satisfies Vec3;\n\n let adjusted = wishvel;\n const buttons = cmd.buttons ?? 0;\n\n if (buttons & PlayerButton.Jump) {\n adjusted = addVec3(adjusted, { x: 0, y: 0, z: pmWaterSpeed * BUTTON_VERTICAL_SCALE });\n }\n\n if (buttons & PlayerButton.Crouch) {\n adjusted = addVec3(adjusted, { x: 0, y: 0, z: -pmWaterSpeed * BUTTON_VERTICAL_SCALE });\n }\n\n let wishspeed = lengthVec3(adjusted);\n let wishdir = wishspeed === 0 ? { x: 0, y: 0, z: 0 } : normalizeVec3(adjusted);\n\n if (wishspeed > pmMaxSpeed) {\n const scale = pmMaxSpeed / wishspeed;\n adjusted = scaleVec3(adjusted, scale);\n wishspeed = pmMaxSpeed;\n wishdir = wishspeed === 0 ? { x: 0, y: 0, z: 0 } : normalizeVec3(adjusted);\n }\n\n const accelSpeed = wishspeed * 2;\n\n return { wishdir, wishspeed, accelSpeed };\n}\n","import { MASK_WATER, CONTENTS_NONE, type ContentsFlag } from '../bsp/contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { WaterLevel } from './constants.js';\nimport type { PmovePointContentsFn } from './types.js';\n\nexport interface WaterLevelParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly viewheight: number;\n readonly pointContents: PmovePointContentsFn;\n}\n\nexport interface WaterLevelResult {\n readonly waterlevel: WaterLevel;\n readonly watertype: ContentsFlag;\n}\n\n/**\n * Mirrors the rerelease `PM_GetWaterLevel` helper: probes the player's feet,\n * waist, and viewheight to determine how submerged they are and returns both\n * the enum level plus the contents bits encountered at the lowest sample.\n */\nexport function getWaterLevel(params: WaterLevelParams): WaterLevelResult {\n const { origin, mins, viewheight, pointContents } = params;\n\n const sample2 = viewheight - mins.z;\n const sample1 = sample2 / 2;\n\n const point: Vec3 = {\n x: origin.x,\n y: origin.y,\n z: origin.z + mins.z + 1,\n };\n\n let contents = pointContents(point);\n if ((contents & MASK_WATER) === 0) {\n return { waterlevel: WaterLevel.None, watertype: CONTENTS_NONE };\n }\n\n const watertype = contents;\n let waterlevel = WaterLevel.Feet;\n\n let point2: Vec3 = { x: point.x, y: point.y, z: origin.z + mins.z + sample1 };\n contents = pointContents(point2);\n if ((contents & MASK_WATER) !== 0) {\n waterlevel = WaterLevel.Waist;\n\n let point3: Vec3 = { x: point.x, y: point.y, z: origin.z + mins.z + sample2 };\n contents = pointContents(point3);\n if ((contents & MASK_WATER) !== 0) {\n waterlevel = WaterLevel.Under;\n }\n }\n\n return { waterlevel, watertype };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { WaterLevel, type PmFlags, PmFlag, PmType, PlayerButton, addPmFlag, removePmFlag } from './constants.js';\n\nconst DEFAULT_JUMP_HEIGHT = 270;\n\nexport interface CheckJumpParams {\n readonly pmFlags: PmFlags;\n readonly pmType: PmType;\n readonly buttons: number;\n readonly waterlevel: WaterLevel;\n readonly onGround: boolean;\n readonly velocity: Vec3;\n readonly jumpHeight?: number;\n}\n\nexport interface CheckJumpResult {\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly velocity: Vec3;\n readonly jumpSound: boolean;\n readonly jumped: boolean;\n}\n\nfunction hasButton(buttons: number, button: PlayerButton): boolean {\n return (buttons & button) !== 0;\n}\n\n/**\n * Pure translation of the rerelease `PM_CheckJump` helper from `p_move.cpp`.\n * The function takes in the minimal pmove state that the original C++ logic\n * touches and returns the updated flag/origin/velocity tuple so callers can\n * apply the same semantics on both the server and client.\n */\nexport function checkJump(params: CheckJumpParams): CheckJumpResult {\n const { pmFlags, pmType, buttons, waterlevel, onGround, velocity, jumpHeight = DEFAULT_JUMP_HEIGHT } = params;\n\n // PM_CheckJump immediately bails while the landing timer is active.\n if (pmFlags & PmFlag.TimeLand) {\n return { pmFlags, onGround, velocity, jumpSound: false, jumped: false };\n }\n\n const holdingJump = hasButton(buttons, PlayerButton.Jump);\n let nextFlags = pmFlags;\n let nextOnGround = onGround;\n let jumpSound = false;\n let jumped = false;\n let nextVelocity = velocity;\n\n if (!holdingJump) {\n nextFlags = removePmFlag(nextFlags, PmFlag.JumpHeld);\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (hasPmJumpHold(nextFlags)) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (pmType === PmType.Dead) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (waterlevel >= WaterLevel.Waist) {\n nextOnGround = false;\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (!nextOnGround) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n nextFlags = addPmFlag(nextFlags, PmFlag.JumpHeld);\n nextFlags = removePmFlag(nextFlags, PmFlag.OnGround);\n nextOnGround = false;\n jumpSound = true;\n jumped = true;\n\n const z = velocity.z + jumpHeight;\n const finalZ = z < jumpHeight ? jumpHeight : z;\n nextVelocity = { ...velocity, z: finalZ };\n\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n}\n\nfunction hasPmJumpHold(flags: PmFlags): boolean {\n return (flags & PmFlag.JumpHeld) !== 0;\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { PmFlag, type PmFlags, PmType } from './constants.js';\n\nexport interface PlayerDimensions {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n}\n\nfunction createVec3(x: number, y: number, z: number): Vec3 {\n return { x, y, z } satisfies Vec3;\n}\n\n/**\n * Pure mirror of PM_SetDimensions from rerelease `p_move.cpp`.\n * Computes the mins/maxs/viewheight triplet for a player based on\n * their movement type and ducked flag without mutating inputs.\n */\nexport function computePlayerDimensions(pmType: PmType, pmFlags: PmFlags): PlayerDimensions {\n const minsBase = createVec3(-16, -16, 0);\n const maxsBase = createVec3(16, 16, 16);\n\n if (pmType === PmType.Gib) {\n return {\n mins: minsBase,\n maxs: maxsBase,\n viewheight: 8,\n } satisfies PlayerDimensions;\n }\n\n const ducked = pmType === PmType.Dead || (pmFlags & PmFlag.Ducked) !== 0;\n const mins = createVec3(minsBase.x, minsBase.y, -24);\n const maxs = createVec3(maxsBase.x, maxsBase.y, ducked ? 4 : 32);\n\n return {\n mins,\n maxs,\n viewheight: ducked ? -2 : 22,\n } satisfies PlayerDimensions;\n}\n","import { MASK_SOLID, MASK_WATER, type ContentsFlag } from '../bsp/contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport {\n PlayerButton,\n PmFlag,\n type PmFlags,\n PmType,\n WaterLevel,\n addPmFlag,\n hasPmFlag,\n removePmFlag,\n} from './constants.js';\nimport type { PmoveTraceResult } from './types.js';\nimport { computePlayerDimensions, type PlayerDimensions } from './dimensions.js';\n\nconst CROUCH_MAX_Z = 4;\nconst STAND_MAX_Z = 32;\nconst ABOVE_WATER_OFFSET = 8;\n\nexport interface DuckTraceParams {\n readonly start: Vec3;\n readonly end: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly mask: ContentsFlag;\n}\n\nexport type DuckTraceFn = (params: DuckTraceParams) => PmoveTraceResult;\n\nexport interface CheckDuckParams {\n readonly pmType: PmType;\n readonly pmFlags: PmFlags;\n readonly buttons: number;\n readonly waterlevel: WaterLevel;\n readonly hasGroundEntity: boolean;\n readonly onLadder: boolean;\n readonly n64Physics: boolean;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: DuckTraceFn;\n}\n\nexport interface CheckDuckResult extends PlayerDimensions {\n readonly pmFlags: PmFlags;\n readonly ducked: boolean;\n readonly changed: boolean;\n}\n\n/**\n * Pure port of PM_CheckDuck from rerelease `p_move.cpp`. Updates the PMF_DUCKED flag\n * based on crouch input, obstruction traces, and special cases (dead bodies) without\n * mutating the provided mins/maxs. Returns the updated flag word plus the dimensions\n * computed from PM_SetDimensions so callers can update collision bounds atomically.\n */\nexport function checkDuckState(params: CheckDuckParams): CheckDuckResult {\n const { pmType } = params;\n\n if (pmType === PmType.Gib) {\n const dims = computePlayerDimensions(pmType, params.pmFlags);\n return { pmFlags: params.pmFlags, ducked: hasPmFlag(params.pmFlags, PmFlag.Ducked), changed: false, ...dims };\n }\n\n let flags = params.pmFlags;\n let changed = false;\n\n if (pmType === PmType.Dead) {\n if (!hasPmFlag(flags, PmFlag.Ducked)) {\n flags = addPmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n } else if (shouldDuck(params)) {\n if (!hasPmFlag(flags, PmFlag.Ducked) && !isDuckBlocked(params)) {\n flags = addPmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n } else if (hasPmFlag(flags, PmFlag.Ducked) && !isStandBlocked(params)) {\n flags = removePmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n\n const dims = computePlayerDimensions(pmType, flags);\n const ducked = pmType === PmType.Dead || hasPmFlag(flags, PmFlag.Ducked);\n\n return { pmFlags: flags, ducked, changed, ...dims };\n}\n\nfunction shouldDuck(params: CheckDuckParams): boolean {\n if ((params.buttons & PlayerButton.Crouch) === 0) {\n return false;\n }\n if (params.onLadder || params.n64Physics) {\n return false;\n }\n if (params.hasGroundEntity) {\n return true;\n }\n if (params.waterlevel <= WaterLevel.Feet && !isAboveWater(params)) {\n return true;\n }\n return false;\n}\n\nfunction isDuckBlocked(params: CheckDuckParams): boolean {\n const trace = params.trace({\n start: params.origin,\n end: params.origin,\n mins: params.mins,\n maxs: withZ(params.maxs, CROUCH_MAX_Z),\n mask: MASK_SOLID,\n });\n return trace.allsolid;\n}\n\nfunction isStandBlocked(params: CheckDuckParams): boolean {\n const trace = params.trace({\n start: params.origin,\n end: params.origin,\n mins: params.mins,\n maxs: withZ(params.maxs, STAND_MAX_Z),\n mask: MASK_SOLID,\n });\n return trace.allsolid;\n}\n\nfunction isAboveWater(params: CheckDuckParams): boolean {\n const below: Vec3 = { x: params.origin.x, y: params.origin.y, z: params.origin.z - ABOVE_WATER_OFFSET };\n\n const solidTrace = params.trace({\n start: params.origin,\n end: below,\n mins: params.mins,\n maxs: params.maxs,\n mask: MASK_SOLID,\n });\n\n if (solidTrace.fraction < 1) {\n return false;\n }\n\n const waterTrace = params.trace({\n start: params.origin,\n end: below,\n mins: params.mins,\n maxs: params.maxs,\n mask: MASK_WATER,\n });\n\n return waterTrace.fraction < 1;\n}\n\nfunction withZ(vec: Vec3, z: number): Vec3 {\n return { x: vec.x, y: vec.y, z };\n}\n","import { CONTENTS_NONE, type ContentsFlag } from '../bsp/contents.js';\nimport { addVec3, clipVelocityVec3, type Vec3 } from '../math/vec3.js';\nimport {\n PmFlag,\n type PmFlags,\n PmType,\n addPmFlag,\n hasPmFlag,\n removePmFlag,\n} from './constants.js';\nimport { getWaterLevel } from './water.js';\nimport type { PmovePointContentsFn, PmoveTraceFn, PmoveTraceResult } from './types.js';\n\nconst GROUND_PROBE_DISTANCE = 0.25;\nconst LADDER_BYPASS_VELOCITY = 180;\nconst TRICK_VELOCITY_THRESHOLD = 100;\nconst SLANTED_NORMAL_THRESHOLD = 0.7;\nconst TRICK_NORMAL_THRESHOLD = 0.9;\nconst TRICK_PM_TIME = 64;\nconst LAND_PM_TIME = 128;\nconst IMPACT_CLIP_OVERBOUNCE = 1.01;\n\nconst WATERJUMP_CLEAR =\n PmFlag.TimeWaterJump | PmFlag.TimeLand | PmFlag.TimeTeleport | PmFlag.TimeTrick;\n\nexport interface CategorizePositionParams {\n readonly pmType: PmType;\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly n64Physics: boolean;\n readonly velocity: Vec3;\n readonly startVelocity: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n readonly trace: PmoveTraceFn;\n readonly pointContents: PmovePointContentsFn;\n}\n\nexport interface CategorizePositionResult {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly onGround: boolean;\n readonly groundTrace?: PmoveTraceResult;\n readonly groundContents: ContentsFlag;\n readonly waterlevel: number;\n readonly watertype: ContentsFlag;\n readonly impactDelta?: number;\n}\n\n/**\n * Pure mirror of PM_CatagorizePosition from `rerelease/p_move.cpp`: traces a quarter-unit\n * below the player bounds to determine whether they stand on solid ground, updates timers\n * and pmflags accordingly, records the latest ground plane data, and recalculates waterlevel\n * by probing feet/waist/viewheight samples.\n */\nexport function categorizePosition(params: CategorizePositionParams): CategorizePositionResult {\n const {\n pmType,\n n64Physics,\n velocity,\n startVelocity,\n origin,\n mins,\n maxs,\n viewheight,\n trace,\n pointContents,\n } = params;\n\n let pmFlags = params.pmFlags;\n let pmTime = params.pmTime;\n let impactDelta: number | undefined;\n let onGround = hasPmFlag(pmFlags, PmFlag.OnGround);\n\n let groundTrace: PmoveTraceResult | undefined;\n let groundContents: ContentsFlag = CONTENTS_NONE;\n\n const forceAirborne = velocity.z > LADDER_BYPASS_VELOCITY || pmType === PmType.Grapple;\n\n if (forceAirborne) {\n pmFlags = removePmFlag(pmFlags, PmFlag.OnGround);\n onGround = false;\n } else {\n const end: Vec3 = { x: origin.x, y: origin.y, z: origin.z - GROUND_PROBE_DISTANCE };\n const traceResult = trace(origin, end, mins, maxs);\n groundTrace = traceResult;\n groundContents = traceResult.contents ?? CONTENTS_NONE;\n\n const planeNormal = traceResult.planeNormal;\n\n let slantedGround =\n traceResult.fraction < 1 && !!planeNormal && planeNormal.z < SLANTED_NORMAL_THRESHOLD;\n\n if (slantedGround && planeNormal) {\n const slantEnd = addVec3(origin, planeNormal);\n const slantTrace = trace(origin, slantEnd, mins, maxs);\n if (slantTrace.fraction < 1 && !slantTrace.startsolid) {\n slantedGround = false;\n }\n }\n\n if (\n traceResult.fraction === 1 ||\n !planeNormal ||\n (slantedGround && !traceResult.startsolid)\n ) {\n pmFlags = removePmFlag(pmFlags, PmFlag.OnGround);\n onGround = false;\n } else {\n onGround = true;\n\n if (hasPmFlag(pmFlags, PmFlag.TimeWaterJump)) {\n pmFlags &= ~WATERJUMP_CLEAR;\n pmTime = 0;\n }\n\n const wasOnGround = hasPmFlag(pmFlags, PmFlag.OnGround);\n\n if (!wasOnGround) {\n if (\n !n64Physics &&\n velocity.z >= TRICK_VELOCITY_THRESHOLD &&\n planeNormal.z >= TRICK_NORMAL_THRESHOLD &&\n !hasPmFlag(pmFlags, PmFlag.Ducked)\n ) {\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeTrick);\n pmTime = TRICK_PM_TIME;\n }\n\n const clipped = clipVelocityVec3(velocity, planeNormal, IMPACT_CLIP_OVERBOUNCE);\n impactDelta = startVelocity.z - clipped.z;\n }\n\n pmFlags = addPmFlag(pmFlags, PmFlag.OnGround);\n\n if (!wasOnGround && (n64Physics || hasPmFlag(pmFlags, PmFlag.Ducked))) {\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeLand);\n pmTime = LAND_PM_TIME;\n }\n }\n }\n\n const { waterlevel, watertype } = getWaterLevel({\n origin,\n mins,\n viewheight,\n pointContents,\n });\n\n return {\n pmFlags,\n pmTime,\n onGround: hasPmFlag(pmFlags, PmFlag.OnGround),\n groundTrace,\n groundContents,\n waterlevel,\n watertype,\n impactDelta,\n };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { addVec3, lengthVec3, normalizeVec3, scaleVec3 } from '../math/vec3.js';\nimport { applyPmoveAccelerate, applyPmoveAirAccelerate } from './pmove.js';\nimport { applyPmoveAddCurrents } from './currents.js';\nimport { stepSlideMove, type StepSlideMoveOutcome } from './slide.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\nimport {\n PmFlag,\n type PmFlags,\n PmType,\n PlayerButton,\n WaterLevel,\n hasPmFlag,\n} from './constants.js';\n\ninterface BaseMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly frametime: number;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n readonly hasTime?: boolean;\n}\n\nexport interface AirMoveParams extends BaseMoveParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly gravity: number;\n readonly pmType: PmType;\n readonly pmAccelerate: number;\n readonly pmAirAccelerate?: number;\n readonly pmMaxSpeed: number;\n readonly pmDuckSpeed: number;\n readonly onLadder: boolean;\n readonly waterlevel: WaterLevel;\n readonly watertype: number;\n readonly groundContents: number;\n readonly viewPitch: number;\n readonly ladderMod: number;\n readonly pmWaterSpeed: number;\n}\n\nexport interface WaterMoveParams extends BaseMoveParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly pmMaxSpeed: number;\n readonly pmDuckSpeed: number;\n readonly pmWaterAccelerate: number;\n readonly pmWaterSpeed: number;\n readonly onLadder: boolean;\n readonly watertype: number;\n readonly groundContents: number;\n readonly waterlevel: WaterLevel;\n readonly viewPitch: number;\n readonly ladderMod: number;\n}\n\nconst DEFAULT_AIR_ACCELERATE = 1;\nconst WATER_DRIFT_SPEED = 60;\nconst DEFAULT_STEP_OVERBOUNCE = 1.01;\n\nexport function applyPmoveAirMove(params: AirMoveParams): StepSlideMoveOutcome {\n const {\n origin,\n frametime,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_STEP_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n forward,\n right,\n cmd,\n pmFlags,\n onGround,\n gravity,\n pmType,\n pmAccelerate,\n pmAirAccelerate = DEFAULT_AIR_ACCELERATE,\n pmMaxSpeed,\n pmDuckSpeed,\n onLadder,\n waterlevel,\n watertype,\n groundContents,\n viewPitch,\n ladderMod,\n pmWaterSpeed,\n } = params;\n\n let velocity = { ...params.velocity };\n let wishvel = buildPlanarWishVelocity(forward, right, cmd);\n\n wishvel = applyPmoveAddCurrents({\n wishVelocity: wishvel,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed: hasPmFlag(pmFlags, PmFlag.Ducked) ? pmDuckSpeed : pmMaxSpeed,\n ladderMod,\n waterSpeed: pmWaterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n\n const ducked = hasPmFlag(pmFlags, PmFlag.Ducked);\n const maxSpeed = ducked ? pmDuckSpeed : pmMaxSpeed;\n\n let wishdir = wishvel;\n let wishspeed = lengthVec3(wishdir);\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishdir);\n }\n\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n if (onLadder) {\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmAccelerate, frametime });\n if (Math.abs(wishvel.z) < Number.EPSILON) {\n velocity = dampVerticalVelocity(velocity, gravity, frametime);\n }\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n }\n\n if (onGround) {\n velocity = { ...velocity, z: 0 };\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmAccelerate, frametime });\n if (gravity > 0) {\n velocity = { ...velocity, z: 0 };\n } else {\n velocity = { ...velocity, z: velocity.z - gravity * frametime };\n }\n\n if (velocity.x === 0 && velocity.y === 0) {\n return {\n origin,\n velocity,\n planes: [],\n blocked: 0,\n stopped: true,\n stepped: false,\n stepHeight: 0,\n };\n }\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n }\n\n if (pmAirAccelerate > 0) {\n velocity = applyPmoveAirAccelerate({\n velocity,\n wishdir,\n wishspeed,\n accel: pmAirAccelerate,\n frametime,\n });\n } else {\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: DEFAULT_AIR_ACCELERATE, frametime });\n }\n\n if (pmType !== PmType.Grapple) {\n velocity = { ...velocity, z: velocity.z - gravity * frametime };\n }\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n\nexport function applyPmoveWaterMove(params: WaterMoveParams): StepSlideMoveOutcome {\n const {\n origin,\n frametime,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_STEP_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n forward,\n right,\n cmd,\n pmFlags,\n onGround,\n pmMaxSpeed,\n pmDuckSpeed,\n pmWaterAccelerate,\n pmWaterSpeed,\n onLadder,\n watertype,\n groundContents,\n waterlevel,\n viewPitch,\n ladderMod,\n } = params;\n\n let velocity = { ...params.velocity };\n let wishvel = buildFullWishVelocity(forward, right, cmd);\n\n if (isIdleInWater(cmd, onGround)) {\n wishvel = { ...wishvel, z: wishvel.z - WATER_DRIFT_SPEED };\n } else {\n if (hasButton(cmd, PlayerButton.Crouch)) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: -pmWaterSpeed * 0.5 });\n } else if (hasButton(cmd, PlayerButton.Jump)) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: pmWaterSpeed * 0.5 });\n }\n }\n\n wishvel = applyPmoveAddCurrents({\n wishVelocity: wishvel,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed: hasPmFlag(pmFlags, PmFlag.Ducked) ? pmDuckSpeed : pmMaxSpeed,\n ladderMod,\n waterSpeed: pmWaterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n\n let wishdir = wishvel;\n let wishspeed = lengthVec3(wishdir);\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishdir);\n }\n\n if (wishspeed > pmMaxSpeed) {\n const scale = pmMaxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = pmMaxSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n wishspeed *= 0.5;\n\n const ducked = hasPmFlag(pmFlags, PmFlag.Ducked);\n if (ducked && wishspeed > pmDuckSpeed) {\n const scale = pmDuckSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = pmDuckSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmWaterAccelerate, frametime });\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n\nfunction buildPlanarWishVelocity(forward: Vec3, right: Vec3, cmd: PmoveCmd): Vec3 {\n return {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: 0,\n } satisfies Vec3;\n}\n\nfunction buildFullWishVelocity(forward: Vec3, right: Vec3, cmd: PmoveCmd): Vec3 {\n return {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: forward.z * cmd.forwardmove + right.z * cmd.sidemove,\n } satisfies Vec3;\n}\n\nfunction hasButton(cmd: PmoveCmd, button: PlayerButton): boolean {\n return (cmd.buttons ?? 0) & button ? true : false;\n}\n\nfunction isIdleInWater(cmd: PmoveCmd, onGround: boolean): boolean {\n const noMove = cmd.forwardmove === 0 && cmd.sidemove === 0;\n const noButtons = (cmd.buttons ?? 0) & (PlayerButton.Jump | PlayerButton.Crouch) ? false : true;\n return noMove && noButtons && !onGround;\n}\n\nfunction dampVerticalVelocity(velocity: Vec3, gravity: number, frametime: number): Vec3 {\n let z = velocity.z;\n const delta = gravity * frametime;\n if (z > 0) {\n z -= delta;\n if (z < 0) {\n z = 0;\n }\n } else {\n z += delta;\n if (z > 0) {\n z = 0;\n }\n }\n return { ...velocity, z };\n}\n\ninterface StepParams extends BaseMoveParams {\n readonly velocity: Vec3;\n}\n\nfunction runStepSlideMove(params: StepParams): StepSlideMoveOutcome {\n const { origin, velocity, frametime, mins, maxs, trace, overbounce = DEFAULT_STEP_OVERBOUNCE, stepSize, maxBumps, maxClipPlanes, hasTime } = params;\n return stepSlideMove({\n origin,\n velocity,\n frametime,\n trace,\n mins,\n maxs,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n","import { CONTENTS_LADDER, CONTENTS_NONE, CONTENTS_NO_WATERJUMP } from '../bsp/contents.js';\nimport { addVec3, lengthSquaredVec3, normalizeVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton, PmFlag, type PmFlags, addPmFlag, removePmFlag, WaterLevel } from './constants.js';\nimport { stepSlideMove } from './slide.js';\nimport type { PmoveCmd, PmovePointContentsFn, PmoveTraceFn } from './types.js';\nimport { getWaterLevel } from './water.js';\n\nconst LADDER_TRACE_DISTANCE = 1;\nconst WATERJUMP_FORWARD_CHECK = 40;\nconst WATERJUMP_FORWARD_SPEED = 50;\nconst WATERJUMP_UPWARD_SPEED = 350;\nconst WATERJUMP_PM_TIME = 2048;\nconst WATERJUMP_SIM_STEP = 0.1;\nconst WATERJUMP_BASE_GRAVITY = 800;\nconst WATERJUMP_MAX_STEPS = 50;\nconst GROUND_NORMAL_THRESHOLD = 0.7;\nconst WATERJUMP_STEP_TOLERANCE = 18;\nconst DEFAULT_OVERBOUNCE = 1.01;\nconst WATERJUMP_DOWN_PROBE = 2;\n\nexport interface SpecialMovementParams {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly waterlevel: WaterLevel;\n readonly watertype: number;\n readonly gravity: number;\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n readonly trace: PmoveTraceFn;\n readonly pointContents: PmovePointContentsFn;\n readonly onGround: boolean;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n}\n\nexport interface SpecialMovementResult {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly velocity: Vec3;\n readonly performedWaterJump: boolean;\n}\n\n/**\n * Mirrors the ladder detection and water-jump probing logic from\n * `PM_CheckSpecialMovement` in `rerelease/p_move.cpp`. The helper clears and\n * re-adds the ladder flag based on nearby CONTENTS_LADDER brushes, then\n * simulates a potential water jump by firing the same 40-unit probe and\n * step-slide loop the C++ uses before committing to the upward velocity.\n */\nexport function checkSpecialMovement(params: SpecialMovementParams): SpecialMovementResult {\n const {\n pmFlags: initialFlags,\n pmTime: initialPmTime,\n waterlevel,\n watertype,\n gravity,\n cmd,\n forward,\n origin,\n velocity: initialVelocity,\n mins,\n maxs,\n viewheight,\n trace,\n pointContents,\n onGround,\n overbounce = DEFAULT_OVERBOUNCE,\n stepSize = WATERJUMP_STEP_TOLERANCE,\n maxBumps,\n maxClipPlanes,\n } = params;\n\n if (initialPmTime > 0) {\n return { pmFlags: initialFlags, pmTime: initialPmTime, velocity: initialVelocity, performedWaterJump: false };\n }\n\n let pmFlags = removePmFlag(initialFlags, PmFlag.OnLadder);\n let pmTime = initialPmTime;\n let velocity = initialVelocity;\n\n const flatforward = normalizeVec3({ x: forward.x, y: forward.y, z: 0 });\n const hasForward = lengthSquaredVec3(flatforward) > 0;\n\n if (waterlevel < WaterLevel.Waist && hasForward) {\n const ladderEnd = addVec3(origin, scaleVec3(flatforward, LADDER_TRACE_DISTANCE));\n const ladderTrace = trace(origin, ladderEnd, mins, maxs);\n const contents = ladderTrace.contents ?? CONTENTS_NONE;\n\n if (ladderTrace.fraction < 1 && (contents & CONTENTS_LADDER) !== 0) {\n pmFlags = addPmFlag(pmFlags, PmFlag.OnLadder);\n }\n }\n\n if (gravity === 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (((cmd.buttons ?? 0) & PlayerButton.Jump) === 0 && cmd.forwardmove <= 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (waterlevel !== WaterLevel.Waist) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if ((watertype & CONTENTS_NO_WATERJUMP) !== 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (!hasForward) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n const forwardCheckEnd = addVec3(origin, scaleVec3(flatforward, WATERJUMP_FORWARD_CHECK));\n const forwardTrace = trace(origin, forwardCheckEnd, mins, maxs);\n\n if (\n forwardTrace.fraction === 1 ||\n !forwardTrace.planeNormal ||\n forwardTrace.planeNormal.z >= GROUND_NORMAL_THRESHOLD\n ) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n let simVelocity: Vec3 = {\n x: flatforward.x * WATERJUMP_FORWARD_SPEED,\n y: flatforward.y * WATERJUMP_FORWARD_SPEED,\n z: WATERJUMP_UPWARD_SPEED,\n };\n\n let simOrigin = origin;\n let hasTime = true;\n const stepCount = computeWaterJumpSteps(gravity);\n\n for (let i = 0; i < stepCount; i++) {\n simVelocity = { x: simVelocity.x, y: simVelocity.y, z: simVelocity.z - gravity * WATERJUMP_SIM_STEP };\n if (simVelocity.z < 0) {\n hasTime = false;\n }\n\n const move = stepSlideMove({\n origin: simOrigin,\n velocity: simVelocity,\n frametime: WATERJUMP_SIM_STEP,\n trace,\n mins,\n maxs,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n simOrigin = move.origin;\n simVelocity = move.velocity;\n }\n\n const downEnd = addVec3(simOrigin, { x: 0, y: 0, z: -WATERJUMP_DOWN_PROBE });\n const downTrace = trace(simOrigin, downEnd, mins, maxs);\n\n if (\n downTrace.fraction === 1 ||\n !downTrace.planeNormal ||\n downTrace.planeNormal.z < GROUND_NORMAL_THRESHOLD ||\n downTrace.endpos.z < origin.z\n ) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (onGround && Math.abs(origin.z - downTrace.endpos.z) <= stepSize) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n const landingWater = getWaterLevel({ origin: downTrace.endpos, mins, viewheight, pointContents });\n if (landingWater.waterlevel >= WaterLevel.Waist) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeWaterJump);\n pmTime = WATERJUMP_PM_TIME;\n velocity = {\n x: flatforward.x * WATERJUMP_FORWARD_SPEED,\n y: flatforward.y * WATERJUMP_FORWARD_SPEED,\n z: WATERJUMP_UPWARD_SPEED,\n } satisfies Vec3;\n\n return { pmFlags, pmTime, velocity, performedWaterJump: true };\n}\n\nfunction computeWaterJumpSteps(gravity: number): number {\n if (gravity === 0) {\n return 0;\n }\n\n const scaled = Math.floor(10 * (WATERJUMP_BASE_GRAVITY / gravity));\n if (scaled <= 0) {\n return 0;\n }\n return Math.min(WATERJUMP_MAX_STEPS, scaled);\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { fixStuckObjectGeneric } from './stuck.js';\nimport type { PmoveTraceFn } from './types.js';\n\nconst SNAP_OFFSETS = [0, -1, 1] as const;\n\nexport interface GoodPositionParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n}\n\nexport function goodPosition(params: GoodPositionParams): boolean {\n const { origin, mins, maxs, trace } = params;\n const result = trace(origin, origin, mins, maxs);\n return result.allsolid ? false : true;\n}\n\nexport type SnapResolution = 'unchanged' | 'fixed' | 'reverted';\n\nexport interface SnapPositionParams extends GoodPositionParams {\n readonly velocity: Vec3;\n readonly previousOrigin: Vec3;\n}\n\nexport interface SnapPositionResult {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly resolution: SnapResolution;\n}\n\n/**\n * Pure translation of PM_SnapPosition from rerelease `p_move.cpp`.\n * Attempts to keep the caller's origin in a valid location by first\n * checking the current origin against collision traces, then falling\n * back to the shared `fixStuckObjectGeneric` helper before finally\n * reverting to the provided previous origin when no fix is possible.\n */\nexport function snapPosition(params: SnapPositionParams): SnapPositionResult {\n const { origin, velocity, mins, maxs, previousOrigin, trace } = params;\n\n if (goodPosition({ origin, mins, maxs, trace })) {\n return { origin: { ...origin }, velocity: { ...velocity }, resolution: 'unchanged' };\n }\n\n const fix = fixStuckObjectGeneric({\n origin,\n mins,\n maxs,\n trace: (start, localMins, localMaxs, end) => trace(start, end, localMins, localMaxs),\n });\n\n if (fix.result === 'fixed' || fix.result === 'good-position') {\n return { origin: fix.origin, velocity: { ...velocity }, resolution: 'fixed' };\n }\n\n return { origin: { ...previousOrigin }, velocity: { ...velocity }, resolution: 'reverted' };\n}\n\nexport interface InitialSnapPositionParams extends GoodPositionParams {}\n\nexport interface InitialSnapPositionResult {\n readonly origin: Vec3;\n readonly snapped: boolean;\n}\n\n/**\n * Pure translation of PM_InitialSnapPosition from rerelease `p_move.cpp`.\n * Tries a 3x3x3 grid of +/-1 unit offsets around the base origin to find\n * a valid collision-free spot, mirroring the search order of the C++ code.\n */\nexport function initialSnapPosition(params: InitialSnapPositionParams): InitialSnapPositionResult {\n const { origin, mins, maxs, trace } = params;\n\n for (const oz of SNAP_OFFSETS) {\n for (const oy of SNAP_OFFSETS) {\n for (const ox of SNAP_OFFSETS) {\n const candidate = { x: origin.x + ox, y: origin.y + oy, z: origin.z + oz } satisfies Vec3;\n if (goodPosition({ origin: candidate, mins, maxs, trace })) {\n const snapped = ox !== 0 || oy !== 0 || oz !== 0;\n return { origin: candidate, snapped };\n }\n }\n }\n }\n\n return { origin: { ...origin }, snapped: false };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { angleVectors, type AngleVectorsResult } from '../math/angles.js';\nimport { PmFlag, type PmFlags } from './constants.js';\n\nexport interface ClampViewAnglesParams {\n readonly pmFlags: PmFlags;\n readonly cmdAngles: Vec3;\n readonly deltaAngles: Vec3;\n}\n\nexport interface ClampViewAnglesResult extends AngleVectorsResult {\n readonly viewangles: Vec3;\n}\n\nfunction addAngles(cmdAngles: Vec3, deltaAngles: Vec3): Vec3 {\n return {\n x: cmdAngles.x + deltaAngles.x,\n y: cmdAngles.y + deltaAngles.y,\n z: cmdAngles.z + deltaAngles.z,\n } satisfies Vec3;\n}\n\nfunction clampPitch(pitch: number): number {\n if (pitch > 89 && pitch < 180) {\n return 89;\n }\n if (pitch < 271 && pitch >= 180) {\n return 271;\n }\n return pitch;\n}\n\n/**\n * Pure translation of `PM_ClampAngles` from `rerelease/p_move.cpp`. The helper\n * fuses the latest command angles with the stored delta, applies the teleport\n * pitch/roll reset, enforces the ±90° pitch window, and returns the resulting\n * axis vectors that the C version stored in `pml.forward/right/up`.\n */\nexport function clampViewAngles(params: ClampViewAnglesParams): ClampViewAnglesResult {\n const { pmFlags, cmdAngles, deltaAngles } = params;\n\n let viewangles: Vec3;\n\n if ((pmFlags & PmFlag.TimeTeleport) !== 0) {\n viewangles = {\n x: 0,\n y: cmdAngles.y + deltaAngles.y,\n z: 0,\n } satisfies Vec3;\n } else {\n viewangles = addAngles(cmdAngles, deltaAngles);\n viewangles = { ...viewangles, x: clampPitch(viewangles.x) };\n }\n\n const vectors = angleVectors(viewangles);\n return { viewangles, ...vectors };\n}\n","import { angleMod } from '../math/angles.