7 float sv_airaccelerate;
\r
8 float sv_maxairspeed;
\r
11 float sv_airaccel_sideways_friction;
\r
12 float sv_airaccel_qw;
\r
13 float sv_airstopaccelerate;
\r
14 float sv_airstrafeaccelerate;
\r
15 float sv_maxairstrafespeed;
\r
16 float sv_aircontrol;
\r
17 float sv_warsowbunny_airforwardaccel;
\r
18 float sv_warsowbunny_accel;
\r
19 float sv_warsowbunny_topspeed;
\r
20 float sv_warsowbunny_turnaccel;
\r
21 float sv_warsowbunny_backtosideratio;
\r
24 .entity ladder_entity;
\r
26 .float swamp_slowdown;
\r
30 .float spectatorspeed;
\r
36 When you press the jump key
\r
39 void PlayerJump (void)
\r
43 mjumpheight = cvar("sv_jumpvelocity");
\r
44 if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
46 if (self.watertype == CONTENT_WATER)
\r
47 self.velocity_z = 200;
\r
48 else if (self.watertype == CONTENT_SLIME)
\r
49 self.velocity_z = 80;
\r
51 self.velocity_z = 50;
\r
56 if (!(self.flags & FL_ONGROUND))
\r
60 if (!(self.flags & FL_JUMPRELEASED))
\r
63 if(self.health <= g_bloodloss)
\r
66 if(cvar_string("sv_jumpspeedcap_min") != "")
\r
67 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
\r
68 if(cvar_string("sv_jumpspeedcap_max") != "") {
\r
69 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
\r
70 // don't do jump speedcaps on ramps to preserve old voretournament ramjump style
\r
71 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
\r
74 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
\r
77 if(!(self.lastflags & FL_ONGROUND))
\r
79 if(cvar("speedmeter"))
\r
80 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
81 if(self.lastground < time - 0.3)
\r
83 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
\r
84 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
\r
86 if(self.jumppadcount > 1)
\r
87 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
88 self.jumppadcount = 0;
\r
91 self.velocity_z = self.velocity_z + mjumpheight;
\r
92 self.oldvelocity_z = self.velocity_z;
\r
94 self.flags &~= FL_ONGROUND;
\r
95 self.flags &~= FL_JUMPRELEASED;
\r
98 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
\r
100 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
\r
103 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
105 self.restart_jump = -1; // restart jump anim next time
\r
106 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
\r
109 void CheckWaterJump()
\r
111 local vector start, end;
\r
113 // check for a jump-out-of-water
\r
114 makevectors (self.angles);
\r
115 start = self.origin;
\r
116 start_z = start_z + 8;
\r
118 normalize(v_forward);
\r
119 end = start + v_forward*24;
\r
120 traceline (start, end, TRUE, self);
\r
121 if (trace_fraction < 1)
\r
122 { // solid at waist
\r
123 start_z = start_z + self.maxs_z - 8;
\r