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { PlayerButton } from '../pmove/constants.js';\n\nexport interface UserCommand {\n readonly msec: number;\n readonly buttons: PlayerButton;\n readonly angles: Vec3;\n readonly forwardmove: number;\n readonly sidemove: number;\n readonly upmove: number;\n readonly serverFrame?: number;\n}\n\nexport interface MouseDelta {\n readonly deltaX: number;\n readonly deltaY: number;\n}\n\nexport interface MouseLookOptions {\n readonly sensitivity: number;\n readonly invertY: boolean;\n readonly sensitivityX?: number;\n readonly sensitivityY?: number;\n}\n\nexport const DEFAULT_FORWARD_SPEED = 200;\nexport const DEFAULT_SIDE_SPEED = 200;\nexport const DEFAULT_UP_SPEED = 200;\nexport const DEFAULT_YAW_SPEED = 140;\nexport const DEFAULT_PITCH_SPEED = 150;\nexport const DEFAULT_MOUSE_SENSITIVITY = 3;\n\nfunction clampPitch(pitch: number): number {\n const normalized = angleMod(pitch);\n\n if (normalized > 89 && normalized < 180) return 89;\n if (normalized < 271 && normalized >= 180) return 271;\n\n return normalized;\n}\n\nexport function addViewAngles(current: Vec3, delta: Vec3): Vec3 {\n return {\n x: clampPitch(current.x + delta.x),\n y: angleMod(current.y + delta.y),\n z: angleMod(current.z + delta.z),\n } satisfies Vec3;\n}\n\nexport function mouseDeltaToViewDelta(delta: MouseDelta, options: MouseLookOptions): Vec3 {\n const yawScale = options.sensitivityX ?? options.sensitivity;\n const pitchScale = (options.sensitivityY ?? options.sensitivity) * (options.invertY ? -1 : 1);\n\n return {\n x: delta.deltaY * pitchScale,\n y: delta.deltaX * yawScale,\n z: 0,\n } satisfies Vec3;\n}\n","\nexport enum ServerCommand {\n bad = 0,\n\n // these ops are known to the game dll\n muzzleflash = 1,\n muzzleflash2 = 2,\n temp_entity = 3,\n layout = 4,\n inventory = 5,\n\n // the rest are private to the client and server\n nop = 6,\n disconnect = 7,\n reconnect = 8,\n sound = 9, // <see code>\n print = 10, // [byte] id [string] null terminated string\n stufftext = 11, // [string] stuffed into client's console buffer, should be \\n terminated\n serverdata = 12, // [long] protocol ...\n configstring = 13, // [short] [string]\n spawnbaseline = 14,\n centerprint = 15, // [string] to put in center of the screen\n download = 16, // [short] size [size bytes]\n playerinfo = 17, // variable\n packetentities = 18, // [...]\n deltapacketentities = 19, // [...]\n frame = 20,\n splitclient = 21,\n configblast = 22,\n spawnbaselineblast = 23,\n level_restart = 24,\n damage = 25,\n locprint = 26,\n fog = 27,\n waitingforplayers = 28,\n bot_chat = 29,\n poi = 30,\n help_path = 31,\n muzzleflash3 = 32,\n achievement = 33\n}\n\nexport enum ClientCommand {\n bad = 0,\n nop = 1,\n move = 2, // [[usercmd_t]\n userinfo = 3, // [[userinfo string]\n stringcmd = 4 // [string] message\n}\n","\n// Temp entity constants from Quake 2\nexport enum TempEntity {\n GUNSHOT = 0,\n BLOOD = 1,\n BLASTER = 2,\n RAILTRAIL = 3,\n SHOTGUN = 4,\n EXPLOSION1 = 5,\n EXPLOSION2 = 6,\n ROCKET_EXPLOSION = 7,\n GRENADE_EXPLOSION = 8,\n SPARKS = 9,\n SPLASH = 10,\n BUBBLETRAIL = 11,\n SCREEN_SPARKS = 12,\n SHIELD_SPARKS = 13,\n BULLET_SPARKS = 14,\n LASER_SPARKS = 15,\n PARASITE_ATTACK = 16,\n ROCKET_EXPLOSION_WATER = 17,\n GRENADE_EXPLOSION_WATER = 18,\n MEDIC_CABLE_ATTACK = 19,\n BFG_EXPLOSION = 20,\n BFG_BIGEXPLOSION = 21,\n BOSSTPORT = 22,\n BFG_LASER = 23,\n GRAPPLE_CABLE = 24,\n WELDING_SPARKS = 25,\n GREENBLOOD = 26,\n BLUEHYPERBLASTER = 27,\n PLASMA_EXPLOSION = 28,\n TUNNEL_SPARKS = 29,\n // ROGUE\n BLASTER2 = 30,\n RAILTRAIL2 = 31,\n FLAME = 32,\n LIGHTNING = 33,\n DEBUGTRAIL = 34,\n PLAIN_EXPLOSION = 35,\n FLASHLIGHT = 36,\n FORCEWALL = 37,\n HEATBEAM = 38,\n MONSTER_HEATBEAM = 39,\n STEAM = 40,\n BUBBLETRAIL2 = 41,\n MOREBLOOD = 42,\n HEATBEAM_SPARKS = 43,\n HEATBEAM_STEAM = 44,\n CHAINFIST_SMOKE = 45,\n ELECTRIC_SPARKS = 46,\n TRACKER_EXPLOSION = 47,\n TELEPORT_EFFECT = 48,\n DBALL_GOAL = 49,\n WIDOWBEAMOUT = 50,\n NUKEBLAST = 51,\n WIDOWSPLASH = 52,\n EXPLOSION1_BIG = 53,\n EXPLOSION1_NP = 54,\n FLECHETTE = 55,\n BLUEHYPERBLASTER_KEX = 56,\n BFG_ZAP = 57,\n BERSERK_SLAM = 58,\n GRAPPLE_CABLE_2 = 59,\n POWER_SPLASH = 60,\n LIGHTNING_BEAM = 61,\n EXPLOSION1_NL = 62,\n EXPLOSION2_NL = 63\n}\n","\nexport const MAX_CHALLENGES = 1024;\nexport const MAX_PACKET_ENTITIES = 256; // Standard Q2 value\nexport const UPDATE_BACKUP = 16;\nexport const CMD_BACKUP = 64;\nexport const MAX_INFO_STRING = 512;\nexport const MAX_MSGLEN = 1400; // MTU safe limit\n\n// Muzzle Flash Constants\nexport const MZ_BLASTER = 0;\nexport const MZ_MACHINEGUN = 1;\nexport const MZ_SHOTGUN = 2;\nexport const MZ_CHAINGUN1 = 3;\nexport const MZ_CHAINGUN2 = 4;\nexport const MZ_CHAINGUN3 = 5;\nexport const MZ_RAILGUN = 6;\nexport const MZ_ROCKET = 7;\nexport const MZ_GRENADE = 8;\nexport const MZ_LOGIN = 9;\nexport const MZ_LOGOUT = 10;\nexport const MZ_SSHOTGUN = 11;\nexport const MZ_BFG = 12;\nexport const MZ_HYPERBLASTER = 13;\n","// Matching rerelease/game.h:1584-1593\nexport enum LayoutFlags {\n LAYOUTS_LAYOUT = 1,\n LAYOUTS_INVENTORY = 2,\n LAYOUTS_HIDE_HUD = 4,\n LAYOUTS_INTERMISSION = 8,\n LAYOUTS_HELP = 16,\n LAYOUTS_HIDE_CROSSHAIR = 32\n}\n","\n/**\n * Helper to force a number into a signed 16-bit integer range (-32768 to 32767).\n * This mimics the behavior of casting to `short` in C++.\n */\nfunction toSigned16(val: number): number {\n return (val << 16) >> 16;\n}\n\n/**\n * Reads a 16-bit integer (unsigned) from the stats array at the given byte offset.\n * Mimics reading `*(uint16_t*)((uint8_t*)stats + byteOffset)` in Little Endian.\n */\nfunction readUint16LE(stats: number[], startIndex: number, byteOffset: number): number {\n // Determine which element(s) of the array we are accessing\n // stats is int16[], so each element is 2 bytes.\n // absolute byte offset from stats[startIndex]\n const elementIndex = Math.floor(byteOffset / 2);\n const isOdd = (byteOffset % 2) !== 0;\n\n // Access the array at the calculated index relative to startIndex\n const index = startIndex + elementIndex;\n\n // Read the primary element\n const val0 = stats[index] || 0; // Handle potentially undefined/uninitialized slots as 0\n\n if (!isOdd) {\n // Aligned access: just return the element as uint16\n return val0 & 0xFFFF;\n } else {\n // Unaligned access: High byte of val0 + Low byte of val1\n const val1 = stats[index + 1] || 0;\n\n // Low byte of result comes from High byte of val0\n const low = (val0 >>> 8) & 0xFF;\n // High byte of result comes from Low byte of val1\n const high = val1 & 0xFF;\n\n return (high << 8) | low;\n }\n}\n\n/**\n * Writes a 16-bit integer to the stats array at the given byte offset.\n * Mimics writing `*(uint16_t*)((uint8_t*)stats + byteOffset) = value` in Little Endian.\n */\nfunction writeUint16LE(stats: number[], startIndex: number, byteOffset: number, value: number): void {\n const elementIndex = Math.floor(byteOffset / 2);\n const isOdd = (byteOffset % 2) !== 0;\n const index = startIndex + elementIndex;\n\n // Ensure array has values at these indices to avoid NaN math\n if (stats[index] === undefined) stats[index] = 0;\n\n if (!isOdd) {\n // Aligned access: overwrite the element\n stats[index] = toSigned16(value);\n } else {\n // Unaligned access\n if (stats[index + 1] === undefined) stats[index + 1] = 0;\n\n const val0 = stats[index];\n const val1 = stats[index + 1];\n\n // We want to write `value` (which is Low byte `L_v` and High byte `H_v`)\n // into the bytes at `byteOffset` and `byteOffset + 1`.\n\n // Byte at `byteOffset` corresponds to High byte of `stats[index]`.\n // It should become `value & 0xFF` (L_v).\n // So `stats[index]` becomes `(Old_Low) | (L_v << 8)`.\n const newHigh0 = value & 0xFF;\n const newVal0 = (val0 & 0xFF) | (newHigh0 << 8);\n stats[index] = toSigned16(newVal0);\n\n // Byte at `byteOffset + 1` corresponds to Low byte of `stats[index+1]`.\n // It should become `(value >> 8) & 0xFF` (H_v).\n // So `stats[index+1]` becomes `(H_v) | (Old_High << 8)`.\n const newLow1 = (value >>> 8) & 0xFF;\n const newVal1 = newLow1 | (val1 & 0xFF00);\n stats[index + 1] = toSigned16(newVal1);\n }\n}\n\n/**\n * Packs a value into the stats array using a specific bit width.\n * Equivalent to C++ `set_compressed_integer`.\n *\n * @param stats The stats array (number[] representing int16s)\n * @param startIndex The index in the stats array where the packed region begins (e.g. STAT_AMMO_INFO_START)\n * @param id The ID of the item to set (0-based index within the packed region)\n * @param count The value to set\n * @param bitsPerValue Number of bits per item (e.g. 9 for ammo, 2 for powerups)\n */\nexport function setCompressedInteger(\n stats: number[],\n startIndex: number,\n id: number,\n count: number,\n bitsPerValue: number\n): void {\n const bitOffset = bitsPerValue * id;\n const byteOffset = Math.floor(bitOffset / 8);\n const bitShift = bitOffset % 8;\n const mask = ((1 << bitsPerValue) - 1) << bitShift;\n\n // Read the 16-bit word at the target byte address\n let base = readUint16LE(stats, startIndex, byteOffset);\n\n // Apply the mask and value\n // Note: (count << bitShift) might overflow 16 bits if we aren't careful,\n // but the mask will handle the high bits.\n // However, in JS, bitwise ops are 32-bit.\n // We need to ensure we only write back 16 bits.\n\n const valueToWrite = (base & ~mask) | ((count << bitShift) & mask);\n\n // Write the modified 16-bit word back\n writeUint16LE(stats, startIndex, byteOffset, valueToWrite & 0xFFFF);\n}\n\n/**\n * Unpacks a value from the stats array.\n * Equivalent to C++ `get_compressed_integer`.\n */\nexport function getCompressedInteger(\n stats: number[],\n startIndex: number,\n id: number,\n bitsPerValue: number\n): number {\n const bitOffset = bitsPerValue * id;\n const byteOffset = Math.floor(bitOffset / 8);\n const bitShift = bitOffset % 8;\n const mask = ((1 << bitsPerValue) - 1) << bitShift;\n\n const base = readUint16LE(stats, startIndex, byteOffset);\n\n return (base & mask) >>> bitShift;\n}\n","/**\n * Powerup identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/playerInventory.ts\n */\n\nexport enum PowerupId {\n QuadDamage = 'quad',\n Invulnerability = 'invulnerability',\n EnviroSuit = 'enviro_suit',\n Rebreather = 'rebreather',\n Silencer = 'silencer',\n // New additions for demo playback and extended support\n PowerScreen = 'power_screen',\n PowerShield = 'power_shield',\n QuadFire = 'quad_fire',\n Invisibility = 'invisibility',\n Bandolier = 'bandolier',\n AmmoPack = 'ammo_pack',\n IRGoggles = 'ir_goggles',\n DoubleDamage = 'double_damage',\n SphereVengeance = 'sphere_vengeance',\n SphereHunter = 'sphere_hunter',\n SphereDefender = 'sphere_defender',\n Doppelganger = 'doppelganger',\n TagToken = 'tag_token',\n TechResistance = 'tech_resistance',\n TechStrength = 'tech_strength',\n TechHaste = 'tech_haste',\n TechRegeneration = 'tech_regeneration',\n Flashlight = 'flashlight',\n Compass = 'compass',\n}\n","import { setCompressedInteger, getCompressedInteger } from './bitpack.js';\nimport { PowerupId } from '../items/powerups.js';\n\n// Matching rerelease/bg_local.h:196-262\nexport enum PlayerStat {\n STAT_HEALTH_ICON = 0,\n STAT_HEALTH,\n STAT_AMMO_ICON,\n STAT_AMMO,\n STAT_ARMOR_ICON,\n STAT_ARMOR,\n STAT_SELECTED_ICON,\n STAT_PICKUP_ICON,\n STAT_PICKUP_STRING,\n STAT_TIMER_ICON,\n STAT_TIMER,\n STAT_HELPICON,\n STAT_SELECTED_ITEM,\n STAT_LAYOUTS,\n STAT_FRAGS,\n STAT_FLASHES,\n STAT_CHASE,\n STAT_SPECTATOR,\n\n // CTF Stats (Rerelease/KEX)\n STAT_CTF_TEAM1_PIC = 18,\n STAT_CTF_TEAM1_CAPS = 19,\n STAT_CTF_TEAM2_PIC = 20,\n STAT_CTF_TEAM2_CAPS = 21,\n STAT_CTF_FLAG_PIC = 22,\n STAT_CTF_JOINED_TEAM1_PIC = 23,\n STAT_CTF_JOINED_TEAM2_PIC = 24,\n STAT_CTF_TEAM1_HEADER = 25,\n STAT_CTF_TEAM2_HEADER = 26,\n STAT_CTF_TECH = 27,\n STAT_CTF_ID_VIEW = 28,\n STAT_CTF_MATCH = 29,\n STAT_CTF_ID_VIEW_COLOR = 30,\n STAT_CTF_TEAMINFO = 31,\n\n // Rerelease additions\n STAT_WEAPONS_OWNED_1 = 32,\n STAT_WEAPONS_OWNED_2 = 33,\n\n // Ammo counts (start index)\n STAT_AMMO_INFO_START = 34,\n // Calculated below, but enum needs literal or constant if we want to use it as type.\n // However, for TS Enum, we can just define start.\n\n // Powerups start after Ammo.\n // AMMO_MAX=12, 9 bits each -> 108 bits -> 7 int16s.\n // 34 + 7 = 41.\n STAT_POWERUP_INFO_START = 41,\n\n // Keys and other KEX stats (Start after Powerups)\n // POWERUP_MAX=23, 2 bits each -> 46 bits -> 3 int16s.\n // 41 + 3 = 44.\n STAT_KEY_A = 44,\n STAT_KEY_B = 45,\n STAT_KEY_C = 46,\n\n STAT_ACTIVE_WHEEL_WEAPON = 47,\n STAT_COOP_RESPAWN = 48,\n STAT_LIVES = 49,\n STAT_HIT_MARKER = 50,\n STAT_SELECTED_ITEM_NAME = 51,\n STAT_HEALTH_BARS = 52,\n STAT_ACTIVE_WEAPON = 53,\n\n STAT_LAST\n}\n\n// Constants for bit packing logic\nexport const AMMO_MAX = 12;\nexport const NUM_BITS_FOR_AMMO = 9;\nexport const NUM_AMMO_STATS = Math.ceil((AMMO_MAX * NUM_BITS_FOR_AMMO) / 16); // 7\n\nexport const POWERUP_MAX = 23; // Adjusted to include TechRegeneration (index 22)\nexport const NUM_BITS_FOR_POWERUP = 2;\nexport const NUM_POWERUP_STATS = Math.ceil((POWERUP_MAX * NUM_BITS_FOR_POWERUP) / 16); // 3\n\n// Powerup ID mapping from string to C++ integer index (powerup_t in bg_local.h)\nconst POWERUP_STAT_MAP: Partial<Record<PowerupId, number>> = {\n [PowerupId.PowerScreen]: 0,\n [PowerupId.PowerShield]: 1,\n // 2 is POWERUP_AM_BOMB (not in PowerupId?)\n [PowerupId.QuadDamage]: 3,\n [PowerupId.QuadFire]: 4,\n [PowerupId.Invulnerability]: 5,\n [PowerupId.Invisibility]: 6,\n [PowerupId.Silencer]: 7,\n [PowerupId.Rebreather]: 8,\n [PowerupId.EnviroSuit]: 9,\n [PowerupId.Bandolier]: 10, // Placeholder/Map mismatch handling?\n [PowerupId.AmmoPack]: 10, // Original reused indices or had gaps?\n [PowerupId.IRGoggles]: 11,\n [PowerupId.DoubleDamage]: 12,\n [PowerupId.SphereVengeance]: 13,\n [PowerupId.SphereHunter]: 14,\n [PowerupId.SphereDefender]: 15,\n [PowerupId.Doppelganger]: 16,\n [PowerupId.Flashlight]: 17,\n [PowerupId.Compass]: 18,\n [PowerupId.TechResistance]: 19,\n [PowerupId.TechStrength]: 20,\n [PowerupId.TechHaste]: 21,\n [PowerupId.TechRegeneration]: 22,\n // Add missing mappings to avoid runtime lookups failing for new types\n [PowerupId.TagToken]: -1,\n};\n\n// 9 bits for ammo count\nexport function G_SetAmmoStat(stats: number[], ammoId: number, count: number): void {\n if (ammoId < 0 || ammoId >= AMMO_MAX) return;\n\n // Clamp count to 9 bits (0-511)\n let val = count;\n if (val > 511) val = 511;\n if (val < 0) val = 0;\n\n setCompressedInteger(stats, PlayerStat.STAT_AMMO_INFO_START, ammoId, val, NUM_BITS_FOR_AMMO);\n}\n\nexport function G_GetAmmoStat(stats: number[], ammoId: number): number {\n if (ammoId < 0 || ammoId >= AMMO_MAX) return 0;\n return getCompressedInteger(stats, PlayerStat.STAT_AMMO_INFO_START, ammoId, NUM_BITS_FOR_AMMO);\n}\n\n// 2 bits for powerup active/inactive state\nexport function G_SetPowerupStat(stats: number[], powerupId: PowerupId | number, val: number): void {\n let index: number | undefined;\n\n if (typeof powerupId === 'number') {\n index = powerupId;\n } else {\n index = POWERUP_STAT_MAP[powerupId];\n }\n\n if (index === undefined || index < 0 || index >= POWERUP_MAX) return;\n\n // Clamp value to 2 bits (0-3)\n let safeVal = val;\n if (safeVal > 3) safeVal = 3;\n if (safeVal < 0) safeVal = 0;\n\n setCompressedInteger(stats, PlayerStat.STAT_POWERUP_INFO_START, index, safeVal, NUM_BITS_FOR_POWERUP);\n}\n\nexport function G_GetPowerupStat(stats: number[], powerupId: PowerupId | number): number {\n let index: number | undefined;\n\n if (typeof powerupId === 'number') {\n index = powerupId;\n } else {\n index = POWERUP_STAT_MAP[powerupId];\n }\n\n if (index === undefined || index < 0 || index >= POWERUP_MAX) return 0;\n\n return getCompressedInteger(stats, PlayerStat.STAT_POWERUP_INFO_START, index, NUM_BITS_FOR_POWERUP);\n}\n","import { BinaryWriter } from '../io/binaryWriter.js';\nimport { UserCommand } from './usercmd.js';\n\nexport function writeUserCommand(writer: BinaryWriter, cmd: UserCommand): void {\n // msec (byte)\n writer.writeByte(cmd.msec);\n\n // buttons (byte)\n writer.writeByte(cmd.buttons);\n\n // angles (short * 3) - Scaled 360 -> 65536\n writer.writeAngle16(cmd.angles.x);\n writer.writeAngle16(cmd.angles.y);\n writer.writeAngle16(cmd.angles.z);\n\n // forwardmove (short)\n writer.writeShort(cmd.forwardmove);\n\n // sidemove (short)\n writer.writeShort(cmd.sidemove);\n\n // upmove (short)\n writer.writeShort(cmd.upmove);\n\n // impulse (byte)\n writer.writeByte(0); // TODO: Impulse in UserCommand\n\n // lightlevel (byte)\n writer.writeByte(0); // TODO: Lightlevel\n}\n","export enum RenderFx {\n MinLight = 1,\n ViewerModel = 2,\n WeaponModel = 4,\n FullBright = 8,\n DepthHack = 16,\n Translucent = 32,\n FrameLerp = 64,\n Beam = 128,\n CustomLight = 256,\n Glow = 512,\n ShellRed = 1024,\n ShellGreen = 2048,\n ShellBlue = 4096,\n IrVisible = 32768,\n ShellDouble = 65536,\n ShellHalfDam = 131072,\n MinLightPlus = 262144,\n ExtraLight = 524288,\n BeamLightning = 1048576,\n}\n","// Quake 2 CRC implementation\n// Ported from qcommon/crc.c\n\nconst crc_table: number[] = [\n 0x00, 0x91, 0xe3, 0x72, 0x07, 0x96, 0xe4, 0x75, 0x0e, 0x9f, 0xed, 0x7c, 0x09, 0x98, 0xea, 0x7b,\n 0x1c, 0x8d, 0xff, 0x6e, 0x1b, 0x8a, 0xf8, 0x69, 0x12, 0x83, 0xf1, 0x60, 0x15, 0x84, 0xf6, 0x67,\n 0x38, 0xa9, 0xdb, 0x4a, 0x3f, 0xae, 0xdc, 0x4d, 0x36, 0xa7, 0xd5, 0x44, 0x31, 0xa0, 0xd2, 0x43,\n 0x24, 0xb5, 0xc7, 0x56, 0x23, 0xb2, 0xc0, 0x51, 0x2a, 0xbb, 0xc9, 0x58, 0x2d, 0xbc, 0xce, 0x5f,\n 0x70, 0xe1, 0x93, 0x02, 0x77, 0xe6, 0x94, 0x05, 0x7e, 0xef, 0x9d, 0x0c, 0x79, 0xe8, 0x9a, 0x0b,\n 0x6c, 0xfd, 0x8f, 0x1e, 0x6b, 0xfa, 0x88, 0x19, 0x62, 0xf3, 0x81, 0x10, 0x65, 0xf4, 0x86, 0x17,\n 0x48, 0xd9, 0xab, 0x3a, 0x4f, 0xde, 0xac, 0x3d, 0x46, 0xd7, 0xa5, 0x34, 0x41, 0xd0, 0xa2, 0x33,\n 0x54, 0xc5, 0xb7, 0x26, 0x53, 0xc2, 0xb0, 0x21, 0x5a, 0xcb, 0xb9, 0x28, 0x5d, 0xcc, 0xbe, 0x2f,\n 0xe0, 0x71, 0x03, 0x92, 0xe7, 0x76, 0x04, 0x95, 0xee, 0x7f, 0x0d, 0x9c, 0xe9, 0x78, 0x0a, 0x9b,\n 0xfc, 0x6d, 0x1f, 0x8e, 0xfb, 0x6a, 0x18, 0x89, 0xf2, 0x63, 0x11, 0x80, 0xf5, 0x64, 0x16, 0x87,\n 0xd8, 0x49, 0x3b, 0xaa, 0xdf, 0x4e, 0x3c, 0xad, 0xd6, 0x47, 0x35, 0xa4, 0xd1, 0x40, 0x32, 0xa3,\n 0xc4, 0x55, 0x27, 0xb6, 0xc3, 0x52, 0x20, 0xb1, 0xca, 0x5b, 0x29, 0xb8, 0xcd, 0x5c, 0x2e, 0xbf,\n 0x90, 0x01, 0x73, 0xe2, 0x97, 0x06, 0x74, 0xe5, 0x9e, 0x0f, 0x7d, 0xec, 0x99, 0x08, 0x7a, 0xeb,\n 0x8c, 0x1d, 0x6f, 0xfe, 0x8b, 0x1a, 0x68, 0xf9, 0x82, 0x13, 0x61, 0xf0, 0x85, 0x14, 0x66, 0xf7,\n 0xa8, 0x39, 0x4b, 0xda, 0xaf, 0x3e, 0x4c, 0xdd, 0xa6, 0x37, 0x45, 0xd4, 0xa1, 0x30, 0x42, 0xd3,\n 0xb4, 0x25, 0x56, 0xc7, 0xb3, 0x22, 0x50, 0xc1, 0xba, 0x2b, 0x59, 0xc8, 0xbd, 0x2c, 0x5e, 0xcf\n];\n\n/**\n * Calculates 8-bit CRC for the given data\n */\nexport function crc8(data: Uint8Array): number {\n let crc = 0;\n for (let i = 0; i < data.length; i++) {\n crc = crc_table[(crc ^ data[i]) & 0xff];\n }\n return crc;\n}\n","\n// flags for delta encoding\nexport const U_NUMBER = 1 << 0;\nexport const U_MODEL = 1 << 1;\nexport const U_SOUND = 1 << 2;\nexport const U_ORIGIN1 = 1 << 3;\nexport const U_ORIGIN2 = 1 << 4;\nexport const U_ORIGIN3 = 1 << 5;\nexport const U_ANGLE1 = 1 << 6;\nexport const U_ANGLE2 = 1 << 7;\nexport const U_ANGLE3 = 1 << 8;\nexport const U_FRAME = 1 << 9;\nexport const U_SKIN = 1 << 10;\nexport const U_EFFECTS = 1 << 11;\nexport const U_RENDERFX = 1 << 12;\nexport const U_SOLID = 1 << 13;\nexport const U_EVENT = 1 << 14;\nexport const U_MOREBITS = 1 << 15;\n\n// bits in U_MOREBITS\nexport const U_MODEL2 = 1 << 0;\nexport const U_MODEL3 = 1 << 1;\nexport const U_MODEL4 = 1 << 2;\n\n// a sound without a message is a logical error\n\n// special value for entity removal\nexport const U_REMOVE = 0x8000;\n","\nimport { PmoveCmd, PmoveTraceFn } from './types.js';\nimport { Vec3 } from '../math/vec3.js';\n\nimport { applyPmoveAccelerate, applyPmoveFriction, buildAirGroundWish, buildWaterWish } from './pmove.js';\nimport { PlayerState } from '../protocol/player-state.js';\nimport { angleVectors } from '../math/angles.js';\n\nconst FRAMETIME = 0.025;\n\n// MASK_WATER definition from shared constants (0x2000000)\nconst MASK_WATER = 0x2000000;\n\n// Local definition to avoid dependency issues if constants.ts is missing\n// Matches packages/shared/src/pmove/constants.ts\nconst WaterLevel = {\n None: 0,\n Feet: 1,\n Waist: 2,\n Under: 3,\n} as const;\n\nconst categorizePosition = (state: PlayerState, trace: PmoveTraceFn): PlayerState => {\n const point = { ...state.origin };\n point.z -= 0.25;\n const traceResult = trace(state.origin, point);\n\n return {\n ...state,\n onGround: traceResult.fraction < 1,\n };\n};\n\nconst checkWater = (state: PlayerState, pointContents: (point: Vec3) => number): PlayerState => {\n const point = { ...state.origin };\n const { mins, maxs } = state;\n\n // Default to feet\n point.z = state.origin.z + mins.z + 1;\n\n const contents = pointContents(point);\n\n if (!(contents & MASK_WATER)) {\n return { ...state, waterLevel: WaterLevel.None };\n }\n\n let waterLevel: number = WaterLevel.Feet;\n\n // Check waist\n const waist = state.origin.z + (mins.z + maxs.z) * 0.5;\n point.z = waist;\n const waistContents = pointContents(point);\n\n if (waistContents & MASK_WATER) {\n waterLevel = WaterLevel.Waist;\n\n // Check head (eyes)\n // Standard Quake 2 viewheight is 22. maxs.z is typically 32.\n // So eyes are roughly at origin.z + 22.\n // We'll use origin.z + 22 to check if eyes are underwater.\n // If viewheight was available in PlayerState, we'd use that.\n const head = state.origin.z + 22;\n point.z = head;\n const headContents = pointContents(point);\n\n if (headContents & MASK_WATER) {\n waterLevel = WaterLevel.Under;\n }\n }\n\n return { ...state, waterLevel };\n};\n\n\nexport const applyPmove = (\n state: PlayerState,\n cmd: PmoveCmd,\n trace: PmoveTraceFn,\n pointContents: (point: Vec3) => number\n): PlayerState => {\n let newState = { ...state };\n newState = categorizePosition(newState, trace);\n newState = checkWater(newState, pointContents);\n\n const { origin, velocity, onGround, waterLevel, viewAngles } = newState;\n\n // Calculate forward and right vectors from view angles\n // For water movement, use full view angles including pitch\n // For ground/air movement, reduce pitch influence by dividing by 3\n // See: rerelease/p_move.cpp lines 1538, 1686-1691, 800, 858\n const adjustedAngles = waterLevel >= 2\n ? viewAngles\n : {\n // For ground/air movement, reduce pitch influence (rerelease/p_move.cpp:1689)\n x: viewAngles.x > 180 ? (viewAngles.x - 360) / 3 : viewAngles.x / 3,\n y: viewAngles.y,\n z: viewAngles.z,\n };\n\n const { forward, right } = angleVectors(adjustedAngles);\n\n // Apply friction BEFORE acceleration to match original Quake 2 rerelease behavior\n // See: rerelease/src/game/player/pmove.c lines 1678 (PM_Friction) then 1693 (PM_AirMove->PM_Accelerate)\n const frictionedVelocity = applyPmoveFriction({\n velocity,\n frametime: FRAMETIME,\n onGround,\n groundIsSlick: false,\n onLadder: false,\n waterlevel: waterLevel,\n pmFriction: 6,\n pmStopSpeed: 100,\n pmWaterFriction: 1,\n });\n\n const wish = waterLevel >= 2\n ? buildWaterWish({\n forward,\n right,\n cmd,\n maxSpeed: 320,\n })\n : buildAirGroundWish({\n forward,\n right,\n cmd,\n maxSpeed: 320,\n });\n\n const finalVelocity = applyPmoveAccelerate({\n velocity: frictionedVelocity,\n wishdir: wish.wishdir,\n wishspeed: wish.wishspeed,\n // Water movement uses ground acceleration (10), not air acceleration (1)\n accel: (onGround || waterLevel >= 2) ? 10 : 1,\n frametime: FRAMETIME,\n });\n\n const traceResult = trace(origin, {\n x: origin.x + finalVelocity.x * FRAMETIME,\n y: origin.y + finalVelocity.y * FRAMETIME,\n z: origin.z + finalVelocity.z * FRAMETIME,\n });\n\n return {\n ...newState,\n origin: traceResult.endpos,\n velocity: finalVelocity,\n };\n};\n","import { Vec3 } from '../math/vec3.js';\nimport { ANORMS } from '../math/anorms.js';\n\nexport class BinaryStream {\n private view: DataView;\n private offset: number;\n private length: number;\n\n constructor(buffer: ArrayBuffer | Uint8Array) {\n if (buffer instanceof Uint8Array) {\n this.view = new DataView(buffer.buffer, buffer.byteOffset, buffer.byteLength);\n } else {\n this.view = new DataView(buffer);\n }\n this.offset = 0;\n this.length = this.view.byteLength;\n }\n\n public getPosition(): number {\n return this.offset;\n }\n\n public seek(position: number): void {\n if (position < 0 || position > this.length) {\n throw new Error(`Seek out of bounds: ${position} (length: ${this.length})`);\n }\n this.offset = position;\n }\n\n public hasMore(): boolean {\n return this.offset < this.length;\n }\n\n public readChar(): number {\n const value = this.view.getInt8(this.offset);\n this.offset += 1;\n return value;\n }\n\n public readByte(): number {\n const value = this.view.getUint8(this.offset);\n this.offset += 1;\n return value;\n }\n\n public readShort(): number {\n const value = this.view.getInt16(this.offset, true);\n this.offset += 2;\n return value;\n }\n\n public readUShort(): number {\n const value = this.view.getUint16(this.offset, true);\n this.offset += 2;\n return value;\n }\n\n public readLong(): number {\n const value = this.view.getInt32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readULong(): number {\n const value = this.view.getUint32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readFloat(): number {\n const value = this.view.getFloat32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readString(): string {\n let str = '';\n while (this.offset < this.length) {\n const charCode = this.readChar();\n if (charCode === -1 || charCode === 0) {\n break;\n }\n str += String.fromCharCode(charCode);\n }\n return str;\n }\n\n public readStringLine(): string {\n let str = '';\n while (this.offset < this.length) {\n const charCode = this.readChar();\n if (charCode === -1 || charCode === 0 || charCode === 10) { // 10 is \\n\n break;\n }\n str += String.fromCharCode(charCode);\n }\n return str;\n }\n\n public readCoord(): number {\n return this.readShort() * (1.0 / 8.0);\n }\n\n public readAngle(): number {\n return this.readChar() * (360.0 / 256.0);\n }\n\n public readAngle16(): number {\n return (this.readShort() * 360.0) / 65536.0;\n }\n\n public readData(length: number): Uint8Array {\n if (this.offset + length > this.length) {\n throw new Error(`Read out of bounds: ${this.offset + length} (length: ${this.length})`);\n }\n const data = new Uint8Array(this.view.buffer, this.view.byteOffset + this.offset, length);\n this.offset += length;\n // Return a copy to avoid side effects if the original buffer is modified or reused\n return new Uint8Array(data);\n }\n\n public readPos(out: { x: number, y: number, z: number }): void {\n out.x = this.readCoord();\n out.y = this.readCoord();\n out.z = this.readCoord();\n }\n\n public readDir(out: { x: number, y: number, z: number }): void {\n const b = this.readByte();\n if (b >= 162) { // NUMVERTEXNORMALS\n out.x = 0; out.y = 0; out.z = 0;\n return;\n }\n const norm = ANORMS[b];\n out.x = norm[0];\n out.y = norm[1];\n out.z = norm[2];\n }\n}\n","import { ANORMS } from '../math/anorms.js';\nimport { Vec3 } from '../math/vec3.js';\n\nexport class BinaryWriter {\n private buffer: Uint8Array;\n private view: DataView;\n private offset: number;\n private readonly fixed: boolean;\n\n constructor(sizeOrBuffer: number | Uint8Array = 1400) {\n if (typeof sizeOrBuffer === 'number') {\n this.buffer = new Uint8Array(sizeOrBuffer);\n this.fixed = false;\n } else {\n this.buffer = sizeOrBuffer;\n this.fixed = true;\n }\n this.view = new DataView(this.buffer.buffer, this.buffer.byteOffset, this.buffer.byteLength);\n this.offset = 0;\n }\n\n private ensureSpace(bytes: number) {\n if (this.offset + bytes > this.buffer.byteLength) {\n if (this.fixed) {\n throw new Error(`Buffer overflow: capacity ${this.buffer.byteLength}, needed ${this.offset + bytes}`);\n }\n // Expand buffer (double size)\n const newSize = Math.max(this.buffer.byteLength * 2, this.offset + bytes);\n const newBuffer = new Uint8Array(newSize);\n newBuffer.set(this.buffer);\n this.buffer = newBuffer;\n this.view = new DataView(this.buffer.buffer, this.buffer.byteOffset, this.buffer.byteLength);\n }\n }\n\n public writeByte(value: number): void {\n this.ensureSpace(1);\n this.view.setUint8(this.offset, value);\n this.offset += 1;\n }\n\n public writeChar(value: number): void {\n this.ensureSpace(1);\n this.view.setInt8(this.offset, value);\n this.offset += 1;\n }\n\n public writeShort(value: number): void {\n this.ensureSpace(2);\n // Use setUint16 to allow writing 0xFFFF as a valid pattern even if it represents -1\n // But value might be negative (-1). setUint16(-1) wraps to 65535.\n // So setInt16 is fine if value is in range.\n // If value is 65535 (from bit manipulation), setInt16 might throw?\n // Let's safe cast.\n this.view.setInt16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeLong(value: number): void {\n this.ensureSpace(4);\n this.view.setInt32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeFloat(value: number): void {\n this.ensureSpace(4);\n this.view.setFloat32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeString(value: string): void {\n // UTF-8 encoding of string + null terminator\n // We iterate manually to match readString behavior (ASCII/Latin1 mostly)\n // and avoid TextEncoder overhead if simple\n const len = value.length;\n this.ensureSpace(len + 1);\n for (let i = 0; i < len; i++) {\n this.view.setUint8(this.offset + i, value.charCodeAt(i));\n }\n this.view.setUint8(this.offset + len, 0);\n this.offset += len + 1;\n }\n\n public writeCoord(value: number): void {\n this.writeShort(Math.trunc(value * 8));\n }\n\n public writeAngle(value: number): void {\n this.writeByte(Math.trunc(value * 256.0 / 360.0) & 255);\n }\n\n public writeAngle16(value: number): void {\n this.writeShort(Math.trunc(value * 65536.0 / 360.0) & 65535);\n }\n\n public writePos(pos: Vec3): void {\n this.writeCoord(pos.x);\n this.writeCoord(pos.y);\n this.writeCoord(pos.z);\n }\n\n public writeDir(dir: Vec3): void {\n // Find closest normal\n let maxDot = -1.0;\n let bestIndex = 0;\n\n // Check for zero vector\n if (dir.x === 0 && dir.y === 0 && dir.z === 0) {\n this.writeByte(0);\n return;\n }\n\n for (let i = 0; i < ANORMS.length; i++) {\n const norm = ANORMS[i];\n const dot = dir.x * norm[0] + dir.y * norm[1] + dir.z * norm[2];\n if (dot > maxDot) {\n maxDot = dot;\n bestIndex = i;\n }\n }\n\n this.writeByte(bestIndex);\n }\n\n public getData(): Uint8Array {\n return this.buffer.slice(0, this.offset);\n }\n\n public getBuffer(): Uint8Array {\n return this.buffer;\n }\n\n public getOffset(): number {\n return this.offset;\n }\n\n public reset(): void {\n this.offset = 0;\n }\n}\n","import { ANORMS } from '../math/anorms.js';\n\nexport class NetworkMessageBuilder {\n private buffer: Uint8Array;\n private view: DataView;\n private offset: number;\n\n constructor(initialSize: number = 1024) {\n this.buffer = new Uint8Array(initialSize);\n this.view = new DataView(this.buffer.buffer);\n this.offset = 0;\n }\n\n private ensureCapacity(needed: number): void {\n if (this.offset + needed > this.buffer.length) {\n const newSize = Math.max(this.buffer.length * 2, this.offset + needed);\n const newBuffer = new Uint8Array(newSize);\n newBuffer.set(this.buffer);\n this.buffer = newBuffer;\n this.view = new DataView(this.buffer.buffer);\n }\n }\n\n public getData(): Uint8Array {\n return this.buffer.slice(0, this.offset);\n }\n\n public writeByte(value: number): void {\n this.ensureCapacity(1);\n this.view.setUint8(this.offset, value);\n this.offset += 1;\n }\n\n public writeChar(value: number): void {\n this.ensureCapacity(1);\n this.view.setInt8(this.offset, value);\n this.offset += 1;\n }\n\n public writeShort(value: number): void {\n this.ensureCapacity(2);\n this.view.setInt16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeUShort(value: number): void {\n this.ensureCapacity(2);\n this.view.setUint16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeLong(value: number): void {\n this.ensureCapacity(4);\n this.view.setInt32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeFloat(value: number): void {\n this.ensureCapacity(4);\n this.view.setFloat32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeString(value: string): void {\n const len = value.length + 1; // +1 for null terminator\n this.ensureCapacity(len);\n for (let i = 0; i < value.length; i++) {\n this.view.setUint8(this.offset + i, value.charCodeAt(i));\n }\n this.view.setUint8(this.offset + value.length, 0);\n this.offset += len;\n }\n\n public writeData(data: Uint8Array): void {\n this.ensureCapacity(data.length);\n this.buffer.set(data, this.offset);\n this.offset += data.length;\n }\n\n public writeCoord(value: number): void {\n this.writeShort(Math.round(value * 8.0));\n }\n\n public writeAngle(value: number): void {\n this.writeByte(Math.round(value * 256.0 / 360.0) & 255);\n }\n\n public writeAngle16(value: number): void {\n this.writeShort(Math.round(value * 65536.0 / 360.0));\n }\n\n public writeDir(x: number, y: number, z: number): void {\n // Find closest normal from ANORMS\n // Simple brute force or use lookup if needed.\n // For now, let's just use 0 if implementation is complex to find best match.\n // Or unimplemented for now?\n // \"WriteDir\" in Q2 usually means writing a byte index into ANORMS.\n\n let best = 0;\n let bestDot = -999999;\n\n const len = Math.sqrt(x*x + y*y + z*z);\n if (len > 0) {\n x /= len; y /= len; z /= len;\n\n for (let i=0; i<162; i++) {\n const dot = x*ANORMS[i][0] + y*ANORMS[i][1] + z*ANORMS[i][2];\n if (dot > bestDot) {\n bestDot = dot;\n best = i;\n }\n }\n }\n\n this.writeByte(best);\n }\n}\n","import { BinaryWriter } from '../io/binaryWriter.js';\n\nexport interface NetAddress {\n type: string;\n port: number;\n}\n\n/**\n * NetChan handles reliable message delivery over an unreliable channel (UDP/WebSocket).\n * Fragmentation support is planned but not fully implemented.\n *\n * Ported from qcommon/net_chan.c\n */\nexport class NetChan {\n // Constants from net_chan.c\n static readonly MAX_MSGLEN = 1400;\n static readonly FRAGMENT_SIZE = 1024;\n static readonly PACKET_HEADER = 10; // sequence(4) + ack(4) + qport(2)\n static readonly HEADER_OVERHEAD = NetChan.PACKET_HEADER + 2; // +2 for reliable length prefix\n\n // Public state\n qport = 0; // qport value to distinguish multiple clients from same IP\n\n // Sequencing\n incomingSequence = 0;\n outgoingSequence = 0;\n incomingAcknowledged = 0;\n\n // Reliable messaging\n incomingReliableAcknowledged = false; // single bit\n incomingReliableSequence = 0; // last reliable message sequence received\n outgoingReliableSequence = 0; // reliable message sequence number to send\n reliableMessage: BinaryWriter;\n reliableLength = 0;\n\n // Timing\n lastReceived = 0;\n lastSent = 0;\n\n remoteAddress: NetAddress | null = null;\n\n constructor() {\n // Initialize buffers\n this.reliableMessage = new BinaryWriter(NetChan.MAX_MSGLEN);\n\n // Set initial timestamps\n const now = Date.now();\n this.lastReceived = now;\n this.lastSent = now;\n\n // Random qport by default (can be overridden)\n this.qport = Math.floor(Math.random() * 65536);\n }\n\n /**\n * Setup the netchan with specific settings\n */\n setup(qport: number, address: NetAddress | null = null): void {\n this.qport = qport;\n this.remoteAddress = address;\n this.reset();\n }\n\n /**\n * Reset the netchan state\n */\n reset(): void {\n this.incomingSequence = 0;\n this.outgoingSequence = 0;\n this.incomingAcknowledged = 0;\n this.incomingReliableAcknowledged = false;\n this.incomingReliableSequence = 0;\n this.outgoingReliableSequence = 0;\n this.reliableLength = 0;\n this.reliableMessage.reset();\n this.lastReceived = Date.now();\n this.lastSent = Date.now();\n }\n\n /**\n * Transmits a packet containing reliable and unreliable data\n */\n transmit(unreliableData?: Uint8Array): Uint8Array {\n this.outgoingSequence++;\n this.lastSent = Date.now();\n\n // Calculate total size\n // Header + Reliable + Unreliable\n const headerSize = NetChan.PACKET_HEADER;\n const reliableSize = this.reliableLength > 0 ? this.reliableLength + 2 : 0; // +2 for length prefix\n let unreliableSize = unreliableData ? unreliableData.length : 0;\n\n // Check for overflow\n if (headerSize + reliableSize + unreliableSize > NetChan.MAX_MSGLEN) {\n unreliableSize = NetChan.MAX_MSGLEN - headerSize - reliableSize;\n // We truncate unreliable data if it doesn't fit with reliable data\n if (unreliableSize < 0) unreliableSize = 0;\n }\n\n const buffer = new ArrayBuffer(headerSize + reliableSize + unreliableSize);\n const view = new DataView(buffer);\n const result = new Uint8Array(buffer);\n\n // Write Header\n // Sequence\n let sequence = this.outgoingSequence;\n\n // Set reliable bit if we are sending reliable data\n if (this.reliableLength > 0) {\n sequence |= 0x80000000;\n // Also set the reliable sequence bit (0/1 toggle) at bit 30\n if ((this.outgoingReliableSequence & 1) !== 0) {\n sequence |= 0x40000000;\n }\n }\n\n view.setUint32(0, sequence, true);\n\n // Acknowledge\n // Set reliable ack bit at bit 31\n let ack = this.incomingSequence;\n if ((this.incomingReliableSequence & 1) !== 0) {\n ack |= 0x80000000;\n }\n view.setUint32(4, ack, true);\n\n view.setUint16(8, this.qport, true);\n\n // Copy Reliable Data\n let offset = headerSize;\n if (this.reliableLength > 0) {\n // Write length of reliable data (2 bytes) to allow skipping duplicates\n view.setUint16(offset, this.reliableLength, true);\n offset += 2;\n\n // BinaryWriter buffer might be larger than reliableLength, so we slice\n const reliableBuffer = this.reliableMessage.getBuffer();\n const reliableBytes = reliableBuffer.subarray(0, this.reliableLength);\n result.set(reliableBytes, offset);\n offset += this.reliableLength;\n }\n\n // Copy Unreliable Data\n if (unreliableData && unreliableSize > 0) {\n const chunk = unreliableData.slice(0, unreliableSize);\n result.set(chunk, offset);\n }\n\n return result;\n }\n\n /**\n * Processes a received packet\n * Returns the payload data (reliable + unreliable) to be processed, or null if discarded\n */\n process(packet: Uint8Array): Uint8Array | null {\n if (packet.length < NetChan.PACKET_HEADER) {\n return null;\n }\n\n this.lastReceived = Date.now();\n\n const view = new DataView(packet.buffer, packet.byteOffset, packet.byteLength);\n const sequence = view.getUint32(0, true);\n const ack = view.getUint32(4, true);\n const qport = view.getUint16(8, true);\n\n if (this.qport !== qport) {\n // Allow if we don't have a qport set yet?\n // Q2 source: if ( netchan->qport != (msg->qport&0xffff) ) return false;\n return null;\n }\n\n // Check for duplicate or out of order\n // Sequence wraps at 32-bit.\n const seqNumberClean = sequence & ~(0x80000000 | 0x40000000); // Mask out flags\n\n // Handle wrapping using signed difference\n if (((seqNumberClean - this.incomingSequence) | 0) <= 0) {\n return null;\n }\n\n // Update incoming sequence\n this.incomingSequence = seqNumberClean;\n\n // Handle reliable acknowledgment\n const ackNumber = ack & ~0x80000000;\n const ackReliable = (ack & 0x80000000) !== 0;\n\n if (ackNumber > this.incomingAcknowledged) {\n this.incomingAcknowledged = ackNumber;\n }\n\n // Check if our reliable message was acknowledged\n if (this.reliableLength > 0) {\n // Receiver toggles expectation when it gets our message.\n // It sends that toggled expectation back in ACK bit 31.\n // So if ACK bit != our outgoing sequence bit, it means they flipped (processed).\n const receivedAckBit = ackReliable ? 1 : 0;\n const currentReliableBit = this.outgoingReliableSequence & 1;\n\n if (receivedAckBit !== currentReliableBit) {\n this.reliableLength = 0;\n this.reliableMessage.reset();\n this.outgoingReliableSequence ^= 1;\n }\n }\n\n // Handle incoming reliable data\n const hasReliableData = (sequence & 0x80000000) !== 0;\n const reliableSeqBit = (sequence & 0x40000000) !== 0 ? 1 : 0;\n\n let payloadOffset = NetChan.PACKET_HEADER;\n let reliableData: Uint8Array | null = null;\n\n if (hasReliableData) {\n if (payloadOffset + 2 > packet.byteLength) return null; // Malformed\n\n const reliableLen = view.getUint16(payloadOffset, true);\n payloadOffset += 2;\n\n // Check if this is the expected reliable sequence\n const expectedBit = this.incomingReliableSequence & 1;\n\n if (reliableSeqBit === expectedBit) {\n // New reliable data\n this.incomingReliableSequence++;\n if (payloadOffset + reliableLen > packet.byteLength) return null;\n reliableData = packet.slice(payloadOffset, payloadOffset + reliableLen);\n }\n\n // Advance past reliable data regardless (so we can get unreliable data)\n payloadOffset += reliableLen;\n }\n\n // Get unreliable data\n const unreliableData = packet.slice(payloadOffset);\n\n // Combine if we have reliable data\n if (reliableData && reliableData.length > 0) {\n const totalLen = reliableData.length + unreliableData.length;\n const result = new Uint8Array(totalLen);\n result.set(reliableData, 0);\n result.set(unreliableData, reliableData.length);\n return result;\n }\n\n // Ensure we return empty array if no data, rather than null or crashing on length access\n if (unreliableData) {\n return unreliableData;\n }\n\n // If both are empty/null\n return new Uint8Array(0);\n }\n\n /**\n * Checks if reliable message buffer is empty and ready for new data\n */\n canSendReliable(): boolean {\n return this.reliableLength === 0;\n }\n\n /**\n * Writes a byte to the reliable message buffer\n */\n writeReliableByte(value: number): void {\n if (this.reliableLength + 1 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeByte(value);\n this.reliableLength++;\n }\n\n /**\n * Writes a short to the reliable message buffer\n */\n writeReliableShort(value: number): void {\n if (this.reliableLength + 2 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeShort(value);\n this.reliableLength += 2;\n }\n\n /**\n * Writes a long to the reliable message buffer\n */\n writeReliableLong(value: number): void {\n if (this.reliableLength + 4 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeLong(value);\n this.reliableLength += 4;\n }\n\n /**\n * Writes a string to the reliable message buffer\n */\n writeReliableString(value: string): void {\n const len = value.length + 1; // +1 for null terminator\n if (this.reliableLength + len > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeString(value);\n this.reliableLength += len;\n }\n\n /**\n * Returns the current reliable data buffer\n */\n getReliableData(): Uint8Array {\n if (this.reliableLength === 0) {\n return new Uint8Array(0);\n }\n const buffer = this.reliableMessage.getBuffer();\n return buffer.subarray(0, this.reliableLength);\n }\n\n /**\n * Checks if we need to send a keepalive packet\n */\n needsKeepalive(currentTime: number): boolean {\n return (currentTime - this.lastSent) > 1000;\n }\n\n /**\n * Checks if the connection has timed out\n */\n isTimedOut(currentTime: number, timeoutMs: number = 30000): boolean {\n return (currentTime - this.lastReceived) > timeoutMs;\n }\n}\n","/**\n * Weapon identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/playerInventory.ts\n */\n\nexport enum WeaponId {\n Blaster = 'blaster',\n Shotgun = 'shotgun',\n SuperShotgun = 'supershotgun', // Matched to assets (w_supershotgun, weapon_supershotgun)\n Machinegun = 'machinegun',\n Chaingun = 'chaingun',\n HandGrenade = 'grenades', // Matched to assets (w_grenades, weapon_grenades)\n GrenadeLauncher = 'grenadelauncher', // Matched to assets (w_grenadelauncher)\n RocketLauncher = 'rocketlauncher', // Matched to assets (w_rocketlauncher)\n HyperBlaster = 'hyperblaster',\n Railgun = 'railgun',\n BFG10K = 'bfg10k',\n // New additions for demo playback and extended support\n Grapple = 'grapple',\n ChainFist = 'chainfist',\n EtfRifle = 'etf_rifle', // Confirm asset?\n ProxLauncher = 'prox_launcher', // Confirm asset?\n IonRipper = 'ionripper',\n PlasmaBeam = 'plasmabeam',\n Phalanx = 'phalanx',\n Disruptor = 'disruptor',\n Trap = 'trap',\n}\n","/**\n * Ammo type identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/ammo.ts\n */\n\nexport enum AmmoType {\n Bullets = 0,\n Shells,\n Rockets,\n Grenades,\n Cells,\n Slugs,\n // RAFAEL\n MagSlugs,\n Trap,\n // RAFAEL\n // ROGUE\n Flechettes,\n Tesla,\n Disruptor, // Was missing or named differently?\n Prox,\n // ROGUE\n // Custom or Extras?\n Nuke,\n Rounds,\n}\n\nexport const AMMO_TYPE_COUNT = Object.keys(AmmoType).length / 2;\n\n/**\n * Item classnames for ammo pickups.\n * Used for spawning and identifying ammo items.\n */\nexport enum AmmoItemId {\n Shells = 'ammo_shells',\n Bullets = 'ammo_bullets',\n Rockets = 'ammo_rockets',\n Grenades = 'ammo_grenades',\n Cells = 'ammo_cells',\n Slugs = 'ammo_slugs',\n MagSlugs = 'ammo_magslug',\n Flechettes = 'ammo_flechettes',\n Disruptor = 'ammo_disruptor',\n Tesla = 'ammo_tesla',\n Trap = 'ammo_trap',\n Prox = 'ammo_prox',\n}\n","import { WeaponId } from './weapons.js';\nimport { AmmoType } from './ammo.js';\n\n// Order matches Q2 original weapon wheel index order for bitmask generation\n// Used by both Game (for STAT_WEAPONS_OWNED calculation) and CGame (for weapon wheel UI)\nexport const WEAPON_WHEEL_ORDER: WeaponId[] = [\n WeaponId.Blaster,\n WeaponId.Shotgun,\n WeaponId.SuperShotgun,\n WeaponId.Machinegun,\n WeaponId.Chaingun,\n WeaponId.GrenadeLauncher,\n WeaponId.RocketLauncher,\n WeaponId.HandGrenade,\n WeaponId.HyperBlaster,\n WeaponId.Railgun,\n WeaponId.BFG10K\n];\n\n// Mapping of weapon to its ammo type\n// Used by CGame to lookup ammo counts for weapon wheel\nexport const WEAPON_AMMO_MAP: Record<WeaponId, AmmoType | null> = {\n [WeaponId.Blaster]: null,\n [WeaponId.Shotgun]: AmmoType.Shells,\n [WeaponId.SuperShotgun]: AmmoType.Shells,\n [WeaponId.Machinegun]: AmmoType.Bullets,\n [WeaponId.Chaingun]: AmmoType.Bullets,\n [WeaponId.HandGrenade]: AmmoType.Grenades,\n [WeaponId.GrenadeLauncher]: AmmoType.Grenades,\n [WeaponId.RocketLauncher]: AmmoType.Rockets,\n [WeaponId.HyperBlaster]: AmmoType.Cells,\n [WeaponId.Railgun]: AmmoType.Slugs,\n [WeaponId.BFG10K]: AmmoType.Cells,\n\n // Extensions / Rogue / Xatrix\n [WeaponId.Grapple]: null,\n [WeaponId.ChainFist]: null,\n [WeaponId.EtfRifle]: AmmoType.Flechettes,\n [WeaponId.ProxLauncher]: AmmoType.Prox,\n [WeaponId.IonRipper]: AmmoType.Cells,\n [WeaponId.PlasmaBeam]: AmmoType.Cells,\n [WeaponId.Phalanx]: AmmoType.MagSlugs,\n [WeaponId.Disruptor]: AmmoType.Disruptor,\n [WeaponId.Trap]: 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1
+ {"version":3,"sources":["../../src/index.ts","../../src/math/vec3.ts","../../src/math/angles.ts","../../src/math/anorms.ts","../../src/math/color.ts","../../src/math/random.ts","../../src/math/mat4.ts","../../src/bsp/contents.ts","../../src/bsp/spatial.ts","../../src/bsp/collision.ts","../../src/protocol/cvar.ts","../../src/protocol/configstrings.ts","../../src/replay/index.ts","../../src/replay/io.ts","../../src/protocol/contracts.ts","../../src/pmove/constants.ts","../../src/pmove/pmove.ts","../../src/pmove/slide.ts","../../src/pmove/stuck.ts","../../src/pmove/currents.ts","../../src/pmove/fly.ts","../../src/pmove/water.ts","../../src/pmove/jump.ts","../../src/pmove/dimensions.ts","../../src/pmove/duck.ts","../../src/pmove/categorize.ts","../../src/pmove/move.ts","../../src/pmove/special.ts","../../src/pmove/snap.ts","../../src/pmove/view.ts","../../src/protocol/usercmd.ts","../../src/protocol/ops.ts","../../src/protocol/tempEntity.ts","../../src/protocol/constants.ts","../../src/protocol/layout.ts","../../src/protocol/bitpack.ts","../../src/items/powerups.ts","../../src/protocol/stats.ts","../../src/protocol/writeUserCmd.ts","../../src/protocol/renderFx.ts","../../src/protocol/crc.ts","../../src/protocol/entityFlags.ts","../../src/pmove/apply.ts","../../src/io/binaryStream.ts","../../src/io/binaryWriter.ts","../../src/io/messageBuilder.ts","../../src/net/netchan.ts","../../src/items/weapons.ts","../../src/items/ammo.ts","../../src/items/weaponInfo.ts","../../src/audio/constants.ts"],"sourcesContent":["export * from './math/vec3.js';\nexport * from './math/angles.js';\nexport * from './math/anorms.js';\nexport * from './math/color.js';\nexport * from './math/random.js';\nexport * from './math/mat4.js';\nexport * from './bsp/contents.js';\nexport * from './bsp/collision.js';\nexport * from './protocol/cvar.js';\nexport * from './protocol/configstrings.js';\nexport * as Replay from './replay/index.js';\nexport * from './protocol/contracts.js';\nexport * from './pmove/types.js';\nexport * from './pmove/constants.js';\nexport * from './pmove/pmove.js';\nexport * from './pmove/slide.js';\nexport * from './pmove/stuck.js';\nexport * from './pmove/currents.js';\nexport * from './pmove/fly.js';\nexport * from './pmove/water.js';\nexport * from './pmove/jump.js';\nexport * from './pmove/dimensions.js';\nexport * from './pmove/duck.js';\nexport * from './pmove/categorize.js';\nexport * from './pmove/move.js';\nexport * from './pmove/special.js';\nexport * from './pmove/snap.js';\nexport * from './pmove/view.js';\nexport * from './protocol/index.js';\nexport * from './protocol/entityState.js';\nexport * as EntityFlags from './protocol/entityFlags.js';\nexport * from './pmove/apply.js';\nexport * from './io/index.js';\nexport * from './net/index.js';\nexport * from './items/index.js';\nexport * from './audio/constants.js';\n","export interface Vec3 {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly [index: number]: number;\n}\n\nexport const ZERO_VEC3: Vec3 = { x: 0, y: 0, z: 0 };\n\n// Matches STOP_EPSILON from rerelease q_vec3.h\nexport const STOP_EPSILON = 0.1;\n\nconst DEG_TO_RAD = Math.PI / 180;\n\nexport interface Bounds3 {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n}\n\nexport type Mat3Row = readonly [number, number, number];\nexport type Mat3 = readonly [Mat3Row, Mat3Row, Mat3Row];\n\nexport function copyVec3(a: Vec3): Vec3 {\n return { x: a.x, y: a.y, z: a.z };\n}\n\nexport function addVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };\n}\n\nexport function subtractVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };\n}\n\nexport function multiplyVec3(a: Vec3, b: Vec3): Vec3 {\n return { x: a.x * b.x, y: a.y * b.y, z: a.z * b.z };\n}\n\nexport function scaleVec3(a: Vec3, scalar: number): Vec3 {\n return { x: a.x * scalar, y: a.y * scalar, z: a.z * scalar };\n}\n\nexport function negateVec3(a: Vec3): Vec3 {\n return scaleVec3(a, -1);\n}\n\nexport function dotVec3(a: Vec3, b: Vec3): number {\n return a.x * b.x + a.y * b.y + a.z * b.z;\n}\n\nexport function crossVec3(a: Vec3, b: Vec3): Vec3 {\n return {\n x: a.y * b.z - a.z * b.y,\n y: a.z * b.x - a.x * b.z,\n z: a.x * b.y - a.y * b.x,\n };\n}\n\nexport function lengthSquaredVec3(a: Vec3): number {\n return dotVec3(a, a);\n}\n\nexport function lengthVec3(a: Vec3): number {\n return Math.sqrt(lengthSquaredVec3(a));\n}\n\nexport function distance(a: Vec3, b: Vec3): number {\n return lengthVec3(subtractVec3(a, b));\n}\n\nexport function vec3Equals(a: Vec3, b: Vec3): boolean {\n return a.x === b.x && a.y === b.y && a.z === b.z;\n}\n\n/**\n * Returns the normalized vector. If the vector is zero-length, the\n * input is returned to mirror the rerelease q_vec3 semantics.\n */\nexport function normalizeVec3(a: Vec3): Vec3 {\n const len = lengthVec3(a);\n return len === 0 ? a : scaleVec3(a, 1 / len);\n}\n\n/**\n * Projects a point onto a plane defined by the given normal.\n * Based on ProjectPointOnPlane in the rerelease q_vec3 helpers.\n */\nexport function projectPointOnPlane(point: Vec3, normal: Vec3): Vec3 {\n const invDenom = 1 / dotVec3(normal, normal);\n const d = dotVec3(normal, point) * invDenom;\n return subtractVec3(point, scaleVec3(normal, invDenom * d));\n}\n\n/**\n * Computes a perpendicular vector to the provided direction using the\n * smallest axial component heuristic used by the rerelease.\n * Assumes the input is normalized.\n */\nexport function perpendicularVec3(src: Vec3): Vec3 {\n let pos = 0;\n let minElement = Math.abs(src.x);\n\n if (Math.abs(src.y) < minElement) {\n pos = 1;\n minElement = Math.abs(src.y);\n }\n\n if (Math.abs(src.z) < minElement) {\n pos = 2;\n }\n\n const axis = pos === 0 ? { x: 1, y: 0, z: 0 } : pos === 1 ? { x: 0, y: 1, z: 0 } : { x: 0, y: 0, z: 1 };\n return normalizeVec3(projectPointOnPlane(axis, src));\n}\n\nexport function closestPointToBox(point: Vec3, mins: Vec3, maxs: Vec3): Vec3 {\n return {\n x: point.x < mins.x ? mins.x : point.x > maxs.x ? maxs.x : point.x,\n y: point.y < mins.y ? mins.y : point.y > maxs.y ? maxs.y : point.y,\n z: point.z < mins.z ? mins.z : point.z > maxs.z ? maxs.z : point.z,\n };\n}\n\nexport function distanceBetweenBoxesSquared(aMins: Vec3, aMaxs: Vec3, bMins: Vec3, bMaxs: Vec3): number {\n let lengthSq = 0;\n\n if (aMaxs.x < bMins.x) {\n const d = aMaxs.x - bMins.x;\n lengthSq += d * d;\n } else if (aMins.x > bMaxs.x) {\n const d = aMins.x - bMaxs.x;\n lengthSq += d * d;\n }\n\n if (aMaxs.y < bMins.y) {\n const d = aMaxs.y - bMins.y;\n lengthSq += d * d;\n } else if (aMins.y > bMaxs.y) {\n const d = aMins.y - bMaxs.y;\n lengthSq += d * d;\n }\n\n if (aMaxs.z < bMins.z) {\n const d = aMaxs.z - bMins.z;\n lengthSq += d * d;\n } else if (aMins.z > bMaxs.z) {\n const d = aMins.z - bMaxs.z;\n lengthSq += d * d;\n }\n\n return lengthSq;\n}\n\nexport function createEmptyBounds3(): Bounds3 {\n return {\n mins: { x: Number.POSITIVE_INFINITY, y: Number.POSITIVE_INFINITY, z: Number.POSITIVE_INFINITY },\n maxs: { x: Number.NEGATIVE_INFINITY, y: Number.NEGATIVE_INFINITY, z: Number.NEGATIVE_INFINITY },\n };\n}\n\nexport function addPointToBounds(point: Vec3, bounds: Bounds3): Bounds3 {\n return {\n mins: {\n x: Math.min(bounds.mins.x, point.x),\n y: Math.min(bounds.mins.y, point.y),\n z: Math.min(bounds.mins.z, point.z),\n },\n maxs: {\n x: Math.max(bounds.maxs.x, point.x),\n y: Math.max(bounds.maxs.y, point.y),\n z: Math.max(bounds.maxs.z, point.z),\n },\n };\n}\n\nexport function boxesIntersect(a: Bounds3, b: Bounds3): boolean {\n return (\n a.mins.x <= b.maxs.x &&\n a.maxs.x >= b.mins.x &&\n a.mins.y <= b.maxs.y &&\n a.maxs.y >= b.mins.y &&\n a.mins.z <= b.maxs.z &&\n a.maxs.z >= b.mins.z\n );\n}\n\n/**\n * Mirrors PM_ClipVelocity from `rerelease/p_move.cpp`: slide the incoming velocity off\n * a plane normal, applying an overbounce scale and zeroing tiny components so callers can\n * detect blocked axes using STOP_EPSILON.\n */\nexport function clipVelocityVec3(inVel: Vec3, normal: Vec3, overbounce: number): Vec3 {\n const backoff = dotVec3(inVel, normal) * overbounce;\n\n let outX = inVel.x - normal.x * backoff;\n let outY = inVel.y - normal.y * backoff;\n let outZ = inVel.z - normal.z * backoff;\n\n if (outX > -STOP_EPSILON && outX < STOP_EPSILON) {\n outX = 0;\n }\n\n if (outY > -STOP_EPSILON && outY < STOP_EPSILON) {\n outY = 0;\n }\n\n if (outZ > -STOP_EPSILON && outZ < STOP_EPSILON) {\n outZ = 0;\n }\n\n return { x: outX, y: outY, z: outZ };\n}\n\n/**\n * Slide a velocity across one or more clip planes using the same plane set resolution logic\n * seen in the inner loop of `PM_StepSlideMove_Generic` (rerelease `p_move.cpp`). When a single\n * plane is provided this devolves to PM_ClipVelocity; with two planes it projects onto the\n * crease defined by their cross product; with more planes it zeroes the velocity to avoid\n * oscillations.\n */\nexport function clipVelocityAgainstPlanes(\n velocity: Vec3,\n planes: readonly Vec3[],\n overbounce: number,\n primalVelocity?: Vec3,\n): Vec3 {\n if (planes.length === 0) {\n return velocity;\n }\n\n let working = velocity;\n\n for (let i = 0; i < planes.length; i++) {\n working = clipVelocityVec3(working, planes[i], overbounce);\n\n let j = 0;\n for (; j < planes.length; j++) {\n if (j === i) {\n continue;\n }\n\n if (dotVec3(working, planes[j]) < 0) {\n break;\n }\n }\n\n if (j === planes.length) {\n if (primalVelocity && dotVec3(working, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return working;\n }\n }\n\n if (planes.length === 2) {\n const dir = crossVec3(planes[0], planes[1]);\n const d = dotVec3(dir, velocity);\n const creaseVelocity = scaleVec3(dir, d);\n\n if (primalVelocity && dotVec3(creaseVelocity, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return creaseVelocity;\n }\n\n if (primalVelocity && dotVec3(working, primalVelocity) <= 0) {\n return ZERO_VEC3;\n }\n\n return ZERO_VEC3;\n}\n\n/**\n * Alias retained for ergonomics; mirrors PM_ClipVelocity semantics.\n */\nexport function slideClipVelocityVec3(inVel: Vec3, normal: Vec3, overbounce: number): Vec3 {\n return clipVelocityVec3(inVel, normal, overbounce);\n}\n\n/**\n * Project an offset from a point in forward/right(/up) space into world space.\n * Mirrors G_ProjectSource and G_ProjectSource2 in rerelease q_vec3.\n */\nexport function projectSourceVec3(point: Vec3, distance: Vec3, forward: Vec3, right: Vec3): Vec3 {\n return {\n x: point.x + forward.x * distance.x + right.x * distance.y,\n y: point.y + forward.y * distance.x + right.y * distance.y,\n z: point.z + forward.z * distance.x + right.z * distance.y + distance.z,\n };\n}\n\nexport function projectSourceVec3WithUp(point: Vec3, distance: Vec3, forward: Vec3, right: Vec3, up: Vec3): Vec3 {\n return {\n x: point.x + forward.x * distance.x + right.x * distance.y + up.x * distance.z,\n y: point.y + forward.y * distance.x + right.y * distance.y + up.y * distance.z,\n z: point.z + forward.z * distance.x + right.z * distance.y + up.z * distance.z,\n };\n}\n\n/**\n * Spherical linear interpolation between two vectors, mirroring q_vec3::slerp.\n * This is intended for direction vectors; callers should pre-normalize if needed.\n */\nexport function slerpVec3(from: Vec3, to: Vec3, t: number): Vec3 {\n const dot = dotVec3(from, to);\n let aFactor: number;\n let bFactor: number;\n\n if (Math.abs(dot) > 0.9995) {\n aFactor = 1 - t;\n bFactor = t;\n } else {\n const ang = Math.acos(dot);\n const sinOmega = Math.sin(ang);\n const sinAOmega = Math.sin((1 - t) * ang);\n const sinBOmega = Math.sin(t * ang);\n aFactor = sinAOmega / sinOmega;\n bFactor = sinBOmega / sinOmega;\n }\n\n return {\n x: from.x * aFactor + to.x * bFactor,\n y: from.y * aFactor + to.y * bFactor,\n z: from.z * aFactor + to.z * bFactor,\n };\n}\n\nexport function concatRotationMatrices(a: Mat3, b: Mat3): Mat3 {\n const row = (rowIndex: number): Mat3Row => [\n a[rowIndex][0] * b[0][0] + a[rowIndex][1] * b[1][0] + a[rowIndex][2] * b[2][0],\n a[rowIndex][0] * b[0][1] + a[rowIndex][1] * b[1][1] + a[rowIndex][2] * b[2][1],\n a[rowIndex][0] * b[0][2] + a[rowIndex][1] * b[1][2] + a[rowIndex][2] * b[2][2],\n ];\n\n const result = [row(0), row(1), row(2)] as Mat3;\n return result;\n}\n\nexport function rotatePointAroundVector(dir: Vec3, point: Vec3, degrees: number): Vec3 {\n const axisLength = lengthVec3(dir);\n if (axisLength === 0) {\n return point;\n }\n\n const vf = normalizeVec3(dir);\n const vr = perpendicularVec3(vf);\n const vup = crossVec3(vr, vf);\n\n const m: Mat3 = [\n [vr.x, vup.x, vf.x],\n [vr.y, vup.y, vf.y],\n [vr.z, vup.z, vf.z],\n ];\n\n const im: Mat3 = [\n [m[0][0], m[1][0], m[2][0]],\n [m[0][1], m[1][1], m[2][1]],\n [m[0][2], m[1][2], m[2][2]],\n ];\n\n const radians = degrees * DEG_TO_RAD;\n const cos = Math.cos(radians);\n const sin = Math.sin(radians);\n const zrot: Mat3 = [\n [cos, sin, 0],\n [-sin, cos, 0],\n [0, 0, 1],\n ];\n\n const rot = concatRotationMatrices(concatRotationMatrices(m, zrot), im);\n\n return {\n x: rot[0][0] * point.x + rot[0][1] * point.y + rot[0][2] * point.z,\n y: rot[1][0] * point.x + rot[1][1] * point.y + rot[1][2] * point.z,\n z: rot[2][0] * point.x + rot[2][1] * point.y + rot[2][2] * point.z,\n };\n}\n","import { Vec3 } from './vec3.js';\n\nexport const PITCH = 0;\nexport const YAW = 1;\nexport const ROLL = 2;\n\nconst DEG2RAD_FACTOR = Math.PI / 180;\nconst RAD2DEG_FACTOR = 180 / Math.PI;\n\n// Export constants for direct use in matrix operations\nexport const DEG2RAD = DEG2RAD_FACTOR;\nexport const RAD2DEG = RAD2DEG_FACTOR;\n\nfunction axisComponent(vec: Vec3, axis: number): number {\n switch (axis) {\n case PITCH:\n return vec.x;\n case YAW:\n return vec.y;\n case ROLL:\n default:\n return vec.z;\n }\n}\n\nexport interface AngleVectorsResult {\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly up: Vec3;\n}\n\nexport function degToRad(degrees: number): number {\n return degrees * DEG2RAD_FACTOR;\n}\n\nexport function radToDeg(radians: number): number {\n return radians * RAD2DEG_FACTOR;\n}\n\nexport function lerpAngle(from: number, to: number, frac: number): number {\n let target = to;\n\n if (target - from > 180) {\n target -= 360;\n } else if (target - from < -180) {\n target += 360;\n }\n\n return from + frac * (target - from);\n}\n\nexport function angleMod(angle: number): number {\n const value = angle % 360;\n return value < 0 ? 360 + value : value;\n}\n\nexport function angleVectors(angles: Vec3): AngleVectorsResult {\n const yaw = degToRad(axisComponent(angles, YAW));\n const pitch = degToRad(axisComponent(angles, PITCH));\n const roll = degToRad(axisComponent(angles, ROLL));\n\n const sy = Math.sin(yaw);\n const cy = Math.cos(yaw);\n const sp = Math.sin(pitch);\n const cp = Math.cos(pitch);\n const sr = Math.sin(roll);\n const cr = Math.cos(roll);\n\n const forward: Vec3 = {\n x: cp * cy,\n y: cp * sy,\n z: -sp,\n };\n\n const right: Vec3 = {\n x: -sr * sp * cy - cr * -sy,\n y: -sr * sp * sy - cr * cy,\n z: -sr * cp,\n };\n\n const up: Vec3 = {\n x: cr * sp * cy - sr * -sy,\n y: cr * sp * sy - sr * cy,\n z: cr * cp,\n };\n\n return { forward, right, up };\n}\n\nexport function vectorToYaw(vec: Vec3): number {\n const pitch = axisComponent(vec, PITCH);\n const yawAxis = axisComponent(vec, YAW);\n\n if (pitch === 0) {\n if (yawAxis === 0) {\n return 0;\n }\n\n return yawAxis > 0 ? 90 : 270;\n }\n\n const yaw = radToDeg(Math.atan2(yawAxis, pitch));\n return yaw < 0 ? yaw + 360 : yaw;\n}\n\nexport function vectorToAngles(vec: Vec3): Vec3 {\n const x = vec.x;\n const y = vec.y;\n const z = vec.z;\n\n if (y === 0 && x === 0) {\n return { x: z > 0 ? -90 : -270, y: 0, z: 0 };\n }\n\n let yaw: number;\n if (x) {\n yaw = radToDeg(Math.atan2(y, x));\n } else if (y > 0) {\n yaw = 90;\n } else {\n yaw = 270;\n }\n\n if (yaw < 0) {\n yaw += 360;\n }\n\n const forward = Math.sqrt(x * x + y * y);\n let pitch = radToDeg(Math.atan2(z, forward));\n if (pitch < 0) {\n pitch += 360;\n }\n\n return { x: -pitch, y: yaw, z: 0 };\n}\n","// Extracted from full/client/anorms.h\nexport const ANORMS: [number, number, number][] = [\n [-0.525731, 0.000000, 0.850651],\n [-0.442863, 0.238856, 0.864188],\n [-0.295242, 0.000000, 0.955423],\n [-0.309017, 0.500000, 0.809017],\n [-0.162460, 0.262866, 0.951056],\n [0.000000, 0.000000, 1.000000],\n [0.000000, 0.850651, 0.525731],\n [-0.147621, 0.716567, 0.681718],\n [0.147621, 0.716567, 0.681718],\n [0.000000, 0.525731, 0.850651],\n [0.309017, 0.500000, 0.809017],\n [0.525731, 0.000000, 0.850651],\n [0.295242, 0.000000, 0.955423],\n [0.442863, 0.238856, 0.864188],\n [0.162460, 0.262866, 0.951056],\n [-0.681718, 0.147621, 0.716567],\n [-0.809017, 0.309017, 0.500000],\n [-0.587785, 0.425325, 0.688191],\n [-0.850651, 0.525731, 0.000000],\n [-0.864188, 0.442863, 0.238856],\n [-0.716567, 0.681718, 0.147621],\n [-0.688191, 0.587785, 0.425325],\n [-0.500000, 0.809017, 0.309017],\n [-0.238856, 0.864188, 0.442863],\n [-0.425325, 0.688191, 0.587785],\n [-0.716567, 0.681718, -0.147621],\n [-0.500000, 0.809017, -0.309017],\n [-0.525731, 0.850651, 0.000000],\n [0.000000, 0.850651, -0.525731],\n [-0.238856, 0.864188, -0.442863],\n [0.000000, 0.955423, -0.295242],\n [-0.262866, 0.951056, -0.162460],\n [0.000000, 1.000000, 0.000000],\n [0.000000, 0.955423, 0.295242],\n [-0.262866, 0.951056, 0.162460],\n [0.238856, 0.864188, 0.442863],\n [0.262866, 0.951056, 0.162460],\n [0.500000, 0.809017, 0.309017],\n [0.238856, 0.864188, -0.442863],\n [0.262866, 0.951056, -0.162460],\n [0.500000, 0.809017, -0.309017],\n [0.850651, 0.525731, 0.000000],\n [0.716567, 0.681718, 0.147621],\n [0.716567, 0.681718, -0.147621],\n [0.525731, 0.850651, 0.000000],\n [0.425325, 0.688191, 0.587785],\n [0.864188, 0.442863, 0.238856],\n [0.688191, 0.587785, 0.425325],\n [0.809017, 0.309017, 0.500000],\n [0.681718, 0.147621, 0.716567],\n [0.587785, 0.425325, 0.688191],\n [0.955423, 0.295242, 0.000000],\n [1.000000, 0.000000, 0.000000],\n [0.951056, 0.162460, 0.262866],\n [0.850651, -0.525731, 0.000000],\n [0.955423, -0.295242, 0.000000],\n [0.864188, -0.442863, 0.238856],\n [0.951056, -0.162460, 0.262866],\n [0.809017, -0.309017, 0.500000],\n [0.681718, -0.147621, 0.716567],\n [0.850651, 0.000000, 0.525731],\n [0.864188, 0.442863, -0.238856],\n [0.809017, 0.309017, -0.500000],\n [0.951056, 0.162460, -0.262866],\n [0.525731, 0.000000, -0.850651],\n [0.681718, 0.147621, -0.716567],\n [0.681718, -0.147621, -0.716567],\n [0.850651, 0.000000, -0.525731],\n [0.809017, -0.309017, -0.500000],\n [0.864188, -0.442863, -0.238856],\n [0.951056, -0.162460, -0.262866],\n [0.147621, 0.716567, -0.681718],\n [0.309017, 0.500000, -0.809017],\n [0.425325, 0.688191, -0.587785],\n [0.442863, 0.238856, -0.864188],\n [0.587785, 0.425325, -0.688191],\n [0.688191, 0.587785, -0.425325],\n [-0.147621, 0.716567, -0.681718],\n [-0.309017, 0.500000, -0.809017],\n [0.000000, 0.525731, -0.850651],\n [-0.525731, 0.000000, -0.850651],\n [-0.442863, 0.238856, -0.864188],\n [-0.295242, 0.000000, -0.955423],\n [-0.162460, 0.262866, -0.951056],\n [0.000000, 0.000000, -1.000000],\n [0.295242, 0.000000, -0.955423],\n [0.162460, 0.262866, -0.951056],\n [-0.442863, -0.238856, -0.864188],\n [-0.309017, -0.500000, -0.809017],\n [-0.162460, -0.262866, -0.951056],\n [0.000000, -0.850651, -0.525731],\n [-0.147621, -0.716567, -0.681718],\n [0.147621, -0.716567, -0.681718],\n [0.000000, -0.525731, -0.850651],\n [0.309017, -0.500000, -0.809017],\n [0.442863, -0.238856, -0.864188],\n [0.162460, -0.262866, -0.951056],\n [0.238856, -0.864188, -0.442863],\n [0.500000, -0.809017, -0.309017],\n [0.425325, -0.688191, -0.587785],\n [0.716567, -0.681718, -0.147621],\n [0.688191, -0.587785, -0.425325],\n [0.587785, -0.425325, -0.688191],\n [0.000000, -0.955423, -0.295242],\n [0.000000, -1.000000, 0.000000],\n [0.262866, -0.951056, -0.162460],\n [0.000000, -0.850651, 0.525731],\n [0.000000, -0.955423, 0.295242],\n [0.238856, -0.864188, 0.442863],\n [0.262866, -0.951056, 0.162460],\n [0.500000, -0.809017, 0.309017],\n [0.716567, -0.681718, 0.147621],\n [0.525731, -0.850651, 0.000000],\n [-0.238856, -0.864188, -0.442863],\n [-0.500000, -0.809017, -0.309017],\n [-0.262866, -0.951056, -0.162460],\n [-0.850651, -0.525731, 0.000000],\n [-0.716567, -0.681718, -0.147621],\n [-0.716567, -0.681718, 0.147621],\n [-0.525731, -0.850651, 0.000000],\n [-0.500000, -0.809017, 0.309017],\n [-0.238856, -0.864188, 0.442863],\n [-0.262866, -0.951056, 0.162460],\n [-0.864188, -0.442863, 0.238856],\n [-0.809017, -0.309017, 0.500000],\n [-0.688191, -0.587785, 0.425325],\n [-0.681718, -0.147621, 0.716567],\n [-0.442863, -0.238856, 0.864188],\n [-0.587785, -0.425325, 0.688191],\n [-0.309017, -0.500000, 0.809017],\n [-0.147621, -0.716567, 0.681718],\n [-0.425325, -0.688191, 0.587785],\n [-0.162460, -0.262866, 0.951056],\n [0.442863, -0.238856, 0.864188],\n [0.162460, -0.262866, 0.951056],\n [0.309017, -0.500000, 0.809017],\n [0.147621, -0.716567, 0.681718],\n [0.000000, -0.525731, 0.850651],\n [0.425325, -0.688191, 0.587785],\n [0.587785, -0.425325, 0.688191],\n [0.688191, -0.587785, 0.425325],\n [-0.955423, 0.295242, 0.000000],\n [-0.951056, 0.162460, 0.262866],\n [-1.000000, 0.000000, 0.000000],\n [-0.850651, 0.000000, 0.525731],\n [-0.955423, -0.295242, 0.000000],\n [-0.951056, -0.162460, 0.262866],\n [-0.864188, 0.442863, -0.238856],\n [-0.951056, 0.162460, -0.262866],\n [-0.809017, 0.309017, -0.500000],\n [-0.864188, -0.442863, -0.238856],\n [-0.951056, -0.162460, -0.262866],\n [-0.809017, -0.309017, -0.500000],\n [-0.681718, 0.147621, -0.716567],\n [-0.681718, -0.147621, -0.716567],\n [-0.850651, 0.000000, -0.525731],\n [-0.688191, 0.587785, -0.425325],\n [-0.587785, 0.425325, -0.688191],\n [-0.425325, 0.688191, -0.587785],\n [-0.425325, -0.688191, -0.587785],\n [-0.587785, -0.425325, -0.688191],\n [-0.688191, -0.587785, -0.425325]\n];\n","export type Color4 = [number, number, number, number];\n\n/**\n * TypeScript port of G_AddBlend from rerelease q_std.h.\n *\n * Given an incoming RGBA color and an existing blend color, computes the new\n * blended color where alpha is accumulated and RGB is mixed proportionally\n * to the previous vs. new alpha contribution.\n *\n * This function is pure and does not mutate its inputs.\n */\nexport function addBlendColor(\n r: number,\n g: number,\n b: number,\n a: number,\n current: Color4,\n): Color4 {\n if (a <= 0) {\n return current;\n }\n\n const oldR = current[0];\n const oldG = current[1];\n const oldB = current[2];\n const oldA = current[3];\n\n const a2 = oldA + (1 - oldA) * a;\n\n if (a2 <= 0) {\n return [0, 0, 0, 0];\n }\n\n const a3 = oldA / a2;\n\n const newR = oldR * a3 + r * (1 - a3);\n const newG = oldG * a3 + g * (1 - a3);\n const newB = oldB * a3 + b * (1 - a3);\n\n return [newR, newG, newB, a2];\n}\n\n","const STATE_SIZE = 624;\nconst MIDDLE_WORD = 397;\nconst MATRIX_A = 0x9908b0df;\nconst UPPER_MASK = 0x80000000;\nconst LOWER_MASK = 0x7fffffff;\nconst TWO_POW_32 = 0x100000000;\n\nexport interface MersenneTwisterState {\n readonly index: number;\n readonly state: readonly number[];\n}\n\n/**\n * Minimal MT19937 implementation mirroring the rerelease's std::mt19937 usage in g_local.h.\n * The generator outputs deterministic unsigned 32-bit integers which drive the\n * higher-level helpers such as frandom/crandom/irandom.\n */\nexport class MersenneTwister19937 {\n private state = new Uint32Array(STATE_SIZE);\n private index = STATE_SIZE;\n\n constructor(seed = 5489) {\n this.seed(seed);\n }\n\n seed(seed: number): void {\n this.state[0] = seed >>> 0;\n for (let i = 1; i < STATE_SIZE; i++) {\n const prev = this.state[i - 1] ^ (this.state[i - 1] >>> 30);\n const next = Math.imul(prev >>> 0, 1812433253) + i;\n this.state[i] = next >>> 0;\n }\n this.index = STATE_SIZE;\n }\n\n nextUint32(): number {\n if (this.index >= STATE_SIZE) {\n this.twist();\n }\n\n let y = this.state[this.index++];\n y ^= y >>> 11;\n y ^= (y << 7) & 0x9d2c5680;\n y ^= (y << 15) & 0xefc60000;\n y ^= y >>> 18;\n return y >>> 0;\n }\n\n private twist(): void {\n for (let i = 0; i < STATE_SIZE; i++) {\n const y = (this.state[i] & UPPER_MASK) | (this.state[(i + 1) % STATE_SIZE] & LOWER_MASK);\n let next = this.state[(i + MIDDLE_WORD) % STATE_SIZE] ^ (y >>> 1);\n if ((y & 1) !== 0) {\n next ^= MATRIX_A;\n }\n this.state[i] = next >>> 0;\n }\n this.index = 0;\n }\n\n getState(): MersenneTwisterState {\n return {\n index: this.index,\n state: Array.from(this.state),\n };\n }\n\n setState(snapshot: MersenneTwisterState): void {\n if (snapshot.state.length !== STATE_SIZE) {\n throw new Error(`Expected ${STATE_SIZE} MT state values, received ${snapshot.state.length}`);\n }\n\n this.index = snapshot.index;\n this.state = Uint32Array.from(snapshot.state, (value) => value >>> 0);\n }\n}\n\nexport interface RandomGeneratorOptions {\n readonly seed?: number;\n}\n\nexport interface RandomGeneratorState {\n readonly mt: MersenneTwisterState;\n}\n\n/**\n * Deterministic helper mirroring the random helpers defined in rerelease g_local.h.\n */\nexport class RandomGenerator {\n private readonly mt: MersenneTwister19937;\n\n constructor(options: RandomGeneratorOptions = {}) {\n this.mt = new MersenneTwister19937(options.seed);\n }\n\n seed(seed: number): void {\n this.mt.seed(seed);\n }\n\n /** Uniform float in [0, 1). */\n frandom(): number {\n return this.mt.nextUint32() / TWO_POW_32;\n }\n\n /** Uniform float in [min, max). */\n frandomRange(minInclusive: number, maxExclusive: number): number {\n return minInclusive + (maxExclusive - minInclusive) * this.frandom();\n }\n\n /** Uniform float in [0, max). */\n frandomMax(maxExclusive: number): number {\n return this.frandomRange(0, maxExclusive);\n }\n\n /** Uniform float in [-1, 1). */\n crandom(): number {\n return this.frandomRange(-1, 1);\n }\n\n /** Uniform float in (-1, 1). */\n crandomOpen(): number {\n const epsilon = Number.EPSILON;\n return this.frandomRange(-1 + epsilon, 1);\n }\n\n /** Raw uint32 sample. */\n irandomUint32(): number {\n return this.mt.nextUint32();\n }\n\n /** Uniform integer in [min, max). */\n irandomRange(minInclusive: number, maxExclusive: number): number {\n if (maxExclusive - minInclusive <= 1) {\n return minInclusive;\n }\n\n const span = maxExclusive - minInclusive;\n const limit = TWO_POW_32 - (TWO_POW_32 % span);\n let sample: number;\n do {\n sample = this.mt.nextUint32();\n } while (sample >= limit);\n return minInclusive + (sample % span);\n }\n\n /** Uniform integer in [0, max). */\n irandom(maxExclusive: number): number {\n if (maxExclusive <= 0) {\n return 0;\n }\n return this.irandomRange(0, maxExclusive);\n }\n\n /** Uniform time in milliseconds [min, max). */\n randomTimeRange(minMs: number, maxMs: number): number {\n if (maxMs <= minMs) {\n return minMs;\n }\n return this.irandomRange(minMs, maxMs);\n }\n\n /** Uniform time in milliseconds [0, max). */\n randomTime(maxMs: number): number {\n return this.irandom(maxMs);\n }\n\n randomIndex<T extends { length: number }>(container: T): number {\n return this.irandom(container.length);\n }\n\n getState(): RandomGeneratorState {\n return { mt: this.mt.getState() };\n }\n\n setState(snapshot: RandomGeneratorState): void {\n this.mt.setState(snapshot.mt);\n }\n}\n\nexport function createRandomGenerator(options?: RandomGeneratorOptions): RandomGenerator {\n return new RandomGenerator(options);\n}\n","import { Vec3 } from './vec3.js';\n\nexport type Mat4 = Float32Array;\n\nexport function createMat4Identity(): Mat4 {\n return new Float32Array([\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1,\n ]);\n}\n\nexport function multiplyMat4(a: Float32Array, b: Float32Array): Mat4 {\n const out = new Float32Array(16);\n for (let row = 0; row < 4; row += 1) {\n for (let col = 0; col < 4; col += 1) {\n out[col * 4 + row] =\n a[0 * 4 + row] * b[col * 4 + 0] +\n a[1 * 4 + row] * b[col * 4 + 1] +\n a[2 * 4 + row] * b[col * 4 + 2] +\n a[3 * 4 + row] * b[col * 4 + 3];\n }\n }\n return out;\n}\n\nexport function transformPointMat4(mat: Float32Array, point: Vec3): Vec3 {\n const x = point.x;\n const y = point.y;\n const z = point.z;\n return {\n x: mat[0] * x + mat[4] * y + mat[8] * z + mat[12],\n y: mat[1] * x + mat[5] * y + mat[9] * z + mat[13],\n z: mat[2] * x + mat[6] * y + mat[10] * z + mat[14],\n };\n}\n\nexport function mat4FromBasis(origin: Vec3, axis: readonly [Vec3, Vec3, Vec3]): Mat4 {\n const out = createMat4Identity();\n out[0] = axis[0].x;\n out[1] = axis[0].y;\n out[2] = axis[0].z;\n\n out[4] = axis[1].x;\n out[5] = axis[1].y;\n out[6] = axis[1].z;\n\n out[8] = axis[2].x;\n out[9] = axis[2].y;\n out[10] = axis[2].z;\n\n out[12] = origin.x;\n out[13] = origin.y;\n out[14] = origin.z;\n\n return out;\n}\n","/**\n * Bitflag constants mirroring the Quake II rerelease `contents_t` and\n * `surfflags_t` enumerations from `game.h`. The helpers here operate purely on\n * numeric bitmasks so both the authoritative game simulation and the client can\n * share the same semantic checks.\n */\nexport type ContentsFlag = number;\nexport type SurfaceFlag = number;\n\nexport const CONTENTS_NONE: ContentsFlag = 0;\nexport const CONTENTS_SOLID: ContentsFlag = 1 << 0;\nexport const CONTENTS_WINDOW: ContentsFlag = 1 << 1;\nexport const CONTENTS_AUX: ContentsFlag = 1 << 2;\nexport const CONTENTS_LAVA: ContentsFlag = 1 << 3;\nexport const CONTENTS_SLIME: ContentsFlag = 1 << 4;\nexport const CONTENTS_WATER: ContentsFlag = 1 << 5;\nexport const CONTENTS_MIST: ContentsFlag = 1 << 6;\nexport const CONTENTS_TRIGGER: ContentsFlag = 0x40000000;\nexport const CONTENTS_NO_WATERJUMP: ContentsFlag = 1 << 13;\nexport const CONTENTS_PROJECTILECLIP: ContentsFlag = 1 << 14;\nexport const CONTENTS_AREAPORTAL: ContentsFlag = 1 << 15;\nexport const CONTENTS_PLAYERCLIP: ContentsFlag = 1 << 16;\nexport const CONTENTS_MONSTERCLIP: ContentsFlag = 1 << 17;\nexport const CONTENTS_CURRENT_0: ContentsFlag = 1 << 18;\nexport const CONTENTS_CURRENT_90: ContentsFlag = 1 << 19;\nexport const CONTENTS_CURRENT_180: ContentsFlag = 1 << 20;\nexport const CONTENTS_CURRENT_270: ContentsFlag = 1 << 21;\nexport const CONTENTS_CURRENT_UP: ContentsFlag = 1 << 22;\nexport const CONTENTS_CURRENT_DOWN: ContentsFlag = 1 << 23;\nexport const CONTENTS_ORIGIN: ContentsFlag = 1 << 24;\nexport const CONTENTS_MONSTER: ContentsFlag = 1 << 25;\nexport const CONTENTS_DEADMONSTER: ContentsFlag = 1 << 26;\nexport const CONTENTS_DETAIL: ContentsFlag = 1 << 27;\nexport const CONTENTS_TRANSLUCENT: ContentsFlag = 1 << 28;\nexport const CONTENTS_LADDER: ContentsFlag = 1 << 29;\nexport const CONTENTS_PLAYER: ContentsFlag = 1 << 30;\nexport const CONTENTS_PROJECTILE: ContentsFlag = 1 << 31;\n\nexport const LAST_VISIBLE_CONTENTS: ContentsFlag = CONTENTS_MIST;\n\nexport const SURF_NONE: SurfaceFlag = 0;\nexport const SURF_LIGHT: SurfaceFlag = 1 << 0;\nexport const SURF_SLICK: SurfaceFlag = 1 << 1;\nexport const SURF_SKY: SurfaceFlag = 1 << 2;\nexport const SURF_WARP: SurfaceFlag = 1 << 3;\nexport const SURF_TRANS33: SurfaceFlag = 1 << 4;\nexport const SURF_TRANS66: SurfaceFlag = 1 << 5;\nexport const SURF_FLOWING: SurfaceFlag = 1 << 6;\nexport const SURF_NODRAW: SurfaceFlag = 1 << 7;\nexport const SURF_ALPHATEST: SurfaceFlag = 1 << 25;\nexport const SURF_N64_UV: SurfaceFlag = 1 << 28;\nexport const SURF_N64_SCROLL_X: SurfaceFlag = 1 << 29;\nexport const SURF_N64_SCROLL_Y: SurfaceFlag = 1 << 30;\nexport const SURF_N64_SCROLL_FLIP: SurfaceFlag = 1 << 31;\n\nexport const MASK_ALL: ContentsFlag = 0xffffffff;\nexport const MASK_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_WINDOW;\nexport const MASK_PLAYERSOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_DEADSOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW;\nexport const MASK_MONSTERSOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_MONSTERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_WATER: ContentsFlag = CONTENTS_WATER | CONTENTS_LAVA | CONTENTS_SLIME;\nexport const MASK_OPAQUE: ContentsFlag = CONTENTS_SOLID | CONTENTS_SLIME | CONTENTS_LAVA;\nexport const MASK_SHOT: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_WINDOW | CONTENTS_DEADMONSTER;\nexport const MASK_CURRENT: ContentsFlag =\n CONTENTS_CURRENT_0 |\n CONTENTS_CURRENT_90 |\n CONTENTS_CURRENT_180 |\n CONTENTS_CURRENT_270 |\n CONTENTS_CURRENT_UP |\n CONTENTS_CURRENT_DOWN;\nexport const MASK_BLOCK_SIGHT: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_LAVA | CONTENTS_SLIME | CONTENTS_MONSTER | CONTENTS_PLAYER;\nexport const MASK_NAV_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW;\nexport const MASK_LADDER_NAV_SOLID: ContentsFlag = CONTENTS_SOLID | CONTENTS_WINDOW;\nexport const MASK_WALK_NAV_SOLID: ContentsFlag =\n CONTENTS_SOLID | CONTENTS_PLAYERCLIP | CONTENTS_WINDOW | CONTENTS_MONSTERCLIP;\nexport const MASK_PROJECTILE: ContentsFlag = MASK_SHOT | CONTENTS_PROJECTILECLIP;\n\nexport function hasAllContents(mask: ContentsFlag, flags: ContentsFlag): boolean {\n return (mask & flags) === flags;\n}\n\nexport function hasAnyContents(mask: ContentsFlag, flags: ContentsFlag): boolean {\n return (mask & flags) !== 0;\n}\n\nexport function addContents(mask: ContentsFlag, flags: ContentsFlag): ContentsFlag {\n return mask | flags;\n}\n\nexport function removeContents(mask: ContentsFlag, flags: ContentsFlag): ContentsFlag {\n return mask & ~flags;\n}\n\nexport function hasSurfaceFlags(surface: SurfaceFlag, flags: SurfaceFlag): boolean {\n return (surface & flags) === flags;\n}\n\nexport function combineSurfaceFlags(...flags: SurfaceFlag[]): SurfaceFlag {\n let mask = SURF_NONE;\n for (const flag of flags) {\n mask |= flag;\n }\n return mask;\n}\n","import type { Vec3 } from '../math/vec3.js';\n\nexport const AREA_DEPTH = 4;\nexport const WORLD_SIZE = 8192; // Standard Q2 world extent\n\nexport interface SpatialNode {\n axis: number; // 0=X, 1=Y, -1=Leaf\n dist: number;\n children: [SpatialNode, SpatialNode] | null;\n items: Set<number>;\n}\n\nexport function createSpatialTree(\n depth = 0,\n mins: Vec3 = { x: -WORLD_SIZE, y: -WORLD_SIZE, z: -WORLD_SIZE },\n maxs: Vec3 = { x: WORLD_SIZE, y: WORLD_SIZE, z: WORLD_SIZE }\n): SpatialNode {\n if (depth >= AREA_DEPTH) {\n return {\n axis: -1,\n dist: 0,\n children: null,\n items: new Set(),\n };\n }\n\n const axis = depth % 2; // Alternates X (0) and Y (1)\n const dist = 0.5 * (axis === 0 ? mins.x + maxs.x : mins.y + maxs.y);\n\n const mins1 = { ...mins };\n const maxs1 = { ...maxs };\n const mins2 = { ...mins };\n const maxs2 = { ...maxs };\n\n if (axis === 0) {\n maxs1.x = dist;\n mins2.x = dist;\n } else {\n maxs1.y = dist;\n mins2.y = dist;\n }\n\n const child1 = createSpatialTree(depth + 1, mins1, maxs1);\n const child2 = createSpatialTree(depth + 1, mins2, maxs2);\n\n return {\n axis,\n dist,\n children: [child1, child2],\n items: new Set(),\n };\n}\n\nexport function linkEntityToSpatialTree(\n node: SpatialNode,\n id: number,\n absmin: Vec3,\n absmax: Vec3\n): SpatialNode {\n let current = node;\n\n while (current.axis !== -1 && current.children) {\n const axis = current.axis;\n const dist = current.dist;\n\n const min = axis === 0 ? absmin.x : absmin.y;\n const max = axis === 0 ? absmax.x : absmax.y;\n\n if (min > dist) {\n current = current.children[1];\n } else if (max < dist) {\n current = current.children[0];\n } else {\n break; // Straddles the plane, resides in this node\n }\n }\n\n current.items.add(id);\n return current;\n}\n\nexport function querySpatialTree(\n node: SpatialNode,\n absmin: Vec3,\n absmax: Vec3,\n results: Set<number>\n): void {\n // Add all items in the current node (because if we are here, we overlap this node's space\n // and straddling items definitely overlap us or are at least in the parent region)\n // Actually, strictly speaking, items in this node straddle the split plane.\n // Since we are traversing down, we are within the node's volume.\n // The items in this node are those that couldn't be pushed further down.\n // So we must check them.\n\n // NOTE: This collects candidates. Precise collision check still needed.\n for (const id of node.items) {\n results.add(id);\n }\n\n if (node.axis === -1 || !node.children) {\n return;\n }\n\n const axis = node.axis;\n const dist = node.dist;\n\n const min = axis === 0 ? absmin.x : absmin.y;\n const max = axis === 0 ? absmax.x : absmax.y;\n\n if (max > dist) {\n querySpatialTree(node.children[1], absmin, absmax, results);\n }\n if (min < dist) {\n querySpatialTree(node.children[0], absmin, absmax, results);\n }\n}\n","import { CONTENTS_TRIGGER } from './contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { ZERO_VEC3, addVec3, scaleVec3, subtractVec3 } from '../math/vec3.js';\nimport { createSpatialTree, linkEntityToSpatialTree, querySpatialTree, SpatialNode } from './spatial.js';\n\nexport interface CollisionPlane {\n normal: Vec3;\n dist: number;\n type: number;\n signbits: number;\n}\n\nexport interface CollisionBrushSide {\n plane: CollisionPlane;\n surfaceFlags: number;\n}\n\nexport interface CollisionBrush {\n contents: number;\n sides: CollisionBrushSide[];\n checkcount?: number;\n}\n\nexport interface CollisionLeaf {\n contents: number;\n cluster: number;\n area: number;\n firstLeafBrush: number;\n numLeafBrushes: number;\n}\n\nexport interface CollisionNode {\n plane: CollisionPlane;\n children: [number, number];\n}\n\nexport interface CollisionBmodel {\n mins: Vec3;\n maxs: Vec3;\n origin: Vec3;\n headnode: number;\n}\n\nexport interface CollisionModel {\n planes: CollisionPlane[];\n nodes: CollisionNode[];\n leaves: CollisionLeaf[];\n brushes: CollisionBrush[];\n leafBrushes: number[];\n bmodels: CollisionBmodel[];\n visibility?: CollisionVisibility;\n}\n\nexport interface CollisionVisibilityCluster {\n pvs: Uint8Array;\n phs: Uint8Array;\n}\n\nexport interface CollisionVisibility {\n numClusters: number;\n clusters: readonly CollisionVisibilityCluster[];\n}\n\nexport interface CollisionLumpData {\n planes: Array<{ normal: Vec3; dist: number; type: number }>;\n nodes: Array<{ planenum: number; children: [number, number] }>;\n leaves: Array<{ contents: number; cluster: number; area: number; firstLeafBrush: number; numLeafBrushes: number }>;\n brushes: Array<{ firstSide: number; numSides: number; contents: number }>;\n brushSides: Array<{ planenum: number; surfaceFlags: number }>;\n leafBrushes: number[];\n bmodels: Array<{ mins: Vec3; maxs: Vec3; origin: Vec3; headnode: number }>;\n visibility?: CollisionVisibility;\n}\n\nexport interface TraceResult {\n fraction: number;\n plane: CollisionPlane | null;\n contents: number;\n surfaceFlags: number;\n startsolid: boolean;\n allsolid: boolean;\n}\n\nexport interface CollisionTraceResult {\n fraction: number;\n endpos: Vec3;\n plane: CollisionPlane | null;\n planeNormal?: Vec3;\n contents?: number;\n surfaceFlags?: number;\n startsolid: boolean;\n allsolid: boolean;\n}\n\nexport enum PlaneSide {\n FRONT = 1,\n BACK = 2,\n CROSS = 3,\n}\n\nexport interface TraceDebugInfo {\n nodesTraversed: number;\n leafsReached: number;\n brushesTested: number;\n}\n\nexport let traceDebugInfo: TraceDebugInfo | null = null;\n\nexport function enableTraceDebug(): void {\n traceDebugInfo = { nodesTraversed: 0, leafsReached: 0, brushesTested: 0 };\n // console.log('DEBUG: Trace debug enabled');\n}\n\nexport function disableTraceDebug(): void {\n traceDebugInfo = null;\n}\n\nexport const DIST_EPSILON = 0.03125;\n\nconst MAX_CHECKCOUNT = Number.MAX_SAFE_INTEGER - 1;\nlet globalBrushCheckCount = 1;\n\nexport function buildCollisionModel(lumps: CollisionLumpData): CollisionModel {\n const planes: CollisionPlane[] = lumps.planes.map((plane) => ({\n ...plane,\n signbits: computePlaneSignBits(plane.normal),\n }));\n\n const nodes: CollisionNode[] = lumps.nodes.map((node) => ({\n plane: planes[node.planenum],\n children: node.children,\n }));\n\n const brushes: CollisionBrush[] = lumps.brushes.map((brush) => {\n const sides = lumps.brushSides.slice(brush.firstSide, brush.firstSide + brush.numSides).map((side) => ({\n plane: planes[side.planenum],\n surfaceFlags: side.surfaceFlags,\n }));\n\n return {\n contents: brush.contents,\n sides,\n checkcount: 0,\n };\n });\n\n const leaves: CollisionLeaf[] = lumps.leaves.map((leaf) => ({\n contents: leaf.contents,\n cluster: leaf.cluster,\n area: leaf.area,\n firstLeafBrush: leaf.firstLeafBrush,\n numLeafBrushes: leaf.numLeafBrushes,\n }));\n\n const bmodels: CollisionBmodel[] = lumps.bmodels.map((model) => ({\n mins: model.mins,\n maxs: model.maxs,\n origin: model.origin,\n headnode: model.headnode,\n }));\n\n return {\n planes,\n nodes,\n leaves,\n brushes,\n leafBrushes: lumps.leafBrushes,\n bmodels,\n visibility: lumps.visibility,\n };\n}\n\nexport function computePlaneSignBits(normal: Vec3): number {\n let bits = 0;\n if (normal.x < 0) bits |= 1;\n if (normal.y < 0) bits |= 2;\n if (normal.z < 0) bits |= 4;\n return bits;\n}\n\nexport function planeDistanceToPoint(plane: CollisionPlane, point: Vec3): number {\n return plane.normal.x * point.x + plane.normal.y * point.y + plane.normal.z * point.z - plane.dist;\n}\n\nexport function pointOnPlaneSide(plane: CollisionPlane, point: Vec3, epsilon = 0): PlaneSide.FRONT | PlaneSide.BACK | PlaneSide.CROSS {\n const dist = planeDistanceToPoint(plane, point);\n if (dist > epsilon) {\n return PlaneSide.FRONT;\n }\n if (dist < -epsilon) {\n return PlaneSide.BACK;\n }\n return PlaneSide.CROSS;\n}\n\nexport function boxOnPlaneSide(mins: Vec3, maxs: Vec3, plane: CollisionPlane, epsilon = 0): PlaneSide {\n let dist1: number;\n let dist2: number;\n\n switch (plane.signbits) {\n case 0:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n break;\n case 1:\n dist1 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n break;\n case 2:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n break;\n case 3:\n dist1 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n break;\n case 4:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n break;\n case 5:\n dist1 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * maxs.z;\n break;\n case 6:\n dist1 = plane.normal.x * maxs.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * mins.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n break;\n default:\n dist1 = plane.normal.x * mins.x + plane.normal.y * mins.y + plane.normal.z * mins.z;\n dist2 = plane.normal.x * maxs.x + plane.normal.y * maxs.y + plane.normal.z * maxs.z;\n break;\n }\n\n let sides = 0;\n if (dist1 - plane.dist >= -epsilon) sides = PlaneSide.FRONT;\n if (dist2 - plane.dist <= epsilon) sides |= PlaneSide.BACK;\n return sides as PlaneSide;\n}\n\nexport function pointInsideBrush(point: Vec3, brush: CollisionBrush, epsilon = DIST_EPSILON): boolean {\n for (const side of brush.sides) {\n const dist = planeDistanceToPoint(side.plane, point);\n if (dist > epsilon) {\n return false;\n }\n }\n return true;\n}\n\nexport interface BoxBrushTestResult {\n startsolid: boolean;\n allsolid: boolean;\n contents: number;\n}\n\nexport function testBoxInBrush(origin: Vec3, mins: Vec3, maxs: Vec3, brush: CollisionBrush): BoxBrushTestResult {\n for (const side of brush.sides) {\n const offset = side.plane.normal.x * (side.plane.normal.x < 0 ? maxs.x : mins.x) +\n side.plane.normal.y * (side.plane.normal.y < 0 ? maxs.y : mins.y) +\n side.plane.normal.z * (side.plane.normal.z < 0 ? maxs.z : mins.z);\n\n const dist = side.plane.dist - offset;\n const d1 = origin.x * side.plane.normal.x + origin.y * side.plane.normal.y + origin.z * side.plane.normal.z - dist;\n\n if (d1 > 0) {\n return { startsolid: false, allsolid: false, contents: 0 };\n }\n }\n\n return { startsolid: true, allsolid: true, contents: brush.contents };\n}\n\nexport interface ClipBoxParams {\n start: Vec3;\n end: Vec3;\n mins: Vec3;\n maxs: Vec3;\n brush: CollisionBrush;\n trace: TraceResult;\n}\n\nexport function clipBoxToBrush({ start, end, mins, maxs, brush, trace }: ClipBoxParams): void {\n if (brush.sides.length === 0) return;\n\n const isPoint = mins.x === 0 && mins.y === 0 && mins.z === 0 && maxs.x === 0 && maxs.y === 0 && maxs.z === 0;\n\n let enterfrac = -1;\n let leavefrac = 1;\n let clipplane: CollisionPlane | null = null;\n let leadside: CollisionBrushSide | null = null;\n\n let getout = false;\n let startout = false;\n\n for (const side of brush.sides) {\n const { plane } = side;\n let dist = plane.dist;\n if (!isPoint) {\n const ofsX = plane.normal.x < 0 ? maxs.x : mins.x;\n const ofsY = plane.normal.y < 0 ? maxs.y : mins.y;\n const ofsZ = plane.normal.z < 0 ? maxs.z : mins.z;\n dist -= plane.normal.x * ofsX + plane.normal.y * ofsY + plane.normal.z * ofsZ;\n }\n\n const d1 = start.x * plane.normal.x + start.y * plane.normal.y + start.z * plane.normal.z - dist;\n const d2 = end.x * plane.normal.x + end.y * plane.normal.y + end.z * plane.normal.z - dist;\n\n if (d2 > 0) getout = true;\n if (d1 > 0) startout = true;\n\n if (d1 > 0 && d2 >= d1) {\n return;\n }\n\n if (d1 <= 0 && d2 <= 0) {\n continue;\n }\n\n if (d1 > d2) {\n const f = (d1 - DIST_EPSILON) / (d1 - d2);\n if (f > enterfrac) {\n enterfrac = f;\n clipplane = plane;\n leadside = side;\n }\n } else {\n const f = (d1 + DIST_EPSILON) / (d1 - d2);\n if (f < leavefrac) leavefrac = f;\n }\n }\n\n if (!startout) {\n trace.startsolid = true;\n if (!getout) {\n trace.allsolid = true;\n }\n trace.fraction = 0;\n return;\n }\n\n if (enterfrac < leavefrac && enterfrac > -1 && enterfrac < trace.fraction) {\n trace.fraction = enterfrac < 0 ? 0 : enterfrac;\n trace.plane = clipplane;\n trace.contents = brush.contents;\n trace.surfaceFlags = leadside?.surfaceFlags ?? 0;\n }\n}\n\nexport function createDefaultTrace(): TraceResult {\n return {\n fraction: 1,\n plane: null,\n contents: 0,\n surfaceFlags: 0,\n startsolid: false,\n allsolid: false,\n };\n}\n\nfunction findLeafIndex(point: Vec3, model: CollisionModel, headnode: number): number {\n let nodeIndex = headnode;\n\n while (nodeIndex >= 0) {\n const node = model.nodes[nodeIndex];\n const dist = planeDistanceToPoint(node.plane, point);\n nodeIndex = dist >= 0 ? node.children[0] : node.children[1];\n }\n\n return -1 - nodeIndex;\n}\n\nfunction computeLeafContents(model: CollisionModel, leafIndex: number, point: Vec3): number {\n const leaf = model.leaves[leafIndex];\n let contents = leaf.contents;\n\n const brushCheckCount = nextBrushCheckCount();\n const start = leaf.firstLeafBrush;\n const end = start + leaf.numLeafBrushes;\n\n for (let i = start; i < end; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if (brush.checkcount === brushCheckCount) continue;\n brush.checkcount = brushCheckCount;\n\n if (brush.sides.length === 0) continue;\n if (pointInsideBrush(point, brush)) {\n contents |= brush.contents;\n }\n }\n\n return contents;\n}\n\nfunction nextBrushCheckCount(): number {\n const count = globalBrushCheckCount;\n globalBrushCheckCount += 1;\n if (globalBrushCheckCount >= MAX_CHECKCOUNT) {\n globalBrushCheckCount = 1;\n }\n return count;\n}\n\nfunction isPointBounds(mins: Vec3, maxs: Vec3): boolean {\n return mins.x === 0 && mins.y === 0 && mins.z === 0 && maxs.x === 0 && maxs.y === 0 && maxs.z === 0;\n}\n\nfunction planeOffsetForBounds(plane: CollisionPlane, mins: Vec3, maxs: Vec3): number {\n if (isPointBounds(mins, maxs)) return 0;\n\n const offset =\n plane.normal.x * (plane.normal.x < 0 ? maxs.x : mins.x) +\n plane.normal.y * (plane.normal.y < 0 ? maxs.y : mins.y) +\n plane.normal.z * (plane.normal.z < 0 ? maxs.z : mins.z);\n\n return offset;\n}\n\nfunction planeOffsetMagnitude(plane: CollisionPlane, mins: Vec3, maxs: Vec3): number {\n return Math.abs(planeOffsetForBounds(plane, mins, maxs));\n}\n\nfunction lerpPoint(start: Vec3, end: Vec3, t: number): Vec3 {\n return addVec3(start, scaleVec3(subtractVec3(end, start), t));\n}\n\nfunction finalizeTrace(trace: TraceResult, start: Vec3, end: Vec3): CollisionTraceResult {\n const clampedFraction = trace.allsolid ? 0 : trace.fraction;\n const endpos = lerpPoint(start, end, clampedFraction);\n\n return {\n fraction: clampedFraction,\n endpos,\n plane: trace.plane,\n planeNormal: trace.startsolid ? undefined : trace.plane?.normal,\n contents: trace.contents,\n surfaceFlags: trace.surfaceFlags,\n startsolid: trace.startsolid,\n allsolid: trace.allsolid,\n };\n}\n\nfunction clusterForPoint(point: Vec3, model: CollisionModel, headnode: number): number {\n const leafIndex = findLeafIndex(point, model, headnode);\n return model.leaves[leafIndex]?.cluster ?? -1;\n}\n\nfunction clusterVisible(\n visibility: CollisionVisibility,\n from: number,\n to: number,\n usePhs: boolean,\n): boolean {\n if (!visibility || visibility.numClusters === 0) return true;\n if (from < 0 || to < 0) return false;\n if (from >= visibility.clusters.length || to >= visibility.numClusters) return false;\n\n const cluster = visibility.clusters[from];\n const set = usePhs ? cluster.phs : cluster.pvs;\n const byte = set[to >> 3];\n if (byte === undefined) return false;\n\n return (byte & (1 << (to & 7))) !== 0;\n}\n\nfunction recursiveHullCheck(params: {\n readonly model: CollisionModel;\n readonly nodeIndex: number;\n readonly startFraction: number;\n readonly endFraction: number;\n readonly start: Vec3;\n readonly end: Vec3;\n readonly traceStart: Vec3;\n readonly traceEnd: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly contentMask: number;\n readonly trace: TraceResult;\n readonly brushCheckCount: number;\n}): void {\n const {\n model,\n nodeIndex,\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n } = params;\n\n if (trace.fraction <= startFraction) {\n return;\n }\n\n if (nodeIndex < 0) {\n if (traceDebugInfo) {\n traceDebugInfo.leafsReached++;\n }\n\n const leafIndex = -1 - nodeIndex;\n const leaf = model.leaves[leafIndex];\n\n const brushStart = leaf.firstLeafBrush;\n const brushEnd = brushStart + leaf.numLeafBrushes;\n\n for (let i = brushStart; i < brushEnd; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if ((brush.contents & contentMask) === 0) continue;\n if (!brush.sides.length) continue;\n if (brush.checkcount === brushCheckCount) continue;\n\n brush.checkcount = brushCheckCount;\n\n if (traceDebugInfo) {\n traceDebugInfo.brushesTested++;\n }\n\n clipBoxToBrush({ start: traceStart, end: traceEnd, mins, maxs, brush, trace });\n if (trace.allsolid) {\n return;\n }\n }\n return;\n }\n\n if (traceDebugInfo) {\n traceDebugInfo.nodesTraversed++;\n }\n\n const node = model.nodes[nodeIndex];\n const plane = node.plane;\n // Use absolute value of offset like original C code (full/qcommon/cmodel.c:1269-1271)\n // which uses fabs() on each component\n const offset = planeOffsetMagnitude(plane, mins, maxs);\n\n const startDist = planeDistanceToPoint(plane, start);\n const endDist = planeDistanceToPoint(plane, end);\n\n if (startDist >= offset && endDist >= offset) {\n recursiveHullCheck({\n model,\n nodeIndex: node.children[0],\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n return;\n }\n\n if (startDist < -offset && endDist < -offset) {\n recursiveHullCheck({\n model,\n nodeIndex: node.children[1],\n startFraction,\n endFraction,\n start,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n return;\n }\n\n // Put the crosspoint DIST_EPSILON pixels on the near side\n // See full/qcommon/cmodel.c:1293-1313 (CM_RecursiveHullCheck)\n // fraction1 (frac) is used for \"move up to node\" - the near-side recursion\n // fraction2 (frac2) is used for \"go past the node\" - the far-side recursion\n let side = 0;\n let idist = 1 / (startDist - endDist);\n let fraction1, fraction2;\n\n if (startDist < endDist) {\n side = 1;\n fraction2 = (startDist + offset + DIST_EPSILON) * idist;\n fraction1 = (startDist - offset + DIST_EPSILON) * idist;\n } else {\n side = 0;\n fraction2 = (startDist - offset - DIST_EPSILON) * idist;\n fraction1 = (startDist + offset + DIST_EPSILON) * idist;\n }\n\n if (fraction1 < 0) fraction1 = 0;\n else if (fraction1 > 1) fraction1 = 1;\n\n if (fraction2 < 0) fraction2 = 0;\n else if (fraction2 > 1) fraction2 = 1;\n\n const midFraction = startFraction + (endFraction - startFraction) * fraction1;\n const midPoint = lerpPoint(start, end, fraction1);\n\n recursiveHullCheck({\n model,\n nodeIndex: node.children[side],\n startFraction,\n endFraction: midFraction,\n start,\n end: midPoint,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n\n const updatedFraction = trace.fraction;\n\n if (updatedFraction <= midFraction) {\n return;\n }\n\n const midFraction2 = startFraction + (endFraction - startFraction) * fraction2;\n const midPoint2 = lerpPoint(start, end, fraction2);\n\n recursiveHullCheck({\n model,\n nodeIndex: node.children[1 - side],\n startFraction: midFraction2,\n endFraction,\n start: midPoint2,\n end,\n traceStart,\n traceEnd,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n}\n\nexport interface CollisionTraceParams {\n readonly model: CollisionModel;\n readonly start: Vec3;\n readonly end: Vec3;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n readonly headnode?: number;\n readonly contentMask?: number;\n}\n\nexport function traceBox(params: CollisionTraceParams): CollisionTraceResult {\n const { model, start, end } = params;\n const mins = params.mins ?? ZERO_VEC3;\n const maxs = params.maxs ?? ZERO_VEC3;\n const contentMask = params.contentMask ?? 0xffffffff;\n const headnode = params.headnode ?? 0;\n\n const trace = createDefaultTrace();\n const brushCheckCount = nextBrushCheckCount();\n\n recursiveHullCheck({\n model,\n nodeIndex: headnode,\n startFraction: 0,\n endFraction: 1,\n start,\n end,\n traceStart: start,\n traceEnd: end,\n mins,\n maxs,\n contentMask,\n trace,\n brushCheckCount,\n });\n\n return finalizeTrace(trace, start, end);\n}\n\nexport function pointContents(point: Vec3, model: CollisionModel, headnode = 0): number {\n const leafIndex = findLeafIndex(point, model, headnode);\n return computeLeafContents(model, leafIndex, point);\n}\n\nexport function pointContentsMany(points: readonly Vec3[], model: CollisionModel, headnode = 0): number[] {\n const leafCache = new Map<number, number>();\n\n return points.map((point) => {\n const leafIndex = findLeafIndex(point, model, headnode);\n const leaf = model.leaves[leafIndex];\n\n if (leaf.numLeafBrushes === 0) {\n const cached = leafCache.get(leafIndex);\n if (cached !== undefined) {\n return cached;\n }\n\n leafCache.set(leafIndex, leaf.contents);\n return leaf.contents;\n }\n\n return computeLeafContents(model, leafIndex, point);\n });\n}\n\nexport function boxContents(origin: Vec3, mins: Vec3, maxs: Vec3, model: CollisionModel, headnode = 0): number {\n const brushCheckCount = nextBrushCheckCount();\n let contents = 0;\n\n function traverse(nodeIndex: number) {\n if (nodeIndex < 0) {\n if (traceDebugInfo) {\n traceDebugInfo.leafsReached++;\n }\n const leafIndex = -1 - nodeIndex;\n const leaf = model.leaves[leafIndex];\n\n contents |= leaf.contents;\n\n const brushStart = leaf.firstLeafBrush;\n const brushEnd = brushStart + leaf.numLeafBrushes;\n\n for (let i = brushStart; i < brushEnd; i += 1) {\n const brushIndex = model.leafBrushes[i];\n const brush = model.brushes[brushIndex];\n\n if (brush.checkcount === brushCheckCount) continue;\n brush.checkcount = brushCheckCount;\n\n if (brush.sides.length === 0) continue;\n\n const result = testBoxInBrush(origin, mins, maxs, brush);\n if (result.startsolid) {\n contents |= result.contents;\n }\n }\n return;\n }\n\n const node = model.nodes[nodeIndex];\n const plane = node.plane;\n const offset = planeOffsetMagnitude(plane, mins, maxs);\n const dist = planeDistanceToPoint(plane, origin);\n\n if (offset === 0) {\n traverse(dist >= 0 ? node.children[0] : node.children[1]);\n return;\n }\n\n if (dist > offset) {\n traverse(node.children[0]);\n return;\n }\n\n if (dist < -offset) {\n traverse(node.children[1]);\n return;\n }\n\n traverse(node.children[0]);\n traverse(node.children[1]);\n }\n\n traverse(headnode);\n\n return contents;\n}\n\nexport function inPVS(p1: Vec3, p2: Vec3, model: CollisionModel, headnode = 0): boolean {\n const { visibility } = model;\n if (!visibility) return true;\n\n const cluster1 = clusterForPoint(p1, model, headnode);\n const cluster2 = clusterForPoint(p2, model, headnode);\n\n return clusterVisible(visibility, cluster1, cluster2, false);\n}\n\nexport function inPHS(p1: Vec3, p2: Vec3, model: CollisionModel, headnode = 0): boolean {\n const { visibility } = model;\n if (!visibility) return true;\n\n const cluster1 = clusterForPoint(p1, model, headnode);\n const cluster2 = clusterForPoint(p2, model, headnode);\n\n return clusterVisible(visibility, cluster1, cluster2, true);\n}\n\nexport interface CollisionEntityLink {\n readonly id: number;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly contents: number;\n readonly surfaceFlags?: number;\n}\n\ninterface CollisionEntityState extends CollisionEntityLink {\n readonly brush: CollisionBrush;\n readonly bounds: { readonly mins: Vec3; readonly maxs: Vec3 };\n}\n\nfunction axisAlignedPlane(normal: Vec3, dist: number, type: number): CollisionPlane {\n return { normal, dist, type, signbits: computePlaneSignBits(normal) };\n}\n\nfunction makeEntityBrush(link: CollisionEntityLink): CollisionBrush {\n const sx = link.surfaceFlags ?? 0;\n const xMax = link.origin.x + link.maxs.x;\n const xMin = link.origin.x + link.mins.x;\n const yMax = link.origin.y + link.maxs.y;\n const yMin = link.origin.y + link.mins.y;\n const zMax = link.origin.z + link.maxs.z;\n const zMin = link.origin.z + link.mins.z;\n\n const planes: CollisionPlane[] = [\n axisAlignedPlane({ x: 1, y: 0, z: 0 }, xMax, 0),\n axisAlignedPlane({ x: -1, y: 0, z: 0 }, -xMin, 0),\n axisAlignedPlane({ x: 0, y: 1, z: 0 }, yMax, 1),\n axisAlignedPlane({ x: 0, y: -1, z: 0 }, -yMin, 1),\n axisAlignedPlane({ x: 0, y: 0, z: 1 }, zMax, 2),\n axisAlignedPlane({ x: 0, y: 0, z: -1 }, -zMin, 2),\n ];\n\n const sides: CollisionBrushSide[] = planes.map((plane) => ({ plane, surfaceFlags: sx }));\n\n return { contents: link.contents, sides, checkcount: 0 };\n}\n\nfunction makeEntityState(link: CollisionEntityLink): CollisionEntityState {\n const brush = makeEntityBrush(link);\n return {\n ...link,\n brush,\n bounds: {\n mins: {\n x: link.origin.x + link.mins.x,\n y: link.origin.y + link.mins.y,\n z: link.origin.z + link.mins.z,\n },\n maxs: {\n x: link.origin.x + link.maxs.x,\n y: link.origin.y + link.maxs.y,\n z: link.origin.z + link.maxs.z,\n },\n },\n };\n}\n\nfunction boundsIntersect(a: { mins: Vec3; maxs: Vec3 }, b: { mins: Vec3; maxs: Vec3 }): boolean {\n return !(\n a.mins.x > b.maxs.x ||\n a.maxs.x < b.mins.x ||\n a.mins.y > b.maxs.y ||\n a.maxs.y < b.mins.y ||\n a.mins.z > b.maxs.z ||\n a.maxs.z < b.mins.z\n );\n}\n\nfunction pickBetterTrace(\n best: CollisionTraceResult,\n candidate: CollisionTraceResult,\n): boolean {\n if (candidate.allsolid && !best.allsolid) return true;\n if (candidate.startsolid && !best.startsolid) return true;\n return candidate.fraction < best.fraction;\n}\n\nexport interface CollisionEntityTraceParams extends CollisionTraceParams {\n readonly passId?: number;\n}\n\nexport interface CollisionEntityTraceResult extends CollisionTraceResult {\n readonly entityId: number | null;\n}\n\nexport class CollisionEntityIndex {\n private readonly entities = new Map<number, CollisionEntityState>();\n private readonly entityNodes = new Map<number, SpatialNode>();\n private readonly rootNode = createSpatialTree();\n\n link(entity: CollisionEntityLink): void {\n const state = makeEntityState(entity);\n this.entities.set(entity.id, state);\n\n // Update spatial index\n const existingNode = this.entityNodes.get(entity.id);\n if (existingNode) {\n existingNode.items.delete(entity.id);\n }\n\n const newNode = linkEntityToSpatialTree(\n this.rootNode,\n entity.id,\n state.bounds.mins,\n state.bounds.maxs\n );\n this.entityNodes.set(entity.id, newNode);\n }\n\n unlink(entityId: number): void {\n this.entities.delete(entityId);\n\n const node = this.entityNodes.get(entityId);\n if (node) {\n node.items.delete(entityId);\n this.entityNodes.delete(entityId);\n }\n }\n\n trace(params: CollisionEntityTraceParams): CollisionEntityTraceResult {\n const { passId } = params;\n const mins = params.mins ?? ZERO_VEC3;\n const maxs = params.maxs ?? ZERO_VEC3;\n const contentMask = params.contentMask ?? 0xffffffff;\n\n let bestTrace: CollisionTraceResult;\n let bestEntity: number | null = null;\n\n if (params.model) {\n bestTrace = traceBox(params);\n } else {\n bestTrace = finalizeTrace(createDefaultTrace(), params.start, params.end);\n }\n\n // Determine query bounds for spatial lookup\n const traceAbsMin = {\n x: Math.min(params.start.x, params.end.x) + mins.x,\n y: Math.min(params.start.y, params.end.y) + mins.y,\n z: Math.min(params.start.z, params.end.z) + mins.z,\n };\n const traceAbsMax = {\n x: Math.max(params.start.x, params.end.x) + maxs.x,\n y: Math.max(params.start.y, params.end.y) + maxs.y,\n z: Math.max(params.start.z, params.end.z) + maxs.z,\n };\n\n const candidates = new Set<number>();\n querySpatialTree(this.rootNode, traceAbsMin, traceAbsMax, candidates);\n\n for (const entityId of candidates) {\n if (entityId === passId) continue;\n\n const entity = this.entities.get(entityId);\n if (!entity) continue;\n if ((entity.contents & contentMask) === 0) continue;\n\n const trace = createDefaultTrace();\n clipBoxToBrush({ start: params.start, end: params.end, mins, maxs, brush: entity.brush, trace });\n\n if (trace.contents === 0) {\n trace.contents = entity.contents;\n }\n\n if (trace.startsolid || trace.allsolid || trace.fraction < bestTrace.fraction) {\n const candidate = finalizeTrace(trace, params.start, params.end);\n if (pickBetterTrace(bestTrace, candidate)) {\n bestTrace = candidate;\n bestEntity = entity.id;\n }\n }\n }\n\n return { ...bestTrace, entityId: bestEntity };\n }\n\n gatherTriggerTouches(origin: Vec3, mins: Vec3, maxs: Vec3, mask = CONTENTS_TRIGGER): number[] {\n const results: number[] = [];\n const queryBounds = {\n mins: addVec3(origin, mins),\n maxs: addVec3(origin, maxs),\n };\n\n const candidates = new Set<number>();\n querySpatialTree(this.rootNode, queryBounds.mins, queryBounds.maxs, candidates);\n\n for (const entityId of candidates) {\n const entity = this.entities.get(entityId);\n if (!entity) continue;\n\n if ((entity.contents & mask) === 0) continue;\n if (boundsIntersect(queryBounds, entity.bounds)) {\n results.push(entity.id);\n }\n }\n\n return results;\n }\n}\n","export const enum CvarFlags {\n None = 0,\n Archive = 1 << 0,\n UserInfo = 1 << 1,\n ServerInfo = 1 << 2,\n Latch = 1 << 3,\n Cheat = 1 << 4,\n}\n\nexport interface CvarDefinition {\n readonly name: string;\n readonly defaultValue: string;\n readonly description?: string;\n readonly flags?: CvarFlags;\n}\n","// Mirrors the Quake II rerelease configstring/index layout from `game.h`.\n// These constants intentionally track the numeric values used in the C++\n// game and client modules so the TypeScript engine/game/client layers can\n// share deterministic indices for precaches and HUD parsing.\n\nexport const MAX_STRING_CHARS = 1024;\nexport const MAX_STRING_TOKENS = 80;\nexport const MAX_TOKEN_CHARS = 512;\n\nexport const MAX_QPATH = 64;\nexport const MAX_OSPATH = 128;\n\nexport const MAX_CLIENTS = 256;\nexport const MAX_EDICTS = 8192;\nexport const MAX_LIGHTSTYLES = 256;\nexport const MAX_MODELS = 8192;\nexport const MAX_SOUNDS = 2048;\nexport const MAX_IMAGES = 512;\nexport const MAX_ITEMS = 256;\nexport const MAX_GENERAL = MAX_CLIENTS * 2;\nexport const MAX_SHADOW_LIGHTS = 256;\nexport const MAX_WHEEL_ITEMS = 32;\n\nexport const CS_MAX_STRING_LENGTH = 96;\nexport const CS_MAX_STRING_LENGTH_OLD = 64;\n\n// Enum-style numeric constants that mirror the C++ `configstrings` enum. Only\n// the explicitly numbered entries are re-stated here; everything else follows\n// sequentially to keep the arithmetic (e.g., CS_SOUNDS = CS_MODELS +\n// MAX_MODELS) intact.\nexport enum ConfigStringIndex {\n Name = 0,\n CdTrack = 1,\n Sky = 2,\n SkyAxis = 3,\n SkyRotate = 4,\n StatusBar = 5,\n\n // Matching bg_local.h:55-76\n CONFIG_N64_PHYSICS = 56,\n CONFIG_CTF_TEAMS = 57,\n CONFIG_COOP_RESPAWN_STRING = 58,\n\n AirAccel = 59,\n MaxClients = 60,\n MapChecksum = 61,\n\n Models = 62,\n Sounds = Models + MAX_MODELS,\n Images = Sounds + MAX_SOUNDS,\n Lights = Images + MAX_IMAGES,\n ShadowLights = Lights + MAX_LIGHTSTYLES,\n Items = ShadowLights + MAX_SHADOW_LIGHTS,\n PlayerSkins = Items + MAX_ITEMS,\n General = PlayerSkins + MAX_CLIENTS,\n WheelWeapons = General + MAX_GENERAL,\n WheelAmmo = WheelWeapons + MAX_WHEEL_ITEMS,\n WheelPowerups = WheelAmmo + MAX_WHEEL_ITEMS,\n CdLoopCount = WheelPowerups + MAX_WHEEL_ITEMS,\n GameStyle = CdLoopCount + 1,\n MaxConfigStrings = GameStyle + 1,\n}\n\n// Mirror the C++ MAX_CONFIGSTRINGS value for consumers that prefer a standalone constant.\nexport const MAX_CONFIGSTRINGS = ConfigStringIndex.MaxConfigStrings;\n\n/**\n * Returns the maximum string length permitted for the given configstring index,\n * mirroring the `CS_SIZE` helper in the rerelease. Statusbar and general ranges\n * can legally occupy multiple 96-character slots; everything else is capped at\n * `CS_MAX_STRING_LENGTH`.\n */\nexport function configStringSize(index: number): number {\n if (index >= ConfigStringIndex.StatusBar && index < ConfigStringIndex.AirAccel) {\n return CS_MAX_STRING_LENGTH * (ConfigStringIndex.AirAccel - index);\n }\n\n if (index >= ConfigStringIndex.General && index < ConfigStringIndex.WheelWeapons) {\n return CS_MAX_STRING_LENGTH * (ConfigStringIndex.MaxConfigStrings - index);\n }\n\n return CS_MAX_STRING_LENGTH;\n}\n","export * from './schema.js';\nexport * from './io.js';\n","import { ReplaySession, ReplayFrame } from './schema.js';\nimport { UserCommand } from '../protocol/usercmd.js';\n\nexport function serializeReplay(session: ReplaySession): string {\n return JSON.stringify(session, null, 2);\n}\n\nexport function deserializeReplay(json: string): ReplaySession {\n const session = JSON.parse(json);\n\n // Validate structure lightly\n if (!session.metadata || !Array.isArray(session.frames)) {\n throw new Error('Invalid replay format: missing metadata or frames');\n }\n\n return session as ReplaySession;\n}\n\nexport function createReplaySession(map: string, seed?: number): ReplaySession {\n return {\n metadata: {\n map,\n date: new Date().toISOString(),\n version: '1.0',\n seed\n },\n frames: []\n };\n}\n\nexport function addReplayFrame(session: ReplaySession, cmd: UserCommand, serverFrame: number, startTime: number) {\n session.frames.push({\n serverFrame,\n cmd,\n timestamp: Date.now() - startTime\n });\n}\n","export interface ContractValidationResult {\n missing: string[];\n nonFunctions: string[];\n extras: string[];\n}\n\nexport interface ContractValidationOptions {\n readonly name?: string;\n readonly allowExtra?: boolean;\n}\n\nexport type ContractFunctionMap<Keys extends readonly string[]> = Record<Keys[number], (...args: unknown[]) => unknown>;\n\nfunction normalize(object: Record<string, unknown> | undefined): Record<string, unknown> {\n return object ?? {};\n}\n\nexport function validateContract<Keys extends readonly string[]>(\n table: Record<string, unknown> | undefined,\n requiredKeys: Keys,\n options: ContractValidationOptions = {},\n): ContractValidationResult {\n const normalized = normalize(table);\n const missing: string[] = [];\n const nonFunctions: string[] = [];\n\n for (const key of requiredKeys) {\n if (!(key in normalized)) {\n missing.push(key);\n continue;\n }\n\n if (typeof normalized[key] !== 'function') {\n nonFunctions.push(key);\n }\n }\n\n const extras = options.allowExtra === false ? Object.keys(normalized).filter((key) => !requiredKeys.includes(key)) : [];\n\n return { missing, nonFunctions, extras } satisfies ContractValidationResult;\n}\n\nexport function assertContract<Keys extends readonly string[]>(\n table: Record<string, unknown> | undefined,\n requiredKeys: Keys,\n options: ContractValidationOptions = {},\n): asserts table is ContractFunctionMap<Keys> {\n const { missing, nonFunctions, extras } = validateContract(table, requiredKeys, options);\n if (missing.length === 0 && nonFunctions.length === 0 && extras.length === 0) {\n return;\n }\n\n const pieces: string[] = [];\n if (missing.length > 0) {\n pieces.push(`missing: ${missing.join(', ')}`);\n }\n if (nonFunctions.length > 0) {\n pieces.push(`non-functions: ${nonFunctions.join(', ')}`);\n }\n if (extras.length > 0) {\n pieces.push(`extras: ${extras.join(', ')}`);\n }\n\n const label = options.name ?? 'contract';\n throw new Error(`${label} validation failed (${pieces.join('; ')})`);\n}\n\nexport const GAME_IMPORT_KEYS = [\n 'Broadcast_Print',\n 'Com_Print',\n 'Client_Print',\n 'Center_Print',\n 'sound',\n 'positioned_sound',\n 'local_sound',\n 'configstring',\n 'get_configstring',\n 'Com_Error',\n 'modelindex',\n 'soundindex',\n 'imageindex',\n 'setmodel',\n 'trace',\n 'clip',\n 'pointcontents',\n 'inPVS',\n 'inPHS',\n 'SetAreaPortalState',\n 'AreasConnected',\n 'linkentity',\n 'unlinkentity',\n 'BoxEdicts',\n 'multicast',\n 'unicast',\n] as const;\n\nexport const GAME_EXPORT_KEYS = [\n 'PreInit',\n 'Init',\n 'Shutdown',\n 'SpawnEntities',\n 'WriteGameJson',\n 'ReadGameJson',\n 'WriteLevelJson',\n 'ReadLevelJson',\n 'CanSave',\n 'ClientConnect',\n 'ClientThink',\n 'RunFrame',\n 'Pmove',\n] as const;\n\nexport const CGAME_IMPORT_KEYS = [\n 'Com_Print',\n 'get_configstring',\n 'Com_Error',\n 'TagMalloc',\n 'TagFree',\n 'AddCommandString',\n 'CL_FrameValid',\n 'CL_FrameTime',\n 'CL_ClientTime',\n 'CL_ServerFrame',\n 'Draw_RegisterPic',\n 'Draw_GetPicSize',\n 'SCR_DrawChar',\n 'SCR_DrawPic',\n 'SCR_DrawColorPic',\n] as const;\n\nexport const CGAME_EXPORT_KEYS = [\n 'Init',\n 'Shutdown',\n 'DrawHUD',\n 'TouchPics',\n 'LayoutFlags',\n 'GetActiveWeaponWheelWeapon',\n 'GetOwnedWeaponWheelWeapons',\n 'GetWeaponWheelAmmoCount',\n 'GetPowerupWheelCount',\n 'GetHitMarkerDamage',\n 'Pmove',\n 'ParseConfigString',\n 'ParseCenterPrint',\n 'ClearNotify',\n 'ClearCenterprint',\n 'NotifyMessage',\n 'GetMonsterFlashOffset',\n] as const;\n","/**\n * Mirrors the Quake II rerelease `water_level_t` enumeration from `game.h`\n * (lines 443-449). These numeric values are relied upon throughout the\n * movement code when checking how submerged a player is, so we keep the same\n * ordering to make future porting work straightforward.\n */\nexport enum WaterLevel {\n None = 0,\n Feet = 1,\n Waist = 2,\n Under = 3,\n}\n\n/**\n * Utility that matches the common rerelease checks that treat any level at or\n * above the `WATER_WAIST` constant as \"significantly submerged\" for friction\n * and current calculations.\n */\nexport function isAtLeastWaistDeep(level: WaterLevel): boolean {\n return level >= WaterLevel.Waist;\n}\n\n/**\n * Returns true when the player is considered underwater (the `WATER_UNDER`\n * case in the rerelease). This mirrors the places in `p_move.cpp` that gate\n * effects such as breath timers and screen warping.\n */\nexport function isUnderwater(level: WaterLevel): boolean {\n return level === WaterLevel.Under;\n}\n\n/**\n * Matches the Quake II rerelease `pmflags_t` bit layout from `game.h` so the\n * shared helpers can manipulate the same flag words as the authoritative game\n * and the client prediction layer.\n */\nexport const enum PmFlag {\n Ducked = 1 << 0,\n JumpHeld = 1 << 1,\n OnGround = 1 << 2,\n TimeWaterJump = 1 << 3,\n TimeLand = 1 << 4,\n TimeTeleport = 1 << 5,\n NoPositionalPrediction = 1 << 6,\n OnLadder = 1 << 7,\n NoAngularPrediction = 1 << 8,\n IgnorePlayerCollision = 1 << 9,\n TimeTrick = 1 << 10,\n}\n\nexport type PmFlags = number;\n\nexport function hasPmFlag(flags: PmFlags, flag: PmFlag): boolean {\n return (flags & flag) !== 0;\n}\n\nexport function addPmFlag(flags: PmFlags, flag: PmFlag): PmFlags {\n return flags | flag;\n}\n\nexport function removePmFlag(flags: PmFlags, flag: PmFlag): PmFlags {\n return flags & ~flag;\n}\n\n/**\n * Player movement types mirrored from the rerelease `pmtype_t` enumeration.\n * The exact numeric values matter when syncing pmove state across the network\n * so we keep the same order as the C++ definition.\n */\nexport enum PmType {\n Normal = 0,\n Grapple = 1,\n NoClip = 2,\n Spectator = 3,\n Dead = 4,\n Gib = 5,\n Freeze = 6,\n}\n\n/**\n * Bitmask constants for the `buttons` field on the Quake II player command\n * structure. These mirror the rerelease `BUTTON_*` definitions so logic such as\n * jump/crouch checks can be shared between the server and client.\n */\nexport const enum PlayerButton {\n None = 0,\n Attack = 1 << 0,\n Use = 1 << 1,\n Holster = 1 << 2,\n Jump = 1 << 3,\n Crouch = 1 << 4,\n Any = 1 << 7,\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { addVec3, dotVec3, lengthVec3, normalizeVec3, scaleVec3 } from '../math/vec3.js';\nimport type {\n PmoveAccelerateParams,\n PmoveCmd,\n PmoveFrictionParams,\n PmoveWishParams,\n PmoveWishResult,\n} from './types.js';\n\n/**\n * Pure version of PM_Friction from rerelease p_move.cpp.\n * Handles ground and water friction and returns a new velocity.\n */\nexport function applyPmoveFriction(params: PmoveFrictionParams): Vec3 {\n const {\n velocity,\n frametime,\n onGround,\n groundIsSlick,\n onLadder,\n waterlevel,\n pmFriction,\n pmStopSpeed,\n pmWaterFriction,\n } = params;\n\n const speed = lengthVec3(velocity);\n\n // Matches the \"if (speed < 1)\" early-out: clears X/Y but preserves Z.\n if (speed < 1) {\n return { x: 0, y: 0, z: velocity.z };\n }\n\n let drop = 0;\n\n // Ground friction (or ladder)\n if ((onGround && !groundIsSlick) || onLadder) {\n const control = speed < pmStopSpeed ? pmStopSpeed : speed;\n const friction = pmFriction;\n drop += control * friction * frametime;\n }\n\n // Water friction (only when not on ladder)\n if (waterlevel > 0 && !onLadder) {\n drop += speed * pmWaterFriction * waterlevel * frametime;\n }\n\n let newspeed = speed - drop;\n if (newspeed < 0) {\n newspeed = 0;\n }\n\n if (newspeed === speed) {\n return velocity;\n }\n\n const scale = newspeed / speed;\n return scaleVec3(velocity, scale);\n}\n\n/**\n * Pure version of PM_Accelerate from rerelease p_move.cpp.\n * Returns a new velocity with wishdir/wishspeed acceleration applied.\n */\nexport function applyPmoveAccelerate(params: PmoveAccelerateParams): Vec3 {\n const { velocity, wishdir, wishspeed, accel, frametime } = params;\n\n const currentSpeed = dotVec3(velocity, wishdir);\n const addSpeed = wishspeed - currentSpeed;\n\n if (addSpeed <= 0) {\n return velocity;\n }\n\n let accelSpeed = accel * frametime * wishspeed;\n if (accelSpeed > addSpeed) {\n accelSpeed = addSpeed;\n }\n\n return {\n x: velocity.x + wishdir.x * accelSpeed,\n y: velocity.y + wishdir.y * accelSpeed,\n z: velocity.z + wishdir.z * accelSpeed,\n };\n}\n\n/**\n * Mirrors PM_AirAccelerate in rerelease `p_move.cpp` (lines ~612-636): wishspeed is clamped\n * to 30 for the addspeed calculation but the acceleration magnitude still uses the full wishspeed.\n */\nexport function applyPmoveAirAccelerate(params: PmoveAccelerateParams): Vec3 {\n const { velocity, wishdir, wishspeed, accel, frametime } = params;\n\n const wishspd = Math.min(wishspeed, 30);\n const currentSpeed = dotVec3(velocity, wishdir);\n const addSpeed = wishspd - currentSpeed;\n\n if (addSpeed <= 0) {\n return velocity;\n }\n\n let accelSpeed = accel * wishspeed * frametime;\n if (accelSpeed > addSpeed) {\n accelSpeed = addSpeed;\n }\n\n return {\n x: velocity.x + wishdir.x * accelSpeed,\n y: velocity.y + wishdir.y * accelSpeed,\n z: velocity.z + wishdir.z * accelSpeed,\n };\n}\n\n/**\n * Pure mirror of PM_CmdScale from rerelease `p_move.cpp`. Computes the scalar applied to\n * the command directional inputs so that the resulting wish velocity caps at `maxSpeed`\n * regardless of the directional mix.\n */\nexport function pmoveCmdScale(cmd: PmoveCmd, maxSpeed: number): number {\n const forward = Math.abs(cmd.forwardmove);\n const side = Math.abs(cmd.sidemove);\n const up = Math.abs(cmd.upmove);\n\n const max = Math.max(forward, side, up);\n if (max === 0) {\n return 0;\n }\n\n const total = Math.sqrt(cmd.forwardmove * cmd.forwardmove + cmd.sidemove * cmd.sidemove + cmd.upmove * cmd.upmove);\n return (maxSpeed * max) / (127 * total);\n}\n\n/**\n * Computes wishdir/wishspeed for ground/air movement as done in PM_AirMove and\n * PM_GroundMove. Z is forced to zero and wishspeed is clamped to maxSpeed, matching\n * the rerelease p_move.cpp helpers before they call PM_Accelerate/PM_AirAccelerate.\n */\nexport function buildAirGroundWish(params: PmoveWishParams): PmoveWishResult {\n const { forward, right, cmd, maxSpeed } = params;\n\n let wishvel = {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: 0,\n } satisfies Vec3;\n\n let wishspeed = lengthVec3(wishvel);\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n }\n\n return {\n wishdir: wishspeed === 0 ? wishvel : normalizeVec3(wishvel),\n wishspeed,\n };\n}\n\n/**\n * Computes the wishdir/wishspeed mix for water movement, matching PM_WaterMove in\n * rerelease p_move.cpp: includes the upward bias when no strong upmove is requested,\n * clamps wishspeed to maxSpeed, and halves the returned wishspeed before acceleration.\n */\nexport function buildWaterWish(params: PmoveWishParams): PmoveWishResult {\n const { forward, right, cmd, maxSpeed } = params;\n\n // Use full 3D components for water movement\n let wishvel = {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: forward.z * cmd.forwardmove + right.z * cmd.sidemove,\n } satisfies Vec3;\n\n if (cmd.upmove > 10) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: cmd.upmove });\n } else if (cmd.upmove < -10) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: cmd.upmove });\n } else if (Math.abs(cmd.forwardmove) < 10 && Math.abs(cmd.sidemove) < 10) {\n // Standard drift down when no vertical input AND no significant horizontal input\n // Matches Quake 2 rerelease behavior (sinking slowly)\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: -60 });\n } else {\n // When moving horizontally but not vertically, drift slightly up\n // This matches the \"else { wishvel[2] += 10 }\" logic in PM_WaterMove\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: 10 });\n }\n\n let wishspeed = lengthVec3(wishvel);\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n }\n\n wishspeed *= 0.5;\n\n return {\n wishdir: wishspeed === 0 ? wishvel : normalizeVec3(wishvel),\n wishspeed,\n };\n}\n","import { addVec3, ZERO_VEC3, clipVelocityVec3, crossVec3, dotVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport type { PmoveTraceFn } from './types.js';\n\nconst DEFAULT_MAX_CLIP_PLANES = 5;\nconst DEFAULT_MAX_BUMPS = 4;\nconst DEFAULT_STEP_SIZE = 18;\nconst MIN_STEP_NORMAL = 0.7;\n\nexport const SLIDEMOVE_BLOCKED_FLOOR = 1;\nexport const SLIDEMOVE_BLOCKED_WALL = 2;\n\nexport interface SlideMoveResult {\n readonly velocity: Vec3;\n readonly planes: readonly Vec3[];\n readonly stopped: boolean;\n}\n\nexport interface SlideMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly frametime: number;\n readonly overbounce: number;\n readonly trace: PmoveTraceFn;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n /**\n * Mirrors the pm->s.pm_time check in PM_StepSlideMove_Generic: if true, the\n * returned velocity is reset to the primal velocity after collision\n * resolution so time-based effects (like knockbacks) don't dampen.\n */\n readonly hasTime?: boolean;\n}\n\nexport interface SlideMoveOutcome extends SlideMoveResult {\n readonly origin: Vec3;\n readonly blocked: number;\n}\n\nexport interface StepSlideMoveParams extends SlideMoveParams {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly stepSize?: number;\n}\n\nexport interface StepSlideMoveOutcome extends SlideMoveOutcome {\n readonly stepped: boolean;\n readonly stepHeight: number;\n readonly stepNormal?: Vec3;\n}\n\n/**\n * Resolves a sequence of collision planes against a primal velocity using the same\n * plane iteration logic seen in PM_StepSlideMove_Generic (rerelease p_move.cpp).\n * The incoming planes should be ordered as they were encountered during traces;\n * the function will accumulate them, clip the velocity to be parallel to all planes,\n * and return zero velocity when three planes form an unresolvable corner or when\n * the adjusted velocity would oppose the primal direction.\n */\nexport function resolveSlideMove(\n initialVelocity: Vec3,\n planesEncountered: readonly Vec3[],\n overbounce: number,\n maxClipPlanes = DEFAULT_MAX_CLIP_PLANES,\n primalVelocity: Vec3 = initialVelocity,\n): SlideMoveResult {\n if (planesEncountered.length === 0) {\n return { velocity: initialVelocity, planes: [], stopped: false };\n }\n\n const planes: Vec3[] = [];\n let velocity: Vec3 = initialVelocity;\n\n for (const plane of planesEncountered) {\n if (planes.length >= maxClipPlanes) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n\n // Skip near-duplicate planes to mirror the epsilon guard in PM_StepSlideMove_Generic.\n const duplicate = planes.find((existing) => dotVec3(existing, plane) > 0.99);\n if (duplicate) {\n continue;\n }\n\n planes.push(plane);\n\n let clipped: Vec3 | undefined;\n let i = 0;\n for (; i < planes.length; i++) {\n const candidate = clipVelocityVec3(velocity, planes[i], overbounce);\n\n let j = 0;\n for (; j < planes.length; j++) {\n if (j === i) continue;\n if (dotVec3(candidate, planes[j]) < 0) break;\n }\n\n if (j === planes.length) {\n clipped = candidate;\n break;\n }\n }\n\n if (clipped) {\n velocity = clipped;\n } else {\n if (planes.length !== 2) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n\n const dir = crossVec3(planes[0], planes[1]);\n const d = dotVec3(dir, velocity);\n velocity = scaleVec3(dir, d);\n }\n\n // If velocity reversed relative to the primal direction, stop to avoid oscillations.\n if (dotVec3(velocity, primalVelocity) <= 0) {\n return { velocity: ZERO_VEC3, planes, stopped: true };\n }\n }\n\n const stopped = velocity.x === 0 && velocity.y === 0 && velocity.z === 0;\n return { velocity, planes, stopped };\n}\n\n/**\n * Pure mirror of PM_SlideMoveGeneric from rerelease `p_move.cpp` (minus gravity/step handling).\n * Uses a caller-provided trace to collect collision planes, accumulates them through\n * `resolveSlideMove`, and returns the resulting origin/velocity/blocking state.\n */\nexport function slideMove(params: SlideMoveParams): SlideMoveOutcome {\n const {\n origin: initialOrigin,\n velocity: initialVelocity,\n frametime,\n overbounce,\n trace,\n maxBumps = DEFAULT_MAX_BUMPS,\n maxClipPlanes = DEFAULT_MAX_CLIP_PLANES,\n mins,\n maxs,\n hasTime = false,\n } = params;\n\n let origin = initialOrigin;\n let velocity = initialVelocity;\n const planes: Vec3[] = [];\n const primalVelocity = initialVelocity;\n let timeLeft = frametime;\n let blocked = 0;\n\n for (let bump = 0; bump < maxBumps; bump++) {\n if (velocity.x === 0 && velocity.y === 0 && velocity.z === 0) {\n break;\n }\n\n const end = addVec3(origin, scaleVec3(velocity, timeLeft));\n const tr = trace(origin, end, mins, maxs);\n\n if (tr.allsolid) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin: tr.endpos, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.startsolid) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin: tr.endpos, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.fraction > 0) {\n origin = tr.endpos;\n }\n\n if (tr.fraction === 1) {\n break;\n }\n\n if (!tr.planeNormal) {\n const velocity = hasTime ? primalVelocity : ZERO_VEC3;\n return { origin, velocity, planes, stopped: true, blocked };\n }\n\n if (tr.planeNormal.z > 0.7) {\n blocked |= SLIDEMOVE_BLOCKED_FLOOR;\n }\n if (tr.planeNormal.z === 0) {\n blocked |= SLIDEMOVE_BLOCKED_WALL;\n }\n\n planes.push(tr.planeNormal);\n timeLeft -= timeLeft * tr.fraction;\n\n const resolved = resolveSlideMove(velocity, planes, overbounce, maxClipPlanes, primalVelocity);\n velocity = resolved.velocity;\n planes.splice(0, planes.length, ...resolved.planes);\n\n if (primalVelocity.z > 0 && velocity.z < 0) {\n velocity = { ...velocity, z: 0 };\n }\n\n if (resolved.stopped) {\n const velocityOut = hasTime ? primalVelocity : velocity;\n return { origin, velocity: velocityOut, planes, stopped: true, blocked };\n }\n }\n\n const velocityOut = hasTime ? primalVelocity : velocity;\n return { origin, velocity: velocityOut, planes, stopped: velocityOut.x === 0 && velocityOut.y === 0 && velocityOut.z === 0, blocked };\n}\n\n/**\n * Mirrors PM_StepSlideMove (rerelease p_move.cpp) in a pure form: attempts a\n * regular slide move, then retries from a stepped-up position when the first\n * attempt was blocked. The function compares planar distance traveled and the\n * steepness of the landing plane to decide whether to keep the step.\n */\nexport function stepSlideMove(params: StepSlideMoveParams): StepSlideMoveOutcome {\n const { mins, maxs, stepSize = DEFAULT_STEP_SIZE, ...rest } = params;\n\n const startOrigin = params.origin;\n const startVelocity = params.velocity;\n\n const downResult = slideMove({ ...rest, mins, maxs });\n\n const upTarget = addVec3(startOrigin, { x: 0, y: 0, z: stepSize });\n const upTrace = rest.trace(startOrigin, upTarget, mins, maxs);\n if (upTrace.allsolid) {\n return { ...downResult, stepped: false, stepHeight: 0 };\n }\n\n const actualStep = upTrace.endpos.z - startOrigin.z;\n const steppedResult = slideMove({ ...rest, origin: upTrace.endpos, velocity: startVelocity, mins, maxs });\n\n const pushDownTarget = addVec3(steppedResult.origin, { x: 0, y: 0, z: -actualStep });\n const downTrace = rest.trace(steppedResult.origin, pushDownTarget, mins, maxs);\n\n let steppedOrigin = steppedResult.origin;\n let stepNormal = downTrace.planeNormal;\n\n if (!downTrace.allsolid) {\n steppedOrigin = downTrace.endpos;\n }\n\n const planarDistanceSquared = (a: Vec3, b: Vec3) => (a.x - b.x) ** 2 + (a.y - b.y) ** 2;\n const downDist = planarDistanceSquared(downResult.origin, startOrigin);\n const upDist = planarDistanceSquared(steppedOrigin, startOrigin);\n\n if (downDist > upDist || (stepNormal && stepNormal.z < MIN_STEP_NORMAL)) {\n return { ...downResult, stepped: false, stepHeight: 0 };\n }\n\n const steppedVelocity = { ...steppedResult.velocity, z: downResult.velocity.z };\n const steppedBlocked = steppedResult.blocked;\n const stopped = steppedVelocity.x === 0 && steppedVelocity.y === 0 && steppedVelocity.z === 0;\n\n return {\n origin: steppedOrigin,\n velocity: steppedVelocity,\n planes: steppedResult.planes,\n blocked: steppedBlocked,\n stopped,\n stepped: true,\n stepHeight: actualStep,\n stepNormal,\n };\n}\n","import {\n addVec3,\n lengthSquaredVec3,\n scaleVec3,\n subtractVec3,\n type Vec3,\n} from '../math/vec3.js';\nimport type { PmoveTraceResult } from './types.js';\n\nconst AXES = ['x', 'y', 'z'] as const;\ntype Axis = (typeof AXES)[number];\n\ntype AxisTuple = readonly [number, number, number];\ntype SideBoundCode = -1 | 0 | 1;\n\ninterface SideCheck {\n readonly normal: AxisTuple;\n readonly mins: readonly [SideBoundCode, SideBoundCode, SideBoundCode];\n readonly maxs: readonly [SideBoundCode, SideBoundCode, SideBoundCode];\n}\n\nconst SIDE_CHECKS: readonly SideCheck[] = [\n { normal: [0, 0, 1], mins: [-1, -1, 0], maxs: [1, 1, 0] },\n { normal: [0, 0, -1], mins: [-1, -1, 0], maxs: [1, 1, 0] },\n { normal: [1, 0, 0], mins: [0, -1, -1], maxs: [0, 1, 1] },\n { normal: [-1, 0, 0], mins: [0, -1, -1], maxs: [0, 1, 1] },\n { normal: [0, 1, 0], mins: [-1, 0, -1], maxs: [1, 0, 1] },\n { normal: [0, -1, 0], mins: [-1, 0, -1], maxs: [1, 0, 1] },\n];\n\nexport interface FixStuckParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: FixStuckTraceFn;\n}\n\nexport type FixStuckResult = 'good-position' | 'fixed' | 'no-good-position';\n\nexport interface FixStuckOutcome {\n readonly result: FixStuckResult;\n readonly origin: Vec3;\n}\n\nexport type FixStuckTraceFn = (\n start: Vec3,\n mins: Vec3,\n maxs: Vec3,\n end: Vec3,\n) => PmoveTraceResult;\n\ninterface CandidatePosition {\n readonly distance: number;\n readonly origin: Vec3;\n}\n\nconst ZERO_VEC: Vec3 = { x: 0, y: 0, z: 0 };\n\ntype MutableVec3 = { x: number; y: number; z: number };\n\nfunction cloneMutable(vec: Vec3): MutableVec3 {\n return { x: vec.x, y: vec.y, z: vec.z };\n}\n\nfunction tupleToVec3(tuple: AxisTuple): Vec3 {\n return { x: tuple[0], y: tuple[1], z: tuple[2] };\n}\n\nfunction adjustAxis(vec: MutableVec3, axis: Axis, delta: number): void {\n if (delta === 0) return;\n switch (axis) {\n case 'x':\n vec.x += delta;\n break;\n case 'y':\n vec.y += delta;\n break;\n case 'z':\n vec.z += delta;\n break;\n }\n}\n\nfunction setAxis(vec: MutableVec3, axis: Axis, value: number): void {\n switch (axis) {\n case 'x':\n vec.x = value;\n break;\n case 'y':\n vec.y = value;\n break;\n case 'z':\n vec.z = value;\n break;\n }\n}\n\nfunction axisValue(vec: Vec3, axis: Axis): number {\n switch (axis) {\n case 'x':\n return vec.x;\n case 'y':\n return vec.y;\n case 'z':\n default:\n return vec.z;\n }\n}\n\nfunction boundValue(code: SideBoundCode, axis: Axis, mins: Vec3, maxs: Vec3): number {\n if (code === -1) {\n return axisValue(mins, axis);\n }\n if (code === 1) {\n return axisValue(maxs, axis);\n }\n return 0;\n}\n\nfunction applySideOffset(base: Vec3, side: SideCheck, mins: Vec3, maxs: Vec3): MutableVec3 {\n const result = cloneMutable(base);\n for (let i = 0; i < AXES.length; i++) {\n const axis = AXES[i];\n const normal = side.normal[i];\n if (normal < 0) {\n adjustAxis(result, axis, axisValue(mins, axis));\n } else if (normal > 0) {\n adjustAxis(result, axis, axisValue(maxs, axis));\n }\n }\n return result;\n}\n\nfunction buildSideBounds(side: SideCheck, mins: Vec3, maxs: Vec3): { mins: MutableVec3; maxs: MutableVec3 } {\n const localMins = cloneMutable(ZERO_VEC);\n const localMaxs = cloneMutable(ZERO_VEC);\n for (let i = 0; i < AXES.length; i++) {\n const axis = AXES[i];\n setAxis(localMins, axis, boundValue(side.mins[i], axis, mins, maxs));\n setAxis(localMaxs, axis, boundValue(side.maxs[i], axis, mins, maxs));\n }\n return { mins: localMins, maxs: localMaxs };\n}\n\nfunction addEpsilon(\n source: MutableVec3,\n axis: Axis | undefined,\n direction: number,\n): MutableVec3 {\n if (!axis || direction === 0) {\n return source;\n }\n const clone = cloneMutable(source);\n adjustAxis(clone, axis, direction);\n return clone;\n}\n\nfunction addEpsilonImmutable(vec: Vec3, axis: Axis | undefined, direction: number): Vec3 {\n if (!axis || direction === 0) {\n return vec;\n }\n switch (axis) {\n case 'x':\n return { ...vec, x: vec.x + direction };\n case 'y':\n return { ...vec, y: vec.y + direction };\n case 'z':\n default:\n return { ...vec, z: vec.z + direction };\n }\n}\n\n/**\n * TypeScript port of G_FixStuckObject_Generic from rerelease p_move.cpp. Attempts to\n * nudge a stuck bounding box out of solid space by probing the faces of the box and\n * moving towards the opposite side, keeping the smallest successful displacement.\n */\nexport function fixStuckObjectGeneric(params: FixStuckParams): FixStuckOutcome {\n const { origin, mins, maxs, trace } = params;\n\n const initial = trace(origin, mins, maxs, origin);\n if (!initial.startsolid) {\n return { result: 'good-position', origin: { ...origin } };\n }\n\n const candidates: CandidatePosition[] = [];\n\n for (let i = 0; i < SIDE_CHECKS.length; i++) {\n const side = SIDE_CHECKS[i];\n const { mins: localMins, maxs: localMaxs } = buildSideBounds(side, mins, maxs);\n\n let start = applySideOffset(origin, side, mins, maxs);\n let tr = trace(start, localMins, localMaxs, start);\n\n let epsilonAxis: Axis | undefined;\n let epsilonDir = 0;\n\n if (tr.startsolid) {\n for (let axisIndex = 0; axisIndex < AXES.length; axisIndex++) {\n if (side.normal[axisIndex] !== 0) {\n continue;\n }\n const axis = AXES[axisIndex];\n let epsilonStart = cloneMutable(start);\n adjustAxis(epsilonStart, axis, 1);\n tr = trace(epsilonStart, localMins, localMaxs, epsilonStart);\n if (!tr.startsolid) {\n start = epsilonStart;\n epsilonAxis = axis;\n epsilonDir = 1;\n break;\n }\n epsilonStart = cloneMutable(start);\n adjustAxis(epsilonStart, axis, -1);\n tr = trace(epsilonStart, localMins, localMaxs, epsilonStart);\n if (!tr.startsolid) {\n start = epsilonStart;\n epsilonAxis = axis;\n epsilonDir = -1;\n break;\n }\n }\n }\n\n if (tr.startsolid) {\n continue;\n }\n\n const otherSide = SIDE_CHECKS[i ^ 1];\n let oppositeStart = applySideOffset(origin, otherSide, mins, maxs);\n oppositeStart = addEpsilon(oppositeStart, epsilonAxis, epsilonDir);\n\n tr = trace(start, localMins, localMaxs, oppositeStart);\n if (tr.startsolid) {\n continue;\n }\n\n const normal = tupleToVec3(side.normal);\n const end = addVec3(tr.endpos ?? oppositeStart, scaleVec3(normal, 0.125));\n const delta = subtractVec3(end, oppositeStart);\n let newOrigin = addVec3(origin, delta);\n newOrigin = addEpsilonImmutable(newOrigin, epsilonAxis, epsilonDir);\n\n const validation = trace(newOrigin, mins, maxs, newOrigin);\n if (validation.startsolid) {\n continue;\n }\n\n candidates.push({ origin: newOrigin, distance: lengthSquaredVec3(delta) });\n }\n\n if (candidates.length === 0) {\n return { result: 'no-good-position', origin: { ...origin } };\n }\n\n candidates.sort((a, b) => a.distance - b.distance);\n return { result: 'fixed', origin: { ...candidates[0].origin } };\n}\n","import type { ContentsFlag } from '../bsp/contents.js';\nimport {\n CONTENTS_CURRENT_0,\n CONTENTS_CURRENT_180,\n CONTENTS_CURRENT_270,\n CONTENTS_CURRENT_90,\n CONTENTS_CURRENT_DOWN,\n CONTENTS_CURRENT_UP,\n CONTENTS_LADDER,\n MASK_CURRENT,\n} from '../bsp/contents.js';\nimport { addVec3, crossVec3, normalizeVec3, scaleVec3, ZERO_VEC3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton, WaterLevel, isAtLeastWaistDeep } from './constants.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\n\nexport interface WaterCurrentParams {\n readonly watertype: ContentsFlag;\n readonly waterlevel: WaterLevel;\n readonly onGround: boolean;\n readonly waterSpeed: number;\n}\n\nexport interface GroundCurrentParams {\n readonly groundContents: ContentsFlag;\n readonly scale?: number;\n}\n\nexport interface AddCurrentsParams {\n readonly wishVelocity: Vec3;\n readonly onLadder: boolean;\n readonly onGround: boolean;\n readonly waterlevel: WaterLevel;\n readonly watertype: ContentsFlag;\n readonly groundContents: ContentsFlag;\n readonly cmd: PmoveCmd;\n readonly viewPitch: number;\n readonly maxSpeed: number;\n readonly ladderMod: number;\n readonly waterSpeed: number;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace?: PmoveTraceFn;\n}\n\nconst DEFAULT_GROUND_CURRENT_SCALE = 100;\nconst DEFAULT_FORWARD_LADDER_CLAMP = 200;\nconst DEFAULT_SIDE_LADDER_CLAMP = 150;\nconst LADDER_HORIZONTAL_CAP = 25;\nconst LADDER_ASCEND_PITCH_THRESHOLD = 15;\nconst LADDER_TRACE_DISTANCE = 1;\nconst UP_VECTOR: Vec3 = { x: 0, y: 0, z: 1 };\n\nconst DEFAULT_TRACE: PmoveTraceFn = (_, end) => ({\n fraction: 1,\n endpos: end,\n allsolid: false,\n startsolid: false,\n});\n\n/**\n * Mirrors the rerelease pattern in `p_move.cpp` (lines 730-765) that turns the\n * directional CONTENTS_CURRENT_* flags into a unit-ish direction vector.\n */\nexport function currentVectorFromContents(contents: ContentsFlag): Vec3 {\n let x = 0;\n let y = 0;\n let z = 0;\n\n if (contents & CONTENTS_CURRENT_0) {\n x += 1;\n }\n if (contents & CONTENTS_CURRENT_90) {\n y += 1;\n }\n if (contents & CONTENTS_CURRENT_180) {\n x -= 1;\n }\n if (contents & CONTENTS_CURRENT_270) {\n y -= 1;\n }\n if (contents & CONTENTS_CURRENT_UP) {\n z += 1;\n }\n if (contents & CONTENTS_CURRENT_DOWN) {\n z -= 1;\n }\n\n if (x === 0 && y === 0 && z === 0) {\n return ZERO_VEC3;\n }\n\n return { x, y, z };\n}\n\n/**\n * Computes the velocity contribution from water currents using the same rules\n * as `PM_WaterMove`: the CONTENTS_CURRENT_* bits are turned into a direction\n * vector, scaled by `pm_waterspeed`, and halved when the player only has their\n * feet submerged while standing on solid ground.\n */\nexport function waterCurrentVelocity(params: WaterCurrentParams): Vec3 {\n const { watertype, waterlevel, onGround, waterSpeed } = params;\n\n if ((watertype & MASK_CURRENT) === 0) {\n return ZERO_VEC3;\n }\n\n const direction = currentVectorFromContents(watertype);\n if (direction === ZERO_VEC3) {\n return ZERO_VEC3;\n }\n\n let scale = waterSpeed;\n if (waterlevel === WaterLevel.Feet && onGround) {\n scale *= 0.5;\n }\n\n return scaleVec3(direction, scale);\n}\n\n/**\n * Computes the conveyor-style velocity that should be applied while touching a\n * ground plane that carries CONTENTS_CURRENT_* bits. The rerelease multiplies\n * the direction vector by 100 units per second, so we expose the same default\n * while allowing callers to override the scalar for tests.\n */\nexport function groundCurrentVelocity(params: GroundCurrentParams): Vec3 {\n const { groundContents, scale = DEFAULT_GROUND_CURRENT_SCALE } = params;\n\n const direction = currentVectorFromContents(groundContents);\n if (direction === ZERO_VEC3) {\n return ZERO_VEC3;\n }\n\n return scaleVec3(direction, scale);\n}\n\n/**\n * Pure mirror of PM_AddCurrents from rerelease `p_move.cpp`: handles ladder\n * specific motion tweaks, water currents, and conveyor-style ground currents\n * before pmove acceleration is applied.\n */\nexport function applyPmoveAddCurrents(params: AddCurrentsParams): Vec3 {\n const {\n wishVelocity,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed,\n ladderMod,\n waterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace = DEFAULT_TRACE,\n } = params;\n\n let adjusted = wishVelocity;\n\n if (onLadder) {\n adjusted = applyLadderAdjustments({\n wishVelocity: adjusted,\n cmd,\n waterlevel,\n viewPitch,\n maxSpeed,\n ladderMod,\n onGround,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n }\n\n const waterVelocity = waterCurrentVelocity({ watertype, waterlevel, onGround, waterSpeed });\n if (waterVelocity !== ZERO_VEC3) {\n adjusted = addVec3(adjusted, waterVelocity);\n }\n\n if (onGround) {\n const groundVelocity = groundCurrentVelocity({ groundContents });\n if (groundVelocity !== ZERO_VEC3) {\n adjusted = addVec3(adjusted, groundVelocity);\n }\n }\n\n return adjusted;\n}\n\ninterface LadderAdjustParams {\n readonly wishVelocity: Vec3;\n readonly cmd: PmoveCmd;\n readonly waterlevel: WaterLevel;\n readonly viewPitch: number;\n readonly maxSpeed: number;\n readonly ladderMod: number;\n readonly onGround: boolean;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n}\n\nfunction applyLadderAdjustments(params: LadderAdjustParams): Vec3 {\n const { wishVelocity, cmd, waterlevel, viewPitch, maxSpeed, ladderMod, onGround, forward, origin, mins, maxs, trace } = params;\n const buttons = cmd.buttons ?? 0;\n let adjusted = { ...wishVelocity };\n\n if ((buttons & (PlayerButton.Jump | PlayerButton.Crouch)) !== 0) {\n const ladderSpeed = isAtLeastWaistDeep(waterlevel) ? maxSpeed : DEFAULT_FORWARD_LADDER_CLAMP;\n adjusted = {\n ...adjusted,\n z: buttons & PlayerButton.Jump ? ladderSpeed : -ladderSpeed,\n };\n } else if (cmd.forwardmove) {\n const clamped = clamp(cmd.forwardmove, -DEFAULT_FORWARD_LADDER_CLAMP, DEFAULT_FORWARD_LADDER_CLAMP);\n if (cmd.forwardmove > 0) {\n const climb = viewPitch < LADDER_ASCEND_PITCH_THRESHOLD ? clamped : -clamped;\n adjusted = { ...adjusted, z: climb };\n } else {\n if (!onGround) {\n adjusted = { ...adjusted, x: 0, y: 0 };\n }\n adjusted = { ...adjusted, z: clamped };\n }\n } else {\n adjusted = { ...adjusted, z: 0 };\n }\n\n if (!onGround) {\n if (cmd.sidemove) {\n let sideSpeed = clamp(cmd.sidemove, -DEFAULT_SIDE_LADDER_CLAMP, DEFAULT_SIDE_LADDER_CLAMP);\n if (waterlevel < WaterLevel.Waist) {\n sideSpeed *= ladderMod;\n }\n\n const flatForward = normalizeVec3({ x: forward.x, y: forward.y, z: 0 });\n if (flatForward.x !== 0 || flatForward.y !== 0) {\n const spot = addVec3(origin, scaleVec3(flatForward, LADDER_TRACE_DISTANCE));\n const tr = trace(origin, spot, mins, maxs);\n if (\n tr.fraction !== 1 &&\n !tr.allsolid &&\n tr.contents !== undefined &&\n (tr.contents & CONTENTS_LADDER) !== 0 &&\n tr.planeNormal\n ) {\n const right = crossVec3(tr.planeNormal, UP_VECTOR);\n adjusted = { ...adjusted, x: 0, y: 0 };\n adjusted = addVec3(adjusted, scaleVec3(right, -sideSpeed));\n }\n }\n } else {\n adjusted = {\n ...adjusted,\n x: clampHorizontal(adjusted.x),\n y: clampHorizontal(adjusted.y),\n };\n }\n }\n\n return adjusted;\n}\n\nfunction clamp(value: number, min: number, max: number): number {\n return Math.max(min, Math.min(max, value));\n}\n\nfunction clampHorizontal(value: number): number {\n if (value < -LADDER_HORIZONTAL_CAP) {\n return -LADDER_HORIZONTAL_CAP;\n }\n if (value > LADDER_HORIZONTAL_CAP) {\n return LADDER_HORIZONTAL_CAP;\n }\n return value;\n}\n","import { addVec3, lengthVec3, normalizeVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton } from './constants.js';\nimport { applyPmoveAccelerate } from './pmove.js';\nimport { stepSlideMove, type StepSlideMoveOutcome } from './slide.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\n\nconst FLY_FRICTION_MULTIPLIER = 1.5;\nconst BUTTON_VERTICAL_SCALE = 0.5;\nconst DEFAULT_OVERBOUNCE = 1.01;\n\nexport interface FlyMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly frametime: number;\n readonly pmFriction: number;\n readonly pmStopSpeed: number;\n readonly pmMaxSpeed: number;\n readonly pmAccelerate: number;\n readonly pmWaterSpeed: number;\n readonly doclip: boolean;\n readonly mins?: Vec3;\n readonly maxs?: Vec3;\n readonly trace?: PmoveTraceFn;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n}\n\nexport type FlyMoveResult = StepSlideMoveOutcome;\n\n/**\n * Pure translation of PM_FlyMove from rerelease `p_move.cpp`: applies the\n * spectator/noclip friction and acceleration rules, then either advances the\n * origin freely or resolves movement through `stepSlideMove` when clipping is\n * requested. This keeps the spectator and noclip physics deterministic between\n * the client and server.\n */\nexport function applyPmoveFlyMove(params: FlyMoveParams): FlyMoveResult {\n const {\n origin,\n cmd,\n frametime,\n pmFriction,\n pmStopSpeed,\n pmMaxSpeed,\n pmAccelerate,\n pmWaterSpeed,\n doclip,\n forward,\n right,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n } = params;\n\n let velocity = applyFlyFriction({ velocity: params.velocity, pmFriction, pmStopSpeed, frametime });\n\n const wishdirVelocity = buildFlyWishVelocity({\n cmd,\n forward,\n right,\n pmMaxSpeed,\n pmWaterSpeed,\n });\n\n if (wishdirVelocity.wishspeed > 0) {\n velocity = applyPmoveAccelerate({\n velocity,\n wishdir: wishdirVelocity.wishdir,\n wishspeed: wishdirVelocity.accelSpeed,\n accel: pmAccelerate,\n frametime,\n });\n }\n\n if (!doclip) {\n const originDelta = scaleVec3(velocity, frametime);\n const nextOrigin = addVec3(origin, originDelta);\n return {\n origin: nextOrigin,\n velocity,\n planes: [],\n blocked: 0,\n stopped: velocity.x === 0 && velocity.y === 0 && velocity.z === 0,\n stepped: false,\n stepHeight: 0,\n };\n }\n\n if (!trace || !mins || !maxs) {\n throw new Error('applyPmoveFlyMove: doclip=true requires trace/mins/maxs');\n }\n\n return stepSlideMove({\n origin,\n velocity,\n frametime,\n overbounce,\n trace,\n mins,\n maxs,\n stepSize,\n maxBumps,\n maxClipPlanes,\n });\n}\n\ninterface FlyFrictionParams {\n readonly velocity: Vec3;\n readonly pmFriction: number;\n readonly pmStopSpeed: number;\n readonly frametime: number;\n}\n\nfunction applyFlyFriction(params: FlyFrictionParams): Vec3 {\n const { velocity, pmFriction, pmStopSpeed, frametime } = params;\n const speed = lengthVec3(velocity);\n\n if (speed < 1) {\n return { x: 0, y: 0, z: 0 };\n }\n\n const friction = pmFriction * FLY_FRICTION_MULTIPLIER;\n const control = speed < pmStopSpeed ? pmStopSpeed : speed;\n const drop = control * friction * frametime;\n\n let newspeed = speed - drop;\n if (newspeed < 0) {\n newspeed = 0;\n }\n\n if (newspeed === speed) {\n return velocity;\n }\n\n return scaleVec3(velocity, newspeed / speed);\n}\n\ninterface FlyWishVelocityParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmMaxSpeed: number;\n readonly pmWaterSpeed: number;\n}\n\ninterface FlyWishVelocityResult {\n readonly wishdir: Vec3;\n readonly wishspeed: number;\n readonly accelSpeed: number;\n}\n\nfunction buildFlyWishVelocity(params: FlyWishVelocityParams): FlyWishVelocityResult {\n const { cmd, forward, right, pmMaxSpeed, pmWaterSpeed } = params;\n\n const forwardNorm = normalizeVec3(forward);\n const rightNorm = normalizeVec3(right);\n\n const wishvel = {\n x: forwardNorm.x * cmd.forwardmove + rightNorm.x * cmd.sidemove,\n y: forwardNorm.y * cmd.forwardmove + rightNorm.y * cmd.sidemove,\n z: forwardNorm.z * cmd.forwardmove + rightNorm.z * cmd.sidemove,\n } satisfies Vec3;\n\n let adjusted = wishvel;\n const buttons = cmd.buttons ?? 0;\n\n if (buttons & PlayerButton.Jump) {\n adjusted = addVec3(adjusted, { x: 0, y: 0, z: pmWaterSpeed * BUTTON_VERTICAL_SCALE });\n }\n\n if (buttons & PlayerButton.Crouch) {\n adjusted = addVec3(adjusted, { x: 0, y: 0, z: -pmWaterSpeed * BUTTON_VERTICAL_SCALE });\n }\n\n let wishspeed = lengthVec3(adjusted);\n let wishdir = wishspeed === 0 ? { x: 0, y: 0, z: 0 } : normalizeVec3(adjusted);\n\n if (wishspeed > pmMaxSpeed) {\n const scale = pmMaxSpeed / wishspeed;\n adjusted = scaleVec3(adjusted, scale);\n wishspeed = pmMaxSpeed;\n wishdir = wishspeed === 0 ? { x: 0, y: 0, z: 0 } : normalizeVec3(adjusted);\n }\n\n const accelSpeed = wishspeed * 2;\n\n return { wishdir, wishspeed, accelSpeed };\n}\n","import { MASK_WATER, CONTENTS_NONE, type ContentsFlag } from '../bsp/contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { WaterLevel } from './constants.js';\nimport type { PmovePointContentsFn } from './types.js';\n\nexport interface WaterLevelParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly viewheight: number;\n readonly pointContents: PmovePointContentsFn;\n}\n\nexport interface WaterLevelResult {\n readonly waterlevel: WaterLevel;\n readonly watertype: ContentsFlag;\n}\n\n/**\n * Mirrors the rerelease `PM_GetWaterLevel` helper: probes the player's feet,\n * waist, and viewheight to determine how submerged they are and returns both\n * the enum level plus the contents bits encountered at the lowest sample.\n */\nexport function getWaterLevel(params: WaterLevelParams): WaterLevelResult {\n const { origin, mins, viewheight, pointContents } = params;\n\n const sample2 = viewheight - mins.z;\n const sample1 = sample2 / 2;\n\n const point: Vec3 = {\n x: origin.x,\n y: origin.y,\n z: origin.z + mins.z + 1,\n };\n\n let contents = pointContents(point);\n if ((contents & MASK_WATER) === 0) {\n return { waterlevel: WaterLevel.None, watertype: CONTENTS_NONE };\n }\n\n const watertype = contents;\n let waterlevel = WaterLevel.Feet;\n\n let point2: Vec3 = { x: point.x, y: point.y, z: origin.z + mins.z + sample1 };\n contents = pointContents(point2);\n if ((contents & MASK_WATER) !== 0) {\n waterlevel = WaterLevel.Waist;\n\n let point3: Vec3 = { x: point.x, y: point.y, z: origin.z + mins.z + sample2 };\n contents = pointContents(point3);\n if ((contents & MASK_WATER) !== 0) {\n waterlevel = WaterLevel.Under;\n }\n }\n\n return { waterlevel, watertype };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { WaterLevel, type PmFlags, PmFlag, PmType, PlayerButton, addPmFlag, removePmFlag } from './constants.js';\n\nconst DEFAULT_JUMP_HEIGHT = 270;\n\nexport interface CheckJumpParams {\n readonly pmFlags: PmFlags;\n readonly pmType: PmType;\n readonly buttons: number;\n readonly waterlevel: WaterLevel;\n readonly onGround: boolean;\n readonly velocity: Vec3;\n readonly jumpHeight?: number;\n}\n\nexport interface CheckJumpResult {\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly velocity: Vec3;\n readonly jumpSound: boolean;\n readonly jumped: boolean;\n}\n\nfunction hasButton(buttons: number, button: PlayerButton): boolean {\n return (buttons & button) !== 0;\n}\n\n/**\n * Pure translation of the rerelease `PM_CheckJump` helper from `p_move.cpp`.\n * The function takes in the minimal pmove state that the original C++ logic\n * touches and returns the updated flag/origin/velocity tuple so callers can\n * apply the same semantics on both the server and client.\n */\nexport function checkJump(params: CheckJumpParams): CheckJumpResult {\n const { pmFlags, pmType, buttons, waterlevel, onGround, velocity, jumpHeight = DEFAULT_JUMP_HEIGHT } = params;\n\n // PM_CheckJump immediately bails while the landing timer is active.\n if (pmFlags & PmFlag.TimeLand) {\n return { pmFlags, onGround, velocity, jumpSound: false, jumped: false };\n }\n\n const holdingJump = hasButton(buttons, PlayerButton.Jump);\n let nextFlags = pmFlags;\n let nextOnGround = onGround;\n let jumpSound = false;\n let jumped = false;\n let nextVelocity = velocity;\n\n if (!holdingJump) {\n nextFlags = removePmFlag(nextFlags, PmFlag.JumpHeld);\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (hasPmJumpHold(nextFlags)) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (pmType === PmType.Dead) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (waterlevel >= WaterLevel.Waist) {\n nextOnGround = false;\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n if (!nextOnGround) {\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n }\n\n nextFlags = addPmFlag(nextFlags, PmFlag.JumpHeld);\n nextFlags = removePmFlag(nextFlags, PmFlag.OnGround);\n nextOnGround = false;\n jumpSound = true;\n jumped = true;\n\n const z = velocity.z + jumpHeight;\n const finalZ = z < jumpHeight ? jumpHeight : z;\n nextVelocity = { ...velocity, z: finalZ };\n\n return { pmFlags: nextFlags, onGround: nextOnGround, velocity: nextVelocity, jumpSound, jumped };\n}\n\nfunction hasPmJumpHold(flags: PmFlags): boolean {\n return (flags & PmFlag.JumpHeld) !== 0;\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { PmFlag, type PmFlags, PmType } from './constants.js';\n\nexport interface PlayerDimensions {\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n}\n\nfunction createVec3(x: number, y: number, z: number): Vec3 {\n return { x, y, z } satisfies Vec3;\n}\n\n/**\n * Pure mirror of PM_SetDimensions from rerelease `p_move.cpp`.\n * Computes the mins/maxs/viewheight triplet for a player based on\n * their movement type and ducked flag without mutating inputs.\n */\nexport function computePlayerDimensions(pmType: PmType, pmFlags: PmFlags): PlayerDimensions {\n const minsBase = createVec3(-16, -16, 0);\n const maxsBase = createVec3(16, 16, 16);\n\n if (pmType === PmType.Gib) {\n return {\n mins: minsBase,\n maxs: maxsBase,\n viewheight: 8,\n } satisfies PlayerDimensions;\n }\n\n const ducked = pmType === PmType.Dead || (pmFlags & PmFlag.Ducked) !== 0;\n const mins = createVec3(minsBase.x, minsBase.y, -24);\n const maxs = createVec3(maxsBase.x, maxsBase.y, ducked ? 4 : 32);\n\n return {\n mins,\n maxs,\n viewheight: ducked ? -2 : 22,\n } satisfies PlayerDimensions;\n}\n","import { MASK_SOLID, MASK_WATER, type ContentsFlag } from '../bsp/contents.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport {\n PlayerButton,\n PmFlag,\n type PmFlags,\n PmType,\n WaterLevel,\n addPmFlag,\n hasPmFlag,\n removePmFlag,\n} from './constants.js';\nimport type { PmoveTraceResult } from './types.js';\nimport { computePlayerDimensions, type PlayerDimensions } from './dimensions.js';\n\nconst CROUCH_MAX_Z = 4;\nconst STAND_MAX_Z = 32;\nconst ABOVE_WATER_OFFSET = 8;\n\nexport interface DuckTraceParams {\n readonly start: Vec3;\n readonly end: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly mask: ContentsFlag;\n}\n\nexport type DuckTraceFn = (params: DuckTraceParams) => PmoveTraceResult;\n\nexport interface CheckDuckParams {\n readonly pmType: PmType;\n readonly pmFlags: PmFlags;\n readonly buttons: number;\n readonly waterlevel: WaterLevel;\n readonly hasGroundEntity: boolean;\n readonly onLadder: boolean;\n readonly n64Physics: boolean;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: DuckTraceFn;\n}\n\nexport interface CheckDuckResult extends PlayerDimensions {\n readonly pmFlags: PmFlags;\n readonly ducked: boolean;\n readonly changed: boolean;\n}\n\n/**\n * Pure port of PM_CheckDuck from rerelease `p_move.cpp`. Updates the PMF_DUCKED flag\n * based on crouch input, obstruction traces, and special cases (dead bodies) without\n * mutating the provided mins/maxs. Returns the updated flag word plus the dimensions\n * computed from PM_SetDimensions so callers can update collision bounds atomically.\n */\nexport function checkDuckState(params: CheckDuckParams): CheckDuckResult {\n const { pmType } = params;\n\n if (pmType === PmType.Gib) {\n const dims = computePlayerDimensions(pmType, params.pmFlags);\n return { pmFlags: params.pmFlags, ducked: hasPmFlag(params.pmFlags, PmFlag.Ducked), changed: false, ...dims };\n }\n\n let flags = params.pmFlags;\n let changed = false;\n\n if (pmType === PmType.Dead) {\n if (!hasPmFlag(flags, PmFlag.Ducked)) {\n flags = addPmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n } else if (shouldDuck(params)) {\n if (!hasPmFlag(flags, PmFlag.Ducked) && !isDuckBlocked(params)) {\n flags = addPmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n } else if (hasPmFlag(flags, PmFlag.Ducked) && !isStandBlocked(params)) {\n flags = removePmFlag(flags, PmFlag.Ducked);\n changed = true;\n }\n\n const dims = computePlayerDimensions(pmType, flags);\n const ducked = pmType === PmType.Dead || hasPmFlag(flags, PmFlag.Ducked);\n\n return { pmFlags: flags, ducked, changed, ...dims };\n}\n\nfunction shouldDuck(params: CheckDuckParams): boolean {\n if ((params.buttons & PlayerButton.Crouch) === 0) {\n return false;\n }\n if (params.onLadder || params.n64Physics) {\n return false;\n }\n if (params.hasGroundEntity) {\n return true;\n }\n if (params.waterlevel <= WaterLevel.Feet && !isAboveWater(params)) {\n return true;\n }\n return false;\n}\n\nfunction isDuckBlocked(params: CheckDuckParams): boolean {\n const trace = params.trace({\n start: params.origin,\n end: params.origin,\n mins: params.mins,\n maxs: withZ(params.maxs, CROUCH_MAX_Z),\n mask: MASK_SOLID,\n });\n return trace.allsolid;\n}\n\nfunction isStandBlocked(params: CheckDuckParams): boolean {\n const trace = params.trace({\n start: params.origin,\n end: params.origin,\n mins: params.mins,\n maxs: withZ(params.maxs, STAND_MAX_Z),\n mask: MASK_SOLID,\n });\n return trace.allsolid;\n}\n\nfunction isAboveWater(params: CheckDuckParams): boolean {\n const below: Vec3 = { x: params.origin.x, y: params.origin.y, z: params.origin.z - ABOVE_WATER_OFFSET };\n\n const solidTrace = params.trace({\n start: params.origin,\n end: below,\n mins: params.mins,\n maxs: params.maxs,\n mask: MASK_SOLID,\n });\n\n if (solidTrace.fraction < 1) {\n return false;\n }\n\n const waterTrace = params.trace({\n start: params.origin,\n end: below,\n mins: params.mins,\n maxs: params.maxs,\n mask: MASK_WATER,\n });\n\n return waterTrace.fraction < 1;\n}\n\nfunction withZ(vec: Vec3, z: number): Vec3 {\n return { x: vec.x, y: vec.y, z };\n}\n","import { CONTENTS_NONE, type ContentsFlag } from '../bsp/contents.js';\nimport { addVec3, clipVelocityVec3, type Vec3 } from '../math/vec3.js';\nimport {\n PmFlag,\n type PmFlags,\n PmType,\n addPmFlag,\n hasPmFlag,\n removePmFlag,\n} from './constants.js';\nimport { getWaterLevel } from './water.js';\nimport type { PmovePointContentsFn, PmoveTraceFn, PmoveTraceResult } from './types.js';\n\nconst GROUND_PROBE_DISTANCE = 0.25;\nconst LADDER_BYPASS_VELOCITY = 180;\nconst TRICK_VELOCITY_THRESHOLD = 100;\nconst SLANTED_NORMAL_THRESHOLD = 0.7;\nconst TRICK_NORMAL_THRESHOLD = 0.9;\nconst TRICK_PM_TIME = 64;\nconst LAND_PM_TIME = 128;\nconst IMPACT_CLIP_OVERBOUNCE = 1.01;\n\nconst WATERJUMP_CLEAR =\n PmFlag.TimeWaterJump | PmFlag.TimeLand | PmFlag.TimeTeleport | PmFlag.TimeTrick;\n\nexport interface CategorizePositionParams {\n readonly pmType: PmType;\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly n64Physics: boolean;\n readonly velocity: Vec3;\n readonly startVelocity: Vec3;\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n readonly trace: PmoveTraceFn;\n readonly pointContents: PmovePointContentsFn;\n}\n\nexport interface CategorizePositionResult {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly onGround: boolean;\n readonly groundTrace?: PmoveTraceResult;\n readonly groundContents: ContentsFlag;\n readonly waterlevel: number;\n readonly watertype: ContentsFlag;\n readonly impactDelta?: number;\n}\n\n/**\n * Pure mirror of PM_CatagorizePosition from `rerelease/p_move.cpp`: traces a quarter-unit\n * below the player bounds to determine whether they stand on solid ground, updates timers\n * and pmflags accordingly, records the latest ground plane data, and recalculates waterlevel\n * by probing feet/waist/viewheight samples.\n */\nexport function categorizePosition(params: CategorizePositionParams): CategorizePositionResult {\n const {\n pmType,\n n64Physics,\n velocity,\n startVelocity,\n origin,\n mins,\n maxs,\n viewheight,\n trace,\n pointContents,\n } = params;\n\n let pmFlags = params.pmFlags;\n let pmTime = params.pmTime;\n let impactDelta: number | undefined;\n let onGround = hasPmFlag(pmFlags, PmFlag.OnGround);\n\n let groundTrace: PmoveTraceResult | undefined;\n let groundContents: ContentsFlag = CONTENTS_NONE;\n\n const forceAirborne = velocity.z > LADDER_BYPASS_VELOCITY || pmType === PmType.Grapple;\n\n if (forceAirborne) {\n pmFlags = removePmFlag(pmFlags, PmFlag.OnGround);\n onGround = false;\n } else {\n const end: Vec3 = { x: origin.x, y: origin.y, z: origin.z - GROUND_PROBE_DISTANCE };\n const traceResult = trace(origin, end, mins, maxs);\n groundTrace = traceResult;\n groundContents = traceResult.contents ?? CONTENTS_NONE;\n\n const planeNormal = traceResult.planeNormal;\n\n let slantedGround =\n traceResult.fraction < 1 && !!planeNormal && planeNormal.z < SLANTED_NORMAL_THRESHOLD;\n\n if (slantedGround && planeNormal) {\n const slantEnd = addVec3(origin, planeNormal);\n const slantTrace = trace(origin, slantEnd, mins, maxs);\n if (slantTrace.fraction < 1 && !slantTrace.startsolid) {\n slantedGround = false;\n }\n }\n\n if (\n traceResult.fraction === 1 ||\n !planeNormal ||\n (slantedGround && !traceResult.startsolid)\n ) {\n pmFlags = removePmFlag(pmFlags, PmFlag.OnGround);\n onGround = false;\n } else {\n onGround = true;\n\n if (hasPmFlag(pmFlags, PmFlag.TimeWaterJump)) {\n pmFlags &= ~WATERJUMP_CLEAR;\n pmTime = 0;\n }\n\n const wasOnGround = hasPmFlag(pmFlags, PmFlag.OnGround);\n\n if (!wasOnGround) {\n if (\n !n64Physics &&\n velocity.z >= TRICK_VELOCITY_THRESHOLD &&\n planeNormal.z >= TRICK_NORMAL_THRESHOLD &&\n !hasPmFlag(pmFlags, PmFlag.Ducked)\n ) {\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeTrick);\n pmTime = TRICK_PM_TIME;\n }\n\n const clipped = clipVelocityVec3(velocity, planeNormal, IMPACT_CLIP_OVERBOUNCE);\n impactDelta = startVelocity.z - clipped.z;\n }\n\n pmFlags = addPmFlag(pmFlags, PmFlag.OnGround);\n\n if (!wasOnGround && (n64Physics || hasPmFlag(pmFlags, PmFlag.Ducked))) {\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeLand);\n pmTime = LAND_PM_TIME;\n }\n }\n }\n\n const { waterlevel, watertype } = getWaterLevel({\n origin,\n mins,\n viewheight,\n pointContents,\n });\n\n return {\n pmFlags,\n pmTime,\n onGround: hasPmFlag(pmFlags, PmFlag.OnGround),\n groundTrace,\n groundContents,\n waterlevel,\n watertype,\n impactDelta,\n };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { addVec3, lengthVec3, normalizeVec3, scaleVec3 } from '../math/vec3.js';\nimport { applyPmoveAccelerate, applyPmoveAirAccelerate } from './pmove.js';\nimport { applyPmoveAddCurrents } from './currents.js';\nimport { stepSlideMove, type StepSlideMoveOutcome } from './slide.js';\nimport type { PmoveCmd, PmoveTraceFn } from './types.js';\nimport {\n PmFlag,\n type PmFlags,\n PmType,\n PlayerButton,\n WaterLevel,\n hasPmFlag,\n} from './constants.js';\n\ninterface BaseMoveParams {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly frametime: number;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n readonly hasTime?: boolean;\n}\n\nexport interface AirMoveParams extends BaseMoveParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly gravity: number;\n readonly pmType: PmType;\n readonly pmAccelerate: number;\n readonly pmAirAccelerate?: number;\n readonly pmMaxSpeed: number;\n readonly pmDuckSpeed: number;\n readonly onLadder: boolean;\n readonly waterlevel: WaterLevel;\n readonly watertype: number;\n readonly groundContents: number;\n readonly viewPitch: number;\n readonly ladderMod: number;\n readonly pmWaterSpeed: number;\n}\n\nexport interface WaterMoveParams extends BaseMoveParams {\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly right: Vec3;\n readonly pmFlags: PmFlags;\n readonly onGround: boolean;\n readonly pmMaxSpeed: number;\n readonly pmDuckSpeed: number;\n readonly pmWaterAccelerate: number;\n readonly pmWaterSpeed: number;\n readonly onLadder: boolean;\n readonly watertype: number;\n readonly groundContents: number;\n readonly waterlevel: WaterLevel;\n readonly viewPitch: number;\n readonly ladderMod: number;\n}\n\nconst DEFAULT_AIR_ACCELERATE = 1;\nconst WATER_DRIFT_SPEED = 60;\nconst DEFAULT_STEP_OVERBOUNCE = 1.01;\n\nexport function applyPmoveAirMove(params: AirMoveParams): StepSlideMoveOutcome {\n const {\n origin,\n frametime,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_STEP_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n forward,\n right,\n cmd,\n pmFlags,\n onGround,\n gravity,\n pmType,\n pmAccelerate,\n pmAirAccelerate = DEFAULT_AIR_ACCELERATE,\n pmMaxSpeed,\n pmDuckSpeed,\n onLadder,\n waterlevel,\n watertype,\n groundContents,\n viewPitch,\n ladderMod,\n pmWaterSpeed,\n } = params;\n\n let velocity = { ...params.velocity };\n let wishvel = buildPlanarWishVelocity(forward, right, cmd);\n\n wishvel = applyPmoveAddCurrents({\n wishVelocity: wishvel,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed: hasPmFlag(pmFlags, PmFlag.Ducked) ? pmDuckSpeed : pmMaxSpeed,\n ladderMod,\n waterSpeed: pmWaterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n\n const ducked = hasPmFlag(pmFlags, PmFlag.Ducked);\n const maxSpeed = ducked ? pmDuckSpeed : pmMaxSpeed;\n\n let wishdir = wishvel;\n let wishspeed = lengthVec3(wishdir);\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishdir);\n }\n\n if (wishspeed > maxSpeed) {\n const scale = maxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = maxSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n if (onLadder) {\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmAccelerate, frametime });\n if (Math.abs(wishvel.z) < Number.EPSILON) {\n velocity = dampVerticalVelocity(velocity, gravity, frametime);\n }\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n }\n\n if (onGround) {\n velocity = { ...velocity, z: 0 };\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmAccelerate, frametime });\n if (gravity > 0) {\n velocity = { ...velocity, z: 0 };\n } else {\n velocity = { ...velocity, z: velocity.z - gravity * frametime };\n }\n\n if (velocity.x === 0 && velocity.y === 0) {\n return {\n origin,\n velocity,\n planes: [],\n blocked: 0,\n stopped: true,\n stepped: false,\n stepHeight: 0,\n };\n }\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n }\n\n if (pmAirAccelerate > 0) {\n velocity = applyPmoveAirAccelerate({\n velocity,\n wishdir,\n wishspeed,\n accel: pmAirAccelerate,\n frametime,\n });\n } else {\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: DEFAULT_AIR_ACCELERATE, frametime });\n }\n\n if (pmType !== PmType.Grapple) {\n velocity = { ...velocity, z: velocity.z - gravity * frametime };\n }\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n\nexport function applyPmoveWaterMove(params: WaterMoveParams): StepSlideMoveOutcome {\n const {\n origin,\n frametime,\n mins,\n maxs,\n trace,\n overbounce = DEFAULT_STEP_OVERBOUNCE,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n forward,\n right,\n cmd,\n pmFlags,\n onGround,\n pmMaxSpeed,\n pmDuckSpeed,\n pmWaterAccelerate,\n pmWaterSpeed,\n onLadder,\n watertype,\n groundContents,\n waterlevel,\n viewPitch,\n ladderMod,\n } = params;\n\n let velocity = { ...params.velocity };\n let wishvel = buildFullWishVelocity(forward, right, cmd);\n\n if (isIdleInWater(cmd, onGround)) {\n wishvel = { ...wishvel, z: wishvel.z - WATER_DRIFT_SPEED };\n } else {\n if (hasButton(cmd, PlayerButton.Crouch)) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: -pmWaterSpeed * 0.5 });\n } else if (hasButton(cmd, PlayerButton.Jump)) {\n wishvel = addVec3(wishvel, { x: 0, y: 0, z: pmWaterSpeed * 0.5 });\n }\n }\n\n wishvel = applyPmoveAddCurrents({\n wishVelocity: wishvel,\n onLadder,\n onGround,\n waterlevel,\n watertype,\n groundContents,\n cmd,\n viewPitch,\n maxSpeed: hasPmFlag(pmFlags, PmFlag.Ducked) ? pmDuckSpeed : pmMaxSpeed,\n ladderMod,\n waterSpeed: pmWaterSpeed,\n forward,\n origin,\n mins,\n maxs,\n trace,\n });\n\n let wishdir = wishvel;\n let wishspeed = lengthVec3(wishdir);\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishdir);\n }\n\n if (wishspeed > pmMaxSpeed) {\n const scale = pmMaxSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = pmMaxSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n wishspeed *= 0.5;\n\n const ducked = hasPmFlag(pmFlags, PmFlag.Ducked);\n if (ducked && wishspeed > pmDuckSpeed) {\n const scale = pmDuckSpeed / wishspeed;\n wishvel = scaleVec3(wishvel, scale);\n wishspeed = pmDuckSpeed;\n if (wishspeed !== 0) {\n wishdir = normalizeVec3(wishvel);\n }\n }\n\n velocity = applyPmoveAccelerate({ velocity, wishdir, wishspeed, accel: pmWaterAccelerate, frametime });\n\n return runStepSlideMove({\n origin,\n velocity,\n frametime,\n mins,\n maxs,\n trace,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n\nfunction buildPlanarWishVelocity(forward: Vec3, right: Vec3, cmd: PmoveCmd): Vec3 {\n return {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: 0,\n } satisfies Vec3;\n}\n\nfunction buildFullWishVelocity(forward: Vec3, right: Vec3, cmd: PmoveCmd): Vec3 {\n return {\n x: forward.x * cmd.forwardmove + right.x * cmd.sidemove,\n y: forward.y * cmd.forwardmove + right.y * cmd.sidemove,\n z: forward.z * cmd.forwardmove + right.z * cmd.sidemove,\n } satisfies Vec3;\n}\n\nfunction hasButton(cmd: PmoveCmd, button: PlayerButton): boolean {\n return (cmd.buttons ?? 0) & button ? true : false;\n}\n\nfunction isIdleInWater(cmd: PmoveCmd, onGround: boolean): boolean {\n const noMove = cmd.forwardmove === 0 && cmd.sidemove === 0;\n const noButtons = (cmd.buttons ?? 0) & (PlayerButton.Jump | PlayerButton.Crouch) ? false : true;\n return noMove && noButtons && !onGround;\n}\n\nfunction dampVerticalVelocity(velocity: Vec3, gravity: number, frametime: number): Vec3 {\n let z = velocity.z;\n const delta = gravity * frametime;\n if (z > 0) {\n z -= delta;\n if (z < 0) {\n z = 0;\n }\n } else {\n z += delta;\n if (z > 0) {\n z = 0;\n }\n }\n return { ...velocity, z };\n}\n\ninterface StepParams extends BaseMoveParams {\n readonly velocity: Vec3;\n}\n\nfunction runStepSlideMove(params: StepParams): StepSlideMoveOutcome {\n const { origin, velocity, frametime, mins, maxs, trace, overbounce = DEFAULT_STEP_OVERBOUNCE, stepSize, maxBumps, maxClipPlanes, hasTime } = params;\n return stepSlideMove({\n origin,\n velocity,\n frametime,\n trace,\n mins,\n maxs,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n}\n","import { CONTENTS_LADDER, CONTENTS_NONE, CONTENTS_NO_WATERJUMP } from '../bsp/contents.js';\nimport { addVec3, lengthSquaredVec3, normalizeVec3, scaleVec3, type Vec3 } from '../math/vec3.js';\nimport { PlayerButton, PmFlag, type PmFlags, addPmFlag, removePmFlag, WaterLevel } from './constants.js';\nimport { stepSlideMove } from './slide.js';\nimport type { PmoveCmd, PmovePointContentsFn, PmoveTraceFn } from './types.js';\nimport { getWaterLevel } from './water.js';\n\nconst LADDER_TRACE_DISTANCE = 1;\nconst WATERJUMP_FORWARD_CHECK = 40;\nconst WATERJUMP_FORWARD_SPEED = 50;\nconst WATERJUMP_UPWARD_SPEED = 350;\nconst WATERJUMP_PM_TIME = 2048;\nconst WATERJUMP_SIM_STEP = 0.1;\nconst WATERJUMP_BASE_GRAVITY = 800;\nconst WATERJUMP_MAX_STEPS = 50;\nconst GROUND_NORMAL_THRESHOLD = 0.7;\nconst WATERJUMP_STEP_TOLERANCE = 18;\nconst DEFAULT_OVERBOUNCE = 1.01;\nconst WATERJUMP_DOWN_PROBE = 2;\n\nexport interface SpecialMovementParams {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly waterlevel: WaterLevel;\n readonly watertype: number;\n readonly gravity: number;\n readonly cmd: PmoveCmd;\n readonly forward: Vec3;\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly viewheight: number;\n readonly trace: PmoveTraceFn;\n readonly pointContents: PmovePointContentsFn;\n readonly onGround: boolean;\n readonly overbounce?: number;\n readonly stepSize?: number;\n readonly maxBumps?: number;\n readonly maxClipPlanes?: number;\n}\n\nexport interface SpecialMovementResult {\n readonly pmFlags: PmFlags;\n readonly pmTime: number;\n readonly velocity: Vec3;\n readonly performedWaterJump: boolean;\n}\n\n/**\n * Mirrors the ladder detection and water-jump probing logic from\n * `PM_CheckSpecialMovement` in `rerelease/p_move.cpp`. The helper clears and\n * re-adds the ladder flag based on nearby CONTENTS_LADDER brushes, then\n * simulates a potential water jump by firing the same 40-unit probe and\n * step-slide loop the C++ uses before committing to the upward velocity.\n */\nexport function checkSpecialMovement(params: SpecialMovementParams): SpecialMovementResult {\n const {\n pmFlags: initialFlags,\n pmTime: initialPmTime,\n waterlevel,\n watertype,\n gravity,\n cmd,\n forward,\n origin,\n velocity: initialVelocity,\n mins,\n maxs,\n viewheight,\n trace,\n pointContents,\n onGround,\n overbounce = DEFAULT_OVERBOUNCE,\n stepSize = WATERJUMP_STEP_TOLERANCE,\n maxBumps,\n maxClipPlanes,\n } = params;\n\n if (initialPmTime > 0) {\n return { pmFlags: initialFlags, pmTime: initialPmTime, velocity: initialVelocity, performedWaterJump: false };\n }\n\n let pmFlags = removePmFlag(initialFlags, PmFlag.OnLadder);\n let pmTime = initialPmTime;\n let velocity = initialVelocity;\n\n const flatforward = normalizeVec3({ x: forward.x, y: forward.y, z: 0 });\n const hasForward = lengthSquaredVec3(flatforward) > 0;\n\n if (waterlevel < WaterLevel.Waist && hasForward) {\n const ladderEnd = addVec3(origin, scaleVec3(flatforward, LADDER_TRACE_DISTANCE));\n const ladderTrace = trace(origin, ladderEnd, mins, maxs);\n const contents = ladderTrace.contents ?? CONTENTS_NONE;\n\n if (ladderTrace.fraction < 1 && (contents & CONTENTS_LADDER) !== 0) {\n pmFlags = addPmFlag(pmFlags, PmFlag.OnLadder);\n }\n }\n\n if (gravity === 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (((cmd.buttons ?? 0) & PlayerButton.Jump) === 0 && cmd.forwardmove <= 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (waterlevel !== WaterLevel.Waist) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if ((watertype & CONTENTS_NO_WATERJUMP) !== 0) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (!hasForward) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n const forwardCheckEnd = addVec3(origin, scaleVec3(flatforward, WATERJUMP_FORWARD_CHECK));\n const forwardTrace = trace(origin, forwardCheckEnd, mins, maxs);\n\n if (\n forwardTrace.fraction === 1 ||\n !forwardTrace.planeNormal ||\n forwardTrace.planeNormal.z >= GROUND_NORMAL_THRESHOLD\n ) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n let simVelocity: Vec3 = {\n x: flatforward.x * WATERJUMP_FORWARD_SPEED,\n y: flatforward.y * WATERJUMP_FORWARD_SPEED,\n z: WATERJUMP_UPWARD_SPEED,\n };\n\n let simOrigin = origin;\n let hasTime = true;\n const stepCount = computeWaterJumpSteps(gravity);\n\n for (let i = 0; i < stepCount; i++) {\n simVelocity = { x: simVelocity.x, y: simVelocity.y, z: simVelocity.z - gravity * WATERJUMP_SIM_STEP };\n if (simVelocity.z < 0) {\n hasTime = false;\n }\n\n const move = stepSlideMove({\n origin: simOrigin,\n velocity: simVelocity,\n frametime: WATERJUMP_SIM_STEP,\n trace,\n mins,\n maxs,\n overbounce,\n stepSize,\n maxBumps,\n maxClipPlanes,\n hasTime,\n });\n simOrigin = move.origin;\n simVelocity = move.velocity;\n }\n\n const downEnd = addVec3(simOrigin, { x: 0, y: 0, z: -WATERJUMP_DOWN_PROBE });\n const downTrace = trace(simOrigin, downEnd, mins, maxs);\n\n if (\n downTrace.fraction === 1 ||\n !downTrace.planeNormal ||\n downTrace.planeNormal.z < GROUND_NORMAL_THRESHOLD ||\n downTrace.endpos.z < origin.z\n ) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n if (onGround && Math.abs(origin.z - downTrace.endpos.z) <= stepSize) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n const landingWater = getWaterLevel({ origin: downTrace.endpos, mins, viewheight, pointContents });\n if (landingWater.waterlevel >= WaterLevel.Waist) {\n return { pmFlags, pmTime, velocity, performedWaterJump: false };\n }\n\n pmFlags = addPmFlag(pmFlags, PmFlag.TimeWaterJump);\n pmTime = WATERJUMP_PM_TIME;\n velocity = {\n x: flatforward.x * WATERJUMP_FORWARD_SPEED,\n y: flatforward.y * WATERJUMP_FORWARD_SPEED,\n z: WATERJUMP_UPWARD_SPEED,\n } satisfies Vec3;\n\n return { pmFlags, pmTime, velocity, performedWaterJump: true };\n}\n\nfunction computeWaterJumpSteps(gravity: number): number {\n if (gravity === 0) {\n return 0;\n }\n\n const scaled = Math.floor(10 * (WATERJUMP_BASE_GRAVITY / gravity));\n if (scaled <= 0) {\n return 0;\n }\n return Math.min(WATERJUMP_MAX_STEPS, scaled);\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { fixStuckObjectGeneric } from './stuck.js';\nimport type { PmoveTraceFn } from './types.js';\n\nconst SNAP_OFFSETS = [0, -1, 1] as const;\n\nexport interface GoodPositionParams {\n readonly origin: Vec3;\n readonly mins: Vec3;\n readonly maxs: Vec3;\n readonly trace: PmoveTraceFn;\n}\n\nexport function goodPosition(params: GoodPositionParams): boolean {\n const { origin, mins, maxs, trace } = params;\n const result = trace(origin, origin, mins, maxs);\n return result.allsolid ? false : true;\n}\n\nexport type SnapResolution = 'unchanged' | 'fixed' | 'reverted';\n\nexport interface SnapPositionParams extends GoodPositionParams {\n readonly velocity: Vec3;\n readonly previousOrigin: Vec3;\n}\n\nexport interface SnapPositionResult {\n readonly origin: Vec3;\n readonly velocity: Vec3;\n readonly resolution: SnapResolution;\n}\n\n/**\n * Pure translation of PM_SnapPosition from rerelease `p_move.cpp`.\n * Attempts to keep the caller's origin in a valid location by first\n * checking the current origin against collision traces, then falling\n * back to the shared `fixStuckObjectGeneric` helper before finally\n * reverting to the provided previous origin when no fix is possible.\n */\nexport function snapPosition(params: SnapPositionParams): SnapPositionResult {\n const { origin, velocity, mins, maxs, previousOrigin, trace } = params;\n\n if (goodPosition({ origin, mins, maxs, trace })) {\n return { origin: { ...origin }, velocity: { ...velocity }, resolution: 'unchanged' };\n }\n\n const fix = fixStuckObjectGeneric({\n origin,\n mins,\n maxs,\n trace: (start, localMins, localMaxs, end) => trace(start, end, localMins, localMaxs),\n });\n\n if (fix.result === 'fixed' || fix.result === 'good-position') {\n return { origin: fix.origin, velocity: { ...velocity }, resolution: 'fixed' };\n }\n\n return { origin: { ...previousOrigin }, velocity: { ...velocity }, resolution: 'reverted' };\n}\n\nexport interface InitialSnapPositionParams extends GoodPositionParams {}\n\nexport interface InitialSnapPositionResult {\n readonly origin: Vec3;\n readonly snapped: boolean;\n}\n\n/**\n * Pure translation of PM_InitialSnapPosition from rerelease `p_move.cpp`.\n * Tries a 3x3x3 grid of +/-1 unit offsets around the base origin to find\n * a valid collision-free spot, mirroring the search order of the C++ code.\n */\nexport function initialSnapPosition(params: InitialSnapPositionParams): InitialSnapPositionResult {\n const { origin, mins, maxs, trace } = params;\n\n for (const oz of SNAP_OFFSETS) {\n for (const oy of SNAP_OFFSETS) {\n for (const ox of SNAP_OFFSETS) {\n const candidate = { x: origin.x + ox, y: origin.y + oy, z: origin.z + oz } satisfies Vec3;\n if (goodPosition({ origin: candidate, mins, maxs, trace })) {\n const snapped = ox !== 0 || oy !== 0 || oz !== 0;\n return { origin: candidate, snapped };\n }\n }\n }\n }\n\n return { origin: { ...origin }, snapped: false };\n}\n","import type { Vec3 } from '../math/vec3.js';\nimport { angleVectors, type AngleVectorsResult } from '../math/angles.js';\nimport { PmFlag, type PmFlags } from './constants.js';\n\nexport interface ClampViewAnglesParams {\n readonly pmFlags: PmFlags;\n readonly cmdAngles: Vec3;\n readonly deltaAngles: Vec3;\n}\n\nexport interface ClampViewAnglesResult extends AngleVectorsResult {\n readonly viewangles: Vec3;\n}\n\nfunction addAngles(cmdAngles: Vec3, deltaAngles: Vec3): Vec3 {\n return {\n x: cmdAngles.x + deltaAngles.x,\n y: cmdAngles.y + deltaAngles.y,\n z: cmdAngles.z + deltaAngles.z,\n } satisfies Vec3;\n}\n\nfunction clampPitch(pitch: number): number {\n if (pitch > 89 && pitch < 180) {\n return 89;\n }\n if (pitch < 271 && pitch >= 180) {\n return 271;\n }\n return pitch;\n}\n\n/**\n * Pure translation of `PM_ClampAngles` from `rerelease/p_move.cpp`. The helper\n * fuses the latest command angles with the stored delta, applies the teleport\n * pitch/roll reset, enforces the ±90° pitch window, and returns the resulting\n * axis vectors that the C version stored in `pml.forward/right/up`.\n */\nexport function clampViewAngles(params: ClampViewAnglesParams): ClampViewAnglesResult {\n const { pmFlags, cmdAngles, deltaAngles } = params;\n\n let viewangles: Vec3;\n\n if ((pmFlags & PmFlag.TimeTeleport) !== 0) {\n viewangles = {\n x: 0,\n y: cmdAngles.y + deltaAngles.y,\n z: 0,\n } satisfies Vec3;\n } else {\n viewangles = addAngles(cmdAngles, deltaAngles);\n viewangles = { ...viewangles, x: clampPitch(viewangles.x) };\n }\n\n const vectors = angleVectors(viewangles);\n return { viewangles, ...vectors };\n}\n","import { angleMod } from '../math/angles.js';\nimport type { Vec3 } from '../math/vec3.js';\nimport { PlayerButton } from '../pmove/constants.js';\n\nexport interface UserCommand {\n readonly msec: number;\n readonly buttons: PlayerButton;\n readonly angles: Vec3;\n readonly forwardmove: number;\n readonly sidemove: number;\n readonly upmove: number;\n readonly serverFrame?: number;\n}\n\nexport interface MouseDelta {\n readonly deltaX: number;\n readonly deltaY: number;\n}\n\nexport interface MouseLookOptions {\n readonly sensitivity: number;\n readonly invertY: boolean;\n readonly sensitivityX?: number;\n readonly sensitivityY?: number;\n}\n\nexport const DEFAULT_FORWARD_SPEED = 200;\nexport const DEFAULT_SIDE_SPEED = 200;\nexport const DEFAULT_UP_SPEED = 200;\nexport const DEFAULT_YAW_SPEED = 140;\nexport const DEFAULT_PITCH_SPEED = 150;\nexport const DEFAULT_MOUSE_SENSITIVITY = 3;\n\nfunction clampPitch(pitch: number): number {\n const normalized = angleMod(pitch);\n\n if (normalized > 89 && normalized < 180) return 89;\n if (normalized < 271 && normalized >= 180) return 271;\n\n return normalized;\n}\n\nexport function addViewAngles(current: Vec3, delta: Vec3): Vec3 {\n return {\n x: clampPitch(current.x + delta.x),\n y: angleMod(current.y + delta.y),\n z: angleMod(current.z + delta.z),\n } satisfies Vec3;\n}\n\nexport function mouseDeltaToViewDelta(delta: MouseDelta, options: MouseLookOptions): Vec3 {\n const yawScale = options.sensitivityX ?? options.sensitivity;\n const pitchScale = (options.sensitivityY ?? options.sensitivity) * (options.invertY ? -1 : 1);\n\n return {\n x: delta.deltaY * pitchScale,\n y: delta.deltaX * yawScale,\n z: 0,\n } satisfies Vec3;\n}\n","\nexport enum ServerCommand {\n bad = 0,\n\n // these ops are known to the game dll\n muzzleflash = 1,\n muzzleflash2 = 2,\n temp_entity = 3,\n layout = 4,\n inventory = 5,\n\n // the rest are private to the client and server\n nop = 6,\n disconnect = 7,\n reconnect = 8,\n sound = 9, // <see code>\n print = 10, // [byte] id [string] null terminated string\n stufftext = 11, // [string] stuffed into client's console buffer, should be \\n terminated\n serverdata = 12, // [long] protocol ...\n configstring = 13, // [short] [string]\n spawnbaseline = 14,\n centerprint = 15, // [string] to put in center of the screen\n download = 16, // [short] size [size bytes]\n playerinfo = 17, // variable\n packetentities = 18, // [...]\n deltapacketentities = 19, // [...]\n frame = 20,\n splitclient = 21,\n configblast = 22,\n spawnbaselineblast = 23,\n level_restart = 24,\n damage = 25,\n locprint = 26,\n fog = 27,\n waitingforplayers = 28,\n bot_chat = 29,\n poi = 30,\n help_path = 31,\n muzzleflash3 = 32,\n achievement = 33\n}\n\nexport enum ClientCommand {\n bad = 0,\n nop = 1,\n move = 2, // [[usercmd_t]\n userinfo = 3, // [[userinfo string]\n stringcmd = 4 // [string] message\n}\n","\n// Temp entity constants from Quake 2\nexport enum TempEntity {\n GUNSHOT = 0,\n BLOOD = 1,\n BLASTER = 2,\n RAILTRAIL = 3,\n SHOTGUN = 4,\n EXPLOSION1 = 5,\n EXPLOSION2 = 6,\n ROCKET_EXPLOSION = 7,\n GRENADE_EXPLOSION = 8,\n SPARKS = 9,\n SPLASH = 10,\n BUBBLETRAIL = 11,\n SCREEN_SPARKS = 12,\n SHIELD_SPARKS = 13,\n BULLET_SPARKS = 14,\n LASER_SPARKS = 15,\n PARASITE_ATTACK = 16,\n ROCKET_EXPLOSION_WATER = 17,\n GRENADE_EXPLOSION_WATER = 18,\n MEDIC_CABLE_ATTACK = 19,\n BFG_EXPLOSION = 20,\n BFG_BIGEXPLOSION = 21,\n BOSSTPORT = 22,\n BFG_LASER = 23,\n GRAPPLE_CABLE = 24,\n WELDING_SPARKS = 25,\n GREENBLOOD = 26,\n BLUEHYPERBLASTER = 27,\n PLASMA_EXPLOSION = 28,\n TUNNEL_SPARKS = 29,\n // ROGUE\n BLASTER2 = 30,\n RAILTRAIL2 = 31,\n FLAME = 32,\n LIGHTNING = 33,\n DEBUGTRAIL = 34,\n PLAIN_EXPLOSION = 35,\n FLASHLIGHT = 36,\n FORCEWALL = 37,\n HEATBEAM = 38,\n MONSTER_HEATBEAM = 39,\n STEAM = 40,\n BUBBLETRAIL2 = 41,\n MOREBLOOD = 42,\n HEATBEAM_SPARKS = 43,\n HEATBEAM_STEAM = 44,\n CHAINFIST_SMOKE = 45,\n ELECTRIC_SPARKS = 46,\n TRACKER_EXPLOSION = 47,\n TELEPORT_EFFECT = 48,\n DBALL_GOAL = 49,\n WIDOWBEAMOUT = 50,\n NUKEBLAST = 51,\n WIDOWSPLASH = 52,\n EXPLOSION1_BIG = 53,\n EXPLOSION1_NP = 54,\n FLECHETTE = 55,\n BLUEHYPERBLASTER_KEX = 56,\n BFG_ZAP = 57,\n BERSERK_SLAM = 58,\n GRAPPLE_CABLE_2 = 59,\n POWER_SPLASH = 60,\n LIGHTNING_BEAM = 61,\n EXPLOSION1_NL = 62,\n EXPLOSION2_NL = 63\n}\n","\nexport const MAX_CHALLENGES = 1024;\nexport const MAX_PACKET_ENTITIES = 256; // Standard Q2 value\nexport const UPDATE_BACKUP = 16;\nexport const CMD_BACKUP = 64;\nexport const MAX_INFO_STRING = 512;\nexport const MAX_MSGLEN = 1400; // MTU safe limit\n\n// Muzzle Flash Constants\nexport const MZ_BLASTER = 0;\nexport const MZ_MACHINEGUN = 1;\nexport const MZ_SHOTGUN = 2;\nexport const MZ_CHAINGUN1 = 3;\nexport const MZ_CHAINGUN2 = 4;\nexport const MZ_CHAINGUN3 = 5;\nexport const MZ_RAILGUN = 6;\nexport const MZ_ROCKET = 7;\nexport const MZ_GRENADE = 8;\nexport const MZ_LOGIN = 9;\nexport const MZ_LOGOUT = 10;\nexport const MZ_SSHOTGUN = 11;\nexport const MZ_BFG = 12;\nexport const MZ_HYPERBLASTER = 13;\n","// Matching rerelease/game.h:1584-1593\nexport enum LayoutFlags {\n LAYOUTS_LAYOUT = 1,\n LAYOUTS_INVENTORY = 2,\n LAYOUTS_HIDE_HUD = 4,\n LAYOUTS_INTERMISSION = 8,\n LAYOUTS_HELP = 16,\n LAYOUTS_HIDE_CROSSHAIR = 32\n}\n","\n/**\n * Helper to force a number into a signed 16-bit integer range (-32768 to 32767).\n * This mimics the behavior of casting to `short` in C++.\n */\nfunction toSigned16(val: number): number {\n return (val << 16) >> 16;\n}\n\n/**\n * Reads a 16-bit integer (unsigned) from the stats array at the given byte offset.\n * Mimics reading `*(uint16_t*)((uint8_t*)stats + byteOffset)` in Little Endian.\n */\nfunction readUint16LE(stats: number[], startIndex: number, byteOffset: number): number {\n // Determine which element(s) of the array we are accessing\n // stats is int16[], so each element is 2 bytes.\n // absolute byte offset from stats[startIndex]\n const elementIndex = Math.floor(byteOffset / 2);\n const isOdd = (byteOffset % 2) !== 0;\n\n // Access the array at the calculated index relative to startIndex\n const index = startIndex + elementIndex;\n\n // Read the primary element\n const val0 = stats[index] || 0; // Handle potentially undefined/uninitialized slots as 0\n\n if (!isOdd) {\n // Aligned access: just return the element as uint16\n return val0 & 0xFFFF;\n } else {\n // Unaligned access: High byte of val0 + Low byte of val1\n const val1 = stats[index + 1] || 0;\n\n // Low byte of result comes from High byte of val0\n const low = (val0 >>> 8) & 0xFF;\n // High byte of result comes from Low byte of val1\n const high = val1 & 0xFF;\n\n return (high << 8) | low;\n }\n}\n\n/**\n * Writes a 16-bit integer to the stats array at the given byte offset.\n * Mimics writing `*(uint16_t*)((uint8_t*)stats + byteOffset) = value` in Little Endian.\n */\nfunction writeUint16LE(stats: number[], startIndex: number, byteOffset: number, value: number): void {\n const elementIndex = Math.floor(byteOffset / 2);\n const isOdd = (byteOffset % 2) !== 0;\n const index = startIndex + elementIndex;\n\n // Ensure array has values at these indices to avoid NaN math\n if (stats[index] === undefined) stats[index] = 0;\n\n if (!isOdd) {\n // Aligned access: overwrite the element\n stats[index] = toSigned16(value);\n } else {\n // Unaligned access\n if (stats[index + 1] === undefined) stats[index + 1] = 0;\n\n const val0 = stats[index];\n const val1 = stats[index + 1];\n\n // We want to write `value` (which is Low byte `L_v` and High byte `H_v`)\n // into the bytes at `byteOffset` and `byteOffset + 1`.\n\n // Byte at `byteOffset` corresponds to High byte of `stats[index]`.\n // It should become `value & 0xFF` (L_v).\n // So `stats[index]` becomes `(Old_Low) | (L_v << 8)`.\n const newHigh0 = value & 0xFF;\n const newVal0 = (val0 & 0xFF) | (newHigh0 << 8);\n stats[index] = toSigned16(newVal0);\n\n // Byte at `byteOffset + 1` corresponds to Low byte of `stats[index+1]`.\n // It should become `(value >> 8) & 0xFF` (H_v).\n // So `stats[index+1]` becomes `(H_v) | (Old_High << 8)`.\n const newLow1 = (value >>> 8) & 0xFF;\n const newVal1 = newLow1 | (val1 & 0xFF00);\n stats[index + 1] = toSigned16(newVal1);\n }\n}\n\n/**\n * Packs a value into the stats array using a specific bit width.\n * Equivalent to C++ `set_compressed_integer`.\n *\n * @param stats The stats array (number[] representing int16s)\n * @param startIndex The index in the stats array where the packed region begins (e.g. STAT_AMMO_INFO_START)\n * @param id The ID of the item to set (0-based index within the packed region)\n * @param count The value to set\n * @param bitsPerValue Number of bits per item (e.g. 9 for ammo, 2 for powerups)\n */\nexport function setCompressedInteger(\n stats: number[],\n startIndex: number,\n id: number,\n count: number,\n bitsPerValue: number\n): void {\n const bitOffset = bitsPerValue * id;\n const byteOffset = Math.floor(bitOffset / 8);\n const bitShift = bitOffset % 8;\n const mask = ((1 << bitsPerValue) - 1) << bitShift;\n\n // Read the 16-bit word at the target byte address\n let base = readUint16LE(stats, startIndex, byteOffset);\n\n // Apply the mask and value\n // Note: (count << bitShift) might overflow 16 bits if we aren't careful,\n // but the mask will handle the high bits.\n // However, in JS, bitwise ops are 32-bit.\n // We need to ensure we only write back 16 bits.\n\n const valueToWrite = (base & ~mask) | ((count << bitShift) & mask);\n\n // Write the modified 16-bit word back\n writeUint16LE(stats, startIndex, byteOffset, valueToWrite & 0xFFFF);\n}\n\n/**\n * Unpacks a value from the stats array.\n * Equivalent to C++ `get_compressed_integer`.\n */\nexport function getCompressedInteger(\n stats: number[],\n startIndex: number,\n id: number,\n bitsPerValue: number\n): number {\n const bitOffset = bitsPerValue * id;\n const byteOffset = Math.floor(bitOffset / 8);\n const bitShift = bitOffset % 8;\n const mask = ((1 << bitsPerValue) - 1) << bitShift;\n\n const base = readUint16LE(stats, startIndex, byteOffset);\n\n return (base & mask) >>> bitShift;\n}\n","/**\n * Powerup identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/playerInventory.ts\n */\n\nexport enum PowerupId {\n QuadDamage = 'quad',\n Invulnerability = 'invulnerability',\n EnviroSuit = 'enviro_suit',\n Rebreather = 'rebreather',\n Silencer = 'silencer',\n // New additions for demo playback and extended support\n PowerScreen = 'power_screen',\n PowerShield = 'power_shield',\n QuadFire = 'quad_fire',\n Invisibility = 'invisibility',\n Bandolier = 'bandolier',\n AmmoPack = 'ammo_pack',\n IRGoggles = 'ir_goggles',\n DoubleDamage = 'double_damage',\n SphereVengeance = 'sphere_vengeance',\n SphereHunter = 'sphere_hunter',\n SphereDefender = 'sphere_defender',\n Doppelganger = 'doppelganger',\n TagToken = 'tag_token',\n TechResistance = 'tech_resistance',\n TechStrength = 'tech_strength',\n TechHaste = 'tech_haste',\n TechRegeneration = 'tech_regeneration',\n Flashlight = 'flashlight',\n Compass = 'compass',\n}\n","import { setCompressedInteger, getCompressedInteger } from './bitpack.js';\nimport { PowerupId } from '../items/powerups.js';\n\n// Matching rerelease/bg_local.h:196-262\nexport enum PlayerStat {\n STAT_HEALTH_ICON = 0,\n STAT_HEALTH,\n STAT_AMMO_ICON,\n STAT_AMMO,\n STAT_ARMOR_ICON,\n STAT_ARMOR,\n STAT_SELECTED_ICON,\n STAT_PICKUP_ICON,\n STAT_PICKUP_STRING,\n STAT_TIMER_ICON,\n STAT_TIMER,\n STAT_HELPICON,\n STAT_SELECTED_ITEM,\n STAT_LAYOUTS,\n STAT_FRAGS,\n STAT_FLASHES,\n STAT_CHASE,\n STAT_SPECTATOR,\n\n // CTF Stats (Rerelease/KEX)\n STAT_CTF_TEAM1_PIC = 18,\n STAT_CTF_TEAM1_CAPS = 19,\n STAT_CTF_TEAM2_PIC = 20,\n STAT_CTF_TEAM2_CAPS = 21,\n STAT_CTF_FLAG_PIC = 22,\n STAT_CTF_JOINED_TEAM1_PIC = 23,\n STAT_CTF_JOINED_TEAM2_PIC = 24,\n STAT_CTF_TEAM1_HEADER = 25,\n STAT_CTF_TEAM2_HEADER = 26,\n STAT_CTF_TECH = 27,\n STAT_CTF_ID_VIEW = 28,\n STAT_CTF_MATCH = 29,\n STAT_CTF_ID_VIEW_COLOR = 30,\n STAT_CTF_TEAMINFO = 31,\n\n // Rerelease additions\n STAT_WEAPONS_OWNED_1 = 32,\n STAT_WEAPONS_OWNED_2 = 33,\n\n // Ammo counts (start index)\n STAT_AMMO_INFO_START = 34,\n // Calculated below, but enum needs literal or constant if we want to use it as type.\n // However, for TS Enum, we can just define start.\n\n // Powerups start after Ammo.\n // AMMO_MAX=12, 9 bits each -> 108 bits -> 7 int16s.\n // 34 + 7 = 41.\n STAT_POWERUP_INFO_START = 41,\n\n // Keys and other KEX stats (Start after Powerups)\n // POWERUP_MAX=23, 2 bits each -> 46 bits -> 3 int16s.\n // 41 + 3 = 44.\n STAT_KEY_A = 44,\n STAT_KEY_B = 45,\n STAT_KEY_C = 46,\n\n STAT_ACTIVE_WHEEL_WEAPON = 47,\n STAT_COOP_RESPAWN = 48,\n STAT_LIVES = 49,\n STAT_HIT_MARKER = 50,\n STAT_SELECTED_ITEM_NAME = 51,\n STAT_HEALTH_BARS = 52,\n STAT_ACTIVE_WEAPON = 53,\n\n STAT_LAST\n}\n\n// Constants for bit packing logic\nexport const AMMO_MAX = 12;\nexport const NUM_BITS_FOR_AMMO = 9;\nexport const NUM_AMMO_STATS = Math.ceil((AMMO_MAX * NUM_BITS_FOR_AMMO) / 16); // 7\n\nexport const POWERUP_MAX = 23; // Adjusted to include TechRegeneration (index 22)\nexport const NUM_BITS_FOR_POWERUP = 2;\nexport const NUM_POWERUP_STATS = Math.ceil((POWERUP_MAX * NUM_BITS_FOR_POWERUP) / 16); // 3\n\n// Powerup ID mapping from string to C++ integer index (powerup_t in bg_local.h)\nconst POWERUP_STAT_MAP: Partial<Record<PowerupId, number>> = {\n [PowerupId.PowerScreen]: 0,\n [PowerupId.PowerShield]: 1,\n // 2 is POWERUP_AM_BOMB (not in PowerupId?)\n [PowerupId.QuadDamage]: 3,\n [PowerupId.QuadFire]: 4,\n [PowerupId.Invulnerability]: 5,\n [PowerupId.Invisibility]: 6,\n [PowerupId.Silencer]: 7,\n [PowerupId.Rebreather]: 8,\n [PowerupId.EnviroSuit]: 9,\n [PowerupId.Bandolier]: 10, // Placeholder/Map mismatch handling?\n [PowerupId.AmmoPack]: 10, // Original reused indices or had gaps?\n [PowerupId.IRGoggles]: 11,\n [PowerupId.DoubleDamage]: 12,\n [PowerupId.SphereVengeance]: 13,\n [PowerupId.SphereHunter]: 14,\n [PowerupId.SphereDefender]: 15,\n [PowerupId.Doppelganger]: 16,\n [PowerupId.Flashlight]: 17,\n [PowerupId.Compass]: 18,\n [PowerupId.TechResistance]: 19,\n [PowerupId.TechStrength]: 20,\n [PowerupId.TechHaste]: 21,\n [PowerupId.TechRegeneration]: 22,\n // Add missing mappings to avoid runtime lookups failing for new types\n [PowerupId.TagToken]: -1,\n};\n\n// 9 bits for ammo count\nexport function G_SetAmmoStat(stats: number[], ammoId: number, count: number): void {\n if (ammoId < 0 || ammoId >= AMMO_MAX) return;\n\n // Clamp count to 9 bits (0-511)\n let val = count;\n if (val > 511) val = 511;\n if (val < 0) val = 0;\n\n setCompressedInteger(stats, PlayerStat.STAT_AMMO_INFO_START, ammoId, val, NUM_BITS_FOR_AMMO);\n}\n\nexport function G_GetAmmoStat(stats: number[], ammoId: number): number {\n if (ammoId < 0 || ammoId >= AMMO_MAX) return 0;\n return getCompressedInteger(stats, PlayerStat.STAT_AMMO_INFO_START, ammoId, NUM_BITS_FOR_AMMO);\n}\n\n// 2 bits for powerup active/inactive state\nexport function G_SetPowerupStat(stats: number[], powerupId: PowerupId | number, val: number): void {\n let index: number | undefined;\n\n if (typeof powerupId === 'number') {\n index = powerupId;\n } else {\n index = POWERUP_STAT_MAP[powerupId];\n }\n\n if (index === undefined || index < 0 || index >= POWERUP_MAX) return;\n\n // Clamp value to 2 bits (0-3)\n let safeVal = val;\n if (safeVal > 3) safeVal = 3;\n if (safeVal < 0) safeVal = 0;\n\n setCompressedInteger(stats, PlayerStat.STAT_POWERUP_INFO_START, index, safeVal, NUM_BITS_FOR_POWERUP);\n}\n\nexport function G_GetPowerupStat(stats: number[], powerupId: PowerupId | number): number {\n let index: number | undefined;\n\n if (typeof powerupId === 'number') {\n index = powerupId;\n } else {\n index = POWERUP_STAT_MAP[powerupId];\n }\n\n if (index === undefined || index < 0 || index >= POWERUP_MAX) return 0;\n\n return getCompressedInteger(stats, PlayerStat.STAT_POWERUP_INFO_START, index, NUM_BITS_FOR_POWERUP);\n}\n","import { BinaryWriter } from '../io/binaryWriter.js';\nimport { UserCommand } from './usercmd.js';\n\nexport function writeUserCommand(writer: BinaryWriter, cmd: UserCommand): void {\n // msec (byte)\n writer.writeByte(cmd.msec);\n\n // buttons (byte)\n writer.writeByte(cmd.buttons);\n\n // angles (short * 3) - Scaled 360 -> 65536\n writer.writeAngle16(cmd.angles.x);\n writer.writeAngle16(cmd.angles.y);\n writer.writeAngle16(cmd.angles.z);\n\n // forwardmove (short)\n writer.writeShort(cmd.forwardmove);\n\n // sidemove (short)\n writer.writeShort(cmd.sidemove);\n\n // upmove (short)\n writer.writeShort(cmd.upmove);\n\n // impulse (byte)\n writer.writeByte(0); // TODO: Impulse in UserCommand\n\n // lightlevel (byte)\n writer.writeByte(0); // TODO: Lightlevel\n}\n","export enum RenderFx {\n MinLight = 1,\n ViewerModel = 2,\n WeaponModel = 4,\n FullBright = 8,\n DepthHack = 16,\n Translucent = 32,\n FrameLerp = 64,\n Beam = 128,\n CustomLight = 256,\n Glow = 512,\n ShellRed = 1024,\n ShellGreen = 2048,\n ShellBlue = 4096,\n IrVisible = 32768,\n ShellDouble = 65536,\n ShellHalfDam = 131072,\n MinLightPlus = 262144,\n ExtraLight = 524288,\n BeamLightning = 1048576,\n}\n","// Quake 2 CRC implementation\n// Ported from qcommon/crc.c\n\nconst crc_table: number[] = [\n 0x00, 0x91, 0xe3, 0x72, 0x07, 0x96, 0xe4, 0x75, 0x0e, 0x9f, 0xed, 0x7c, 0x09, 0x98, 0xea, 0x7b,\n 0x1c, 0x8d, 0xff, 0x6e, 0x1b, 0x8a, 0xf8, 0x69, 0x12, 0x83, 0xf1, 0x60, 0x15, 0x84, 0xf6, 0x67,\n 0x38, 0xa9, 0xdb, 0x4a, 0x3f, 0xae, 0xdc, 0x4d, 0x36, 0xa7, 0xd5, 0x44, 0x31, 0xa0, 0xd2, 0x43,\n 0x24, 0xb5, 0xc7, 0x56, 0x23, 0xb2, 0xc0, 0x51, 0x2a, 0xbb, 0xc9, 0x58, 0x2d, 0xbc, 0xce, 0x5f,\n 0x70, 0xe1, 0x93, 0x02, 0x77, 0xe6, 0x94, 0x05, 0x7e, 0xef, 0x9d, 0x0c, 0x79, 0xe8, 0x9a, 0x0b,\n 0x6c, 0xfd, 0x8f, 0x1e, 0x6b, 0xfa, 0x88, 0x19, 0x62, 0xf3, 0x81, 0x10, 0x65, 0xf4, 0x86, 0x17,\n 0x48, 0xd9, 0xab, 0x3a, 0x4f, 0xde, 0xac, 0x3d, 0x46, 0xd7, 0xa5, 0x34, 0x41, 0xd0, 0xa2, 0x33,\n 0x54, 0xc5, 0xb7, 0x26, 0x53, 0xc2, 0xb0, 0x21, 0x5a, 0xcb, 0xb9, 0x28, 0x5d, 0xcc, 0xbe, 0x2f,\n 0xe0, 0x71, 0x03, 0x92, 0xe7, 0x76, 0x04, 0x95, 0xee, 0x7f, 0x0d, 0x9c, 0xe9, 0x78, 0x0a, 0x9b,\n 0xfc, 0x6d, 0x1f, 0x8e, 0xfb, 0x6a, 0x18, 0x89, 0xf2, 0x63, 0x11, 0x80, 0xf5, 0x64, 0x16, 0x87,\n 0xd8, 0x49, 0x3b, 0xaa, 0xdf, 0x4e, 0x3c, 0xad, 0xd6, 0x47, 0x35, 0xa4, 0xd1, 0x40, 0x32, 0xa3,\n 0xc4, 0x55, 0x27, 0xb6, 0xc3, 0x52, 0x20, 0xb1, 0xca, 0x5b, 0x29, 0xb8, 0xcd, 0x5c, 0x2e, 0xbf,\n 0x90, 0x01, 0x73, 0xe2, 0x97, 0x06, 0x74, 0xe5, 0x9e, 0x0f, 0x7d, 0xec, 0x99, 0x08, 0x7a, 0xeb,\n 0x8c, 0x1d, 0x6f, 0xfe, 0x8b, 0x1a, 0x68, 0xf9, 0x82, 0x13, 0x61, 0xf0, 0x85, 0x14, 0x66, 0xf7,\n 0xa8, 0x39, 0x4b, 0xda, 0xaf, 0x3e, 0x4c, 0xdd, 0xa6, 0x37, 0x45, 0xd4, 0xa1, 0x30, 0x42, 0xd3,\n 0xb4, 0x25, 0x56, 0xc7, 0xb3, 0x22, 0x50, 0xc1, 0xba, 0x2b, 0x59, 0xc8, 0xbd, 0x2c, 0x5e, 0xcf\n];\n\n/**\n * Calculates 8-bit CRC for the given data\n */\nexport function crc8(data: Uint8Array): number {\n let crc = 0;\n for (let i = 0; i < data.length; i++) {\n crc = crc_table[(crc ^ data[i]) & 0xff];\n }\n return crc;\n}\n","\n// flags for delta encoding\nexport const U_NUMBER = 1 << 0;\nexport const U_MODEL = 1 << 1;\nexport const U_SOUND = 1 << 2;\nexport const U_ORIGIN1 = 1 << 3;\nexport const U_ORIGIN2 = 1 << 4;\nexport const U_ORIGIN3 = 1 << 5;\nexport const U_ANGLE1 = 1 << 6;\nexport const U_ANGLE2 = 1 << 7;\nexport const U_ANGLE3 = 1 << 8;\nexport const U_FRAME = 1 << 9;\nexport const U_SKIN = 1 << 10;\nexport const U_EFFECTS = 1 << 11;\nexport const U_RENDERFX = 1 << 12;\nexport const U_SOLID = 1 << 13;\nexport const U_EVENT = 1 << 14;\nexport const U_MOREBITS = 1 << 15;\n\n// bits in U_MOREBITS\nexport const U_MODEL2 = 1 << 0;\nexport const U_MODEL3 = 1 << 1;\nexport const U_MODEL4 = 1 << 2;\n\n// a sound without a message is a logical error\n\n// special value for entity removal\nexport const U_REMOVE = 0x8000;\n","\nimport { PmoveCmd, PmoveTraceFn } from './types.js';\nimport { Vec3 } from '../math/vec3.js';\n\nimport { applyPmoveAccelerate, applyPmoveFriction, buildAirGroundWish, buildWaterWish } from './pmove.js';\nimport { PlayerState } from '../protocol/player-state.js';\nimport { angleVectors } from '../math/angles.js';\n\nconst FRAMETIME = 0.025;\n\n// MASK_WATER definition from shared constants (0x2000000)\nconst MASK_WATER = 0x2000000;\n\n// Local definition to avoid dependency issues if constants.ts is missing\n// Matches packages/shared/src/pmove/constants.ts\nconst WaterLevel = {\n None: 0,\n Feet: 1,\n Waist: 2,\n Under: 3,\n} as const;\n\nconst categorizePosition = (state: PlayerState, trace: PmoveTraceFn): PlayerState => {\n const point = { ...state.origin };\n point.z -= 0.25;\n const traceResult = trace(state.origin, point);\n\n return {\n ...state,\n onGround: traceResult.fraction < 1,\n };\n};\n\nconst checkWater = (state: PlayerState, pointContents: (point: Vec3) => number): PlayerState => {\n const point = { ...state.origin };\n const { mins, maxs } = state;\n\n // Default to feet\n point.z = state.origin.z + mins.z + 1;\n\n const contents = pointContents(point);\n\n if (!(contents & MASK_WATER)) {\n return { ...state, waterLevel: WaterLevel.None };\n }\n\n let waterLevel: number = WaterLevel.Feet;\n\n // Check waist\n const waist = state.origin.z + (mins.z + maxs.z) * 0.5;\n point.z = waist;\n const waistContents = pointContents(point);\n\n if (waistContents & MASK_WATER) {\n waterLevel = WaterLevel.Waist;\n\n // Check head (eyes)\n // Standard Quake 2 viewheight is 22. maxs.z is typically 32.\n // So eyes are roughly at origin.z + 22.\n // We'll use origin.z + 22 to check if eyes are underwater.\n // If viewheight was available in PlayerState, we'd use that.\n const head = state.origin.z + 22;\n point.z = head;\n const headContents = pointContents(point);\n\n if (headContents & MASK_WATER) {\n waterLevel = WaterLevel.Under;\n }\n }\n\n return { ...state, waterLevel };\n};\n\n\nexport const applyPmove = (\n state: PlayerState,\n cmd: PmoveCmd,\n trace: PmoveTraceFn,\n pointContents: (point: Vec3) => number\n): PlayerState => {\n let newState = { ...state };\n newState = categorizePosition(newState, trace);\n newState = checkWater(newState, pointContents);\n\n const { origin, velocity, onGround, waterLevel, viewAngles } = newState;\n\n // Calculate forward and right vectors from view angles\n // For water movement, use full view angles including pitch\n // For ground/air movement, reduce pitch influence by dividing by 3\n // See: rerelease/p_move.cpp lines 1538, 1686-1691, 800, 858\n const adjustedAngles = waterLevel >= 2\n ? viewAngles\n : {\n // For ground/air movement, reduce pitch influence (rerelease/p_move.cpp:1689)\n x: viewAngles.x > 180 ? (viewAngles.x - 360) / 3 : viewAngles.x / 3,\n y: viewAngles.y,\n z: viewAngles.z,\n };\n\n const { forward, right } = angleVectors(adjustedAngles);\n\n // Apply friction BEFORE acceleration to match original Quake 2 rerelease behavior\n // See: rerelease/src/game/player/pmove.c lines 1678 (PM_Friction) then 1693 (PM_AirMove->PM_Accelerate)\n const frictionedVelocity = applyPmoveFriction({\n velocity,\n frametime: FRAMETIME,\n onGround,\n groundIsSlick: false,\n onLadder: false,\n waterlevel: waterLevel,\n pmFriction: 6,\n pmStopSpeed: 100,\n pmWaterFriction: 1,\n });\n\n const wish = waterLevel >= 2\n ? buildWaterWish({\n forward,\n right,\n cmd,\n maxSpeed: 320,\n })\n : buildAirGroundWish({\n forward,\n right,\n cmd,\n maxSpeed: 320,\n });\n\n const finalVelocity = applyPmoveAccelerate({\n velocity: frictionedVelocity,\n wishdir: wish.wishdir,\n wishspeed: wish.wishspeed,\n // Water movement uses ground acceleration (10), not air acceleration (1)\n accel: (onGround || waterLevel >= 2) ? 10 : 1,\n frametime: FRAMETIME,\n });\n\n const traceResult = trace(origin, {\n x: origin.x + finalVelocity.x * FRAMETIME,\n y: origin.y + finalVelocity.y * FRAMETIME,\n z: origin.z + finalVelocity.z * FRAMETIME,\n });\n\n return {\n ...newState,\n origin: traceResult.endpos,\n velocity: finalVelocity,\n };\n};\n","import { Vec3 } from '../math/vec3.js';\nimport { ANORMS } from '../math/anorms.js';\n\nexport class BinaryStream {\n private view: DataView;\n private offset: number;\n private length: number;\n\n constructor(buffer: ArrayBuffer | Uint8Array) {\n if (buffer instanceof Uint8Array) {\n this.view = new DataView(buffer.buffer, buffer.byteOffset, buffer.byteLength);\n } else {\n this.view = new DataView(buffer);\n }\n this.offset = 0;\n this.length = this.view.byteLength;\n }\n\n public getPosition(): number {\n return this.offset;\n }\n\n public seek(position: number): void {\n if (position < 0 || position > this.length) {\n throw new Error(`Seek out of bounds: ${position} (length: ${this.length})`);\n }\n this.offset = position;\n }\n\n public hasMore(): boolean {\n return this.offset < this.length;\n }\n\n public readChar(): number {\n const value = this.view.getInt8(this.offset);\n this.offset += 1;\n return value;\n }\n\n public readByte(): number {\n const value = this.view.getUint8(this.offset);\n this.offset += 1;\n return value;\n }\n\n public readShort(): number {\n const value = this.view.getInt16(this.offset, true);\n this.offset += 2;\n return value;\n }\n\n public readUShort(): number {\n const value = this.view.getUint16(this.offset, true);\n this.offset += 2;\n return value;\n }\n\n public readLong(): number {\n const value = this.view.getInt32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readULong(): number {\n const value = this.view.getUint32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readFloat(): number {\n const value = this.view.getFloat32(this.offset, true);\n this.offset += 4;\n return value;\n }\n\n public readString(): string {\n let str = '';\n while (this.offset < this.length) {\n const charCode = this.readChar();\n if (charCode === -1 || charCode === 0) {\n break;\n }\n str += String.fromCharCode(charCode);\n }\n return str;\n }\n\n public readStringLine(): string {\n let str = '';\n while (this.offset < this.length) {\n const charCode = this.readChar();\n if (charCode === -1 || charCode === 0 || charCode === 10) { // 10 is \\n\n break;\n }\n str += String.fromCharCode(charCode);\n }\n return str;\n }\n\n public readCoord(): number {\n return this.readShort() * (1.0 / 8.0);\n }\n\n public readAngle(): number {\n return this.readChar() * (360.0 / 256.0);\n }\n\n public readAngle16(): number {\n return (this.readShort() * 360.0) / 65536.0;\n }\n\n public readData(length: number): Uint8Array {\n if (this.offset + length > this.length) {\n throw new Error(`Read out of bounds: ${this.offset + length} (length: ${this.length})`);\n }\n const data = new Uint8Array(this.view.buffer, this.view.byteOffset + this.offset, length);\n this.offset += length;\n // Return a copy to avoid side effects if the original buffer is modified or reused\n return new Uint8Array(data);\n }\n\n public readPos(out: { x: number, y: number, z: number }): void {\n out.x = this.readCoord();\n out.y = this.readCoord();\n out.z = this.readCoord();\n }\n\n public readDir(out: { x: number, y: number, z: number }): void {\n const b = this.readByte();\n if (b >= 162) { // NUMVERTEXNORMALS\n out.x = 0; out.y = 0; out.z = 0;\n return;\n }\n const norm = ANORMS[b];\n out.x = norm[0];\n out.y = norm[1];\n out.z = norm[2];\n }\n}\n","import { ANORMS } from '../math/anorms.js';\nimport { Vec3 } from '../math/vec3.js';\n\nexport class BinaryWriter {\n private buffer: Uint8Array;\n private view: DataView;\n private offset: number;\n private readonly fixed: boolean;\n\n constructor(sizeOrBuffer: number | Uint8Array = 1400) {\n if (typeof sizeOrBuffer === 'number') {\n this.buffer = new Uint8Array(sizeOrBuffer);\n this.fixed = false;\n } else {\n this.buffer = sizeOrBuffer;\n this.fixed = true;\n }\n this.view = new DataView(this.buffer.buffer, this.buffer.byteOffset, this.buffer.byteLength);\n this.offset = 0;\n }\n\n private ensureSpace(bytes: number) {\n if (this.offset + bytes > this.buffer.byteLength) {\n if (this.fixed) {\n throw new Error(`Buffer overflow: capacity ${this.buffer.byteLength}, needed ${this.offset + bytes}`);\n }\n // Expand buffer (double size)\n const newSize = Math.max(this.buffer.byteLength * 2, this.offset + bytes);\n const newBuffer = new Uint8Array(newSize);\n newBuffer.set(this.buffer);\n this.buffer = newBuffer;\n this.view = new DataView(this.buffer.buffer, this.buffer.byteOffset, this.buffer.byteLength);\n }\n }\n\n public writeByte(value: number): void {\n this.ensureSpace(1);\n this.view.setUint8(this.offset, value);\n this.offset += 1;\n }\n\n public writeChar(value: number): void {\n this.ensureSpace(1);\n this.view.setInt8(this.offset, value);\n this.offset += 1;\n }\n\n public writeShort(value: number): void {\n this.ensureSpace(2);\n // Use setUint16 to allow writing 0xFFFF as a valid pattern even if it represents -1\n // But value might be negative (-1). setUint16(-1) wraps to 65535.\n // So setInt16 is fine if value is in range.\n // If value is 65535 (from bit manipulation), setInt16 might throw?\n // Let's safe cast.\n this.view.setInt16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeLong(value: number): void {\n this.ensureSpace(4);\n this.view.setInt32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeFloat(value: number): void {\n this.ensureSpace(4);\n this.view.setFloat32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeString(value: string): void {\n // UTF-8 encoding of string + null terminator\n // We iterate manually to match readString behavior (ASCII/Latin1 mostly)\n // and avoid TextEncoder overhead if simple\n const len = value.length;\n this.ensureSpace(len + 1);\n for (let i = 0; i < len; i++) {\n this.view.setUint8(this.offset + i, value.charCodeAt(i));\n }\n this.view.setUint8(this.offset + len, 0);\n this.offset += len + 1;\n }\n\n public writeCoord(value: number): void {\n this.writeShort(Math.trunc(value * 8));\n }\n\n public writeAngle(value: number): void {\n this.writeByte(Math.trunc(value * 256.0 / 360.0) & 255);\n }\n\n public writeAngle16(value: number): void {\n this.writeShort(Math.trunc(value * 65536.0 / 360.0) & 65535);\n }\n\n public writePos(pos: Vec3): void {\n this.writeCoord(pos.x);\n this.writeCoord(pos.y);\n this.writeCoord(pos.z);\n }\n\n public writeDir(dir: Vec3): void {\n // Find closest normal\n let maxDot = -1.0;\n let bestIndex = 0;\n\n // Check for zero vector\n if (dir.x === 0 && dir.y === 0 && dir.z === 0) {\n this.writeByte(0);\n return;\n }\n\n for (let i = 0; i < ANORMS.length; i++) {\n const norm = ANORMS[i];\n const dot = dir.x * norm[0] + dir.y * norm[1] + dir.z * norm[2];\n if (dot > maxDot) {\n maxDot = dot;\n bestIndex = i;\n }\n }\n\n this.writeByte(bestIndex);\n }\n\n public getData(): Uint8Array {\n return this.buffer.slice(0, this.offset);\n }\n\n public getBuffer(): Uint8Array {\n return this.buffer;\n }\n\n public getOffset(): number {\n return this.offset;\n }\n\n public reset(): void {\n this.offset = 0;\n }\n}\n","import { ANORMS } from '../math/anorms.js';\n\nexport class NetworkMessageBuilder {\n private buffer: Uint8Array;\n private view: DataView;\n private offset: number;\n\n constructor(initialSize: number = 1024) {\n this.buffer = new Uint8Array(initialSize);\n this.view = new DataView(this.buffer.buffer);\n this.offset = 0;\n }\n\n private ensureCapacity(needed: number): void {\n if (this.offset + needed > this.buffer.length) {\n const newSize = Math.max(this.buffer.length * 2, this.offset + needed);\n const newBuffer = new Uint8Array(newSize);\n newBuffer.set(this.buffer);\n this.buffer = newBuffer;\n this.view = new DataView(this.buffer.buffer);\n }\n }\n\n public getData(): Uint8Array {\n return this.buffer.slice(0, this.offset);\n }\n\n public writeByte(value: number): void {\n this.ensureCapacity(1);\n this.view.setUint8(this.offset, value);\n this.offset += 1;\n }\n\n public writeChar(value: number): void {\n this.ensureCapacity(1);\n this.view.setInt8(this.offset, value);\n this.offset += 1;\n }\n\n public writeShort(value: number): void {\n this.ensureCapacity(2);\n this.view.setInt16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeUShort(value: number): void {\n this.ensureCapacity(2);\n this.view.setUint16(this.offset, value, true);\n this.offset += 2;\n }\n\n public writeLong(value: number): void {\n this.ensureCapacity(4);\n this.view.setInt32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeFloat(value: number): void {\n this.ensureCapacity(4);\n this.view.setFloat32(this.offset, value, true);\n this.offset += 4;\n }\n\n public writeString(value: string): void {\n const len = value.length + 1; // +1 for null terminator\n this.ensureCapacity(len);\n for (let i = 0; i < value.length; i++) {\n this.view.setUint8(this.offset + i, value.charCodeAt(i));\n }\n this.view.setUint8(this.offset + value.length, 0);\n this.offset += len;\n }\n\n public writeData(data: Uint8Array): void {\n this.ensureCapacity(data.length);\n this.buffer.set(data, this.offset);\n this.offset += data.length;\n }\n\n public writeCoord(value: number): void {\n this.writeShort(Math.round(value * 8.0));\n }\n\n public writeAngle(value: number): void {\n this.writeByte(Math.round(value * 256.0 / 360.0) & 255);\n }\n\n public writeAngle16(value: number): void {\n this.writeShort(Math.round(value * 65536.0 / 360.0));\n }\n\n public writeDir(x: number, y: number, z: number): void {\n // Find closest normal from ANORMS\n // Simple brute force or use lookup if needed.\n // For now, let's just use 0 if implementation is complex to find best match.\n // Or unimplemented for now?\n // \"WriteDir\" in Q2 usually means writing a byte index into ANORMS.\n\n let best = 0;\n let bestDot = -999999;\n\n const len = Math.sqrt(x*x + y*y + z*z);\n if (len > 0) {\n x /= len; y /= len; z /= len;\n\n for (let i=0; i<162; i++) {\n const dot = x*ANORMS[i][0] + y*ANORMS[i][1] + z*ANORMS[i][2];\n if (dot > bestDot) {\n bestDot = dot;\n best = i;\n }\n }\n }\n\n this.writeByte(best);\n }\n}\n","import { BinaryWriter } from '../io/binaryWriter.js';\n\nexport interface NetAddress {\n type: string;\n port: number;\n}\n\n/**\n * NetChan handles reliable message delivery over an unreliable channel (UDP/WebSocket).\n * Fragmentation support is planned but not fully implemented.\n *\n * Ported from qcommon/net_chan.c\n */\nexport class NetChan {\n // Constants from net_chan.c\n static readonly MAX_MSGLEN = 1400;\n static readonly FRAGMENT_SIZE = 1024;\n static readonly PACKET_HEADER = 10; // sequence(4) + ack(4) + qport(2)\n static readonly HEADER_OVERHEAD = NetChan.PACKET_HEADER + 2; // +2 for reliable length prefix\n\n // Public state\n qport = 0; // qport value to distinguish multiple clients from same IP\n\n // Sequencing\n incomingSequence = 0;\n outgoingSequence = 0;\n incomingAcknowledged = 0;\n\n // Reliable messaging\n incomingReliableAcknowledged = false; // single bit\n incomingReliableSequence = 0; // last reliable message sequence received\n outgoingReliableSequence = 0; // reliable message sequence number to send\n reliableMessage: BinaryWriter;\n reliableLength = 0;\n\n // Timing\n lastReceived = 0;\n lastSent = 0;\n\n remoteAddress: NetAddress | null = null;\n\n constructor() {\n // Initialize buffers\n this.reliableMessage = new BinaryWriter(NetChan.MAX_MSGLEN);\n\n // Set initial timestamps\n const now = Date.now();\n this.lastReceived = now;\n this.lastSent = now;\n\n // Random qport by default (can be overridden)\n this.qport = Math.floor(Math.random() * 65536);\n }\n\n /**\n * Setup the netchan with specific settings\n */\n setup(qport: number, address: NetAddress | null = null): void {\n this.qport = qport;\n this.remoteAddress = address;\n this.reset();\n }\n\n /**\n * Reset the netchan state\n */\n reset(): void {\n this.incomingSequence = 0;\n this.outgoingSequence = 0;\n this.incomingAcknowledged = 0;\n this.incomingReliableAcknowledged = false;\n this.incomingReliableSequence = 0;\n this.outgoingReliableSequence = 0;\n this.reliableLength = 0;\n this.reliableMessage.reset();\n this.lastReceived = Date.now();\n this.lastSent = Date.now();\n }\n\n /**\n * Transmits a packet containing reliable and unreliable data\n */\n transmit(unreliableData?: Uint8Array): Uint8Array {\n this.outgoingSequence++;\n this.lastSent = Date.now();\n\n // Calculate total size\n // Header + Reliable + Unreliable\n const headerSize = NetChan.PACKET_HEADER;\n const reliableSize = this.reliableLength > 0 ? this.reliableLength + 2 : 0; // +2 for length prefix\n let unreliableSize = unreliableData ? unreliableData.length : 0;\n\n // Check for overflow\n if (headerSize + reliableSize + unreliableSize > NetChan.MAX_MSGLEN) {\n unreliableSize = NetChan.MAX_MSGLEN - headerSize - reliableSize;\n // We truncate unreliable data if it doesn't fit with reliable data\n if (unreliableSize < 0) unreliableSize = 0;\n }\n\n const buffer = new ArrayBuffer(headerSize + reliableSize + unreliableSize);\n const view = new DataView(buffer);\n const result = new Uint8Array(buffer);\n\n // Write Header\n // Sequence\n let sequence = this.outgoingSequence;\n\n // Set reliable bit if we are sending reliable data\n if (this.reliableLength > 0) {\n sequence |= 0x80000000;\n // Also set the reliable sequence bit (0/1 toggle) at bit 30\n if ((this.outgoingReliableSequence & 1) !== 0) {\n sequence |= 0x40000000;\n }\n }\n\n view.setUint32(0, sequence, true);\n\n // Acknowledge\n // Set reliable ack bit at bit 31\n let ack = this.incomingSequence;\n if ((this.incomingReliableSequence & 1) !== 0) {\n ack |= 0x80000000;\n }\n view.setUint32(4, ack, true);\n\n view.setUint16(8, this.qport, true);\n\n // Copy Reliable Data\n let offset = headerSize;\n if (this.reliableLength > 0) {\n // Write length of reliable data (2 bytes) to allow skipping duplicates\n view.setUint16(offset, this.reliableLength, true);\n offset += 2;\n\n // BinaryWriter buffer might be larger than reliableLength, so we slice\n const reliableBuffer = this.reliableMessage.getBuffer();\n const reliableBytes = reliableBuffer.subarray(0, this.reliableLength);\n result.set(reliableBytes, offset);\n offset += this.reliableLength;\n }\n\n // Copy Unreliable Data\n if (unreliableData && unreliableSize > 0) {\n const chunk = unreliableData.slice(0, unreliableSize);\n result.set(chunk, offset);\n }\n\n return result;\n }\n\n /**\n * Processes a received packet\n * Returns the payload data (reliable + unreliable) to be processed, or null if discarded\n */\n process(packet: Uint8Array): Uint8Array | null {\n if (packet.length < NetChan.PACKET_HEADER) {\n return null;\n }\n\n this.lastReceived = Date.now();\n\n const view = new DataView(packet.buffer, packet.byteOffset, packet.byteLength);\n const sequence = view.getUint32(0, true);\n const ack = view.getUint32(4, true);\n const qport = view.getUint16(8, true);\n\n if (this.qport !== qport) {\n // Allow if we don't have a qport set yet?\n // Q2 source: if ( netchan->qport != (msg->qport&0xffff) ) return false;\n return null;\n }\n\n // Check for duplicate or out of order\n // Sequence wraps at 32-bit.\n const seqNumberClean = sequence & ~(0x80000000 | 0x40000000); // Mask out flags\n\n // Handle wrapping using signed difference\n if (((seqNumberClean - this.incomingSequence) | 0) <= 0) {\n return null;\n }\n\n // Update incoming sequence\n this.incomingSequence = seqNumberClean;\n\n // Handle reliable acknowledgment\n const ackNumber = ack & ~0x80000000;\n const ackReliable = (ack & 0x80000000) !== 0;\n\n if (ackNumber > this.incomingAcknowledged) {\n this.incomingAcknowledged = ackNumber;\n }\n\n // Check if our reliable message was acknowledged\n if (this.reliableLength > 0) {\n // Receiver toggles expectation when it gets our message.\n // It sends that toggled expectation back in ACK bit 31.\n // So if ACK bit != our outgoing sequence bit, it means they flipped (processed).\n const receivedAckBit = ackReliable ? 1 : 0;\n const currentReliableBit = this.outgoingReliableSequence & 1;\n\n if (receivedAckBit !== currentReliableBit) {\n this.reliableLength = 0;\n this.reliableMessage.reset();\n this.outgoingReliableSequence ^= 1;\n }\n }\n\n // Handle incoming reliable data\n const hasReliableData = (sequence & 0x80000000) !== 0;\n const reliableSeqBit = (sequence & 0x40000000) !== 0 ? 1 : 0;\n\n let payloadOffset = NetChan.PACKET_HEADER;\n let reliableData: Uint8Array | null = null;\n\n if (hasReliableData) {\n if (payloadOffset + 2 > packet.byteLength) return null; // Malformed\n\n const reliableLen = view.getUint16(payloadOffset, true);\n payloadOffset += 2;\n\n // Check if this is the expected reliable sequence\n const expectedBit = this.incomingReliableSequence & 1;\n\n if (reliableSeqBit === expectedBit) {\n // New reliable data\n this.incomingReliableSequence++;\n if (payloadOffset + reliableLen > packet.byteLength) return null;\n reliableData = packet.slice(payloadOffset, payloadOffset + reliableLen);\n }\n\n // Advance past reliable data regardless (so we can get unreliable data)\n payloadOffset += reliableLen;\n }\n\n // Get unreliable data\n const unreliableData = packet.slice(payloadOffset);\n\n // Combine if we have reliable data\n if (reliableData && reliableData.length > 0) {\n const totalLen = reliableData.length + unreliableData.length;\n const result = new Uint8Array(totalLen);\n result.set(reliableData, 0);\n result.set(unreliableData, reliableData.length);\n return result;\n }\n\n // Ensure we return empty array if no data, rather than null or crashing on length access\n if (unreliableData) {\n return unreliableData;\n }\n\n // If both are empty/null\n return new Uint8Array(0);\n }\n\n /**\n * Checks if reliable message buffer is empty and ready for new data\n */\n canSendReliable(): boolean {\n return this.reliableLength === 0;\n }\n\n /**\n * Writes a byte to the reliable message buffer\n */\n writeReliableByte(value: number): void {\n if (this.reliableLength + 1 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeByte(value);\n this.reliableLength++;\n }\n\n /**\n * Writes a short to the reliable message buffer\n */\n writeReliableShort(value: number): void {\n if (this.reliableLength + 2 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeShort(value);\n this.reliableLength += 2;\n }\n\n /**\n * Writes a long to the reliable message buffer\n */\n writeReliableLong(value: number): void {\n if (this.reliableLength + 4 > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeLong(value);\n this.reliableLength += 4;\n }\n\n /**\n * Writes a string to the reliable message buffer\n */\n writeReliableString(value: string): void {\n const len = value.length + 1; // +1 for null terminator\n if (this.reliableLength + len > NetChan.MAX_MSGLEN - NetChan.HEADER_OVERHEAD) {\n throw new Error('NetChan reliable buffer overflow');\n }\n this.reliableMessage.writeString(value);\n this.reliableLength += len;\n }\n\n /**\n * Returns the current reliable data buffer\n */\n getReliableData(): Uint8Array {\n if (this.reliableLength === 0) {\n return new Uint8Array(0);\n }\n const buffer = this.reliableMessage.getBuffer();\n return buffer.subarray(0, this.reliableLength);\n }\n\n /**\n * Checks if we need to send a keepalive packet\n */\n needsKeepalive(currentTime: number): boolean {\n return (currentTime - this.lastSent) > 1000;\n }\n\n /**\n * Checks if the connection has timed out\n */\n isTimedOut(currentTime: number, timeoutMs: number = 30000): boolean {\n return (currentTime - this.lastReceived) > timeoutMs;\n }\n}\n","/**\n * Weapon identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/playerInventory.ts\n */\n\nexport enum WeaponId {\n Blaster = 'blaster',\n Shotgun = 'shotgun',\n SuperShotgun = 'supershotgun', // Matched to assets (w_supershotgun, weapon_supershotgun)\n Machinegun = 'machinegun',\n Chaingun = 'chaingun',\n HandGrenade = 'grenades', // Matched to assets (w_grenades, weapon_grenades)\n GrenadeLauncher = 'grenadelauncher', // Matched to assets (w_grenadelauncher)\n RocketLauncher = 'rocketlauncher', // Matched to assets (w_rocketlauncher)\n HyperBlaster = 'hyperblaster',\n Railgun = 'railgun',\n BFG10K = 'bfg10k',\n // New additions for demo playback and extended support\n Grapple = 'grapple',\n ChainFist = 'chainfist',\n EtfRifle = 'etf_rifle', // Confirm asset?\n ProxLauncher = 'prox_launcher', // Confirm asset?\n IonRipper = 'ionripper',\n PlasmaBeam = 'plasmabeam',\n Phalanx = 'phalanx',\n Disruptor = 'disruptor',\n Trap = 'trap',\n}\n","/**\n * Ammo type identifiers shared across game and cgame.\n * Reference: rerelease/g_items.cpp, game/src/inventory/ammo.ts\n */\n\nexport enum AmmoType {\n Bullets = 0,\n Shells,\n Rockets,\n Grenades,\n Cells,\n Slugs,\n // RAFAEL\n MagSlugs,\n Trap,\n // RAFAEL\n // ROGUE\n Flechettes,\n Tesla,\n Disruptor, // Was missing or named differently?\n Prox,\n // ROGUE\n // Custom or Extras?\n Nuke,\n Rounds,\n}\n\nexport const AMMO_TYPE_COUNT = Object.keys(AmmoType).length / 2;\n\n/**\n * Item classnames for ammo pickups.\n * Used for spawning and identifying ammo items.\n */\nexport enum AmmoItemId {\n Shells = 'ammo_shells',\n Bullets = 'ammo_bullets',\n Rockets = 'ammo_rockets',\n Grenades = 'ammo_grenades',\n Cells = 'ammo_cells',\n Slugs = 'ammo_slugs',\n MagSlugs = 'ammo_magslug',\n Flechettes = 'ammo_flechettes',\n Disruptor = 'ammo_disruptor',\n Tesla = 'ammo_tesla',\n Trap = 'ammo_trap',\n Prox = 'ammo_prox',\n}\n","import { WeaponId } from './weapons.js';\nimport { AmmoType } from './ammo.js';\n\n// Order matches Q2 original weapon wheel index order for bitmask generation\n// Used by both Game (for STAT_WEAPONS_OWNED calculation) and CGame (for weapon wheel UI)\nexport const WEAPON_WHEEL_ORDER: WeaponId[] = [\n WeaponId.Blaster,\n WeaponId.Shotgun,\n WeaponId.SuperShotgun,\n WeaponId.Machinegun,\n WeaponId.Chaingun,\n WeaponId.GrenadeLauncher,\n WeaponId.RocketLauncher,\n WeaponId.HandGrenade,\n WeaponId.HyperBlaster,\n WeaponId.Railgun,\n WeaponId.BFG10K\n];\n\n// Mapping of weapon to its ammo type\n// Used by CGame to lookup ammo counts for weapon wheel\nexport const WEAPON_AMMO_MAP: Record<WeaponId, AmmoType | null> = {\n [WeaponId.Blaster]: null,\n [WeaponId.Shotgun]: AmmoType.Shells,\n [WeaponId.SuperShotgun]: AmmoType.Shells,\n [WeaponId.Machinegun]: AmmoType.Bullets,\n [WeaponId.Chaingun]: AmmoType.Bullets,\n [WeaponId.HandGrenade]: AmmoType.Grenades,\n [WeaponId.GrenadeLauncher]: AmmoType.Grenades,\n [WeaponId.RocketLauncher]: AmmoType.Rockets,\n [WeaponId.HyperBlaster]: AmmoType.Cells,\n [WeaponId.Railgun]: AmmoType.Slugs,\n [WeaponId.BFG10K]: AmmoType.Cells,\n\n // Extensions / Rogue / Xatrix\n [WeaponId.Grapple]: null,\n [WeaponId.ChainFist]: null,\n [WeaponId.EtfRifle]: AmmoType.Flechettes,\n [WeaponId.ProxLauncher]: AmmoType.Prox,\n [WeaponId.IonRipper]: AmmoType.Cells,\n [WeaponId.PlasmaBeam]: AmmoType.Cells,\n [WeaponId.Phalanx]: AmmoType.MagSlugs,\n [WeaponId.Disruptor]: AmmoType.Disruptor,\n [WeaponId.Trap]: AmmoType.Trap,\n};\n","export const MAX_SOUND_CHANNELS = 32;\n\n// Sound channel identifiers and flags from the rerelease game headers.\nexport enum SoundChannel {\n Auto = 0,\n Weapon = 1,\n Voice = 2,\n Item = 3,\n Body = 4,\n Aux = 5,\n Footstep = 6,\n Aux3 = 7,\n\n NoPhsAdd = 1 << 3,\n Reliable = 1 << 4,\n ForcePos = 1 << 5,\n}\n\nexport const ATTN_LOOP_NONE = -1;\nexport const ATTN_NONE = 0;\nexport const ATTN_NORM = 1;\nexport const ATTN_IDLE = 2;\nexport const ATTN_STATIC = 3;\n\nexport const SOUND_FULLVOLUME = 80;\nexport const SOUND_LOOP_ATTENUATE = 0.003;\n\nexport function attenuationToDistanceMultiplier(attenuation: number): number {\n return attenuation === ATTN_STATIC ? attenuation * 0.001 : attenuation * 0.0005;\n}\n\nexport function calculateMaxAudibleDistance(attenuation: number): number {\n const distMult = attenuationToDistanceMultiplier(attenuation);\n return distMult <= 0 ? 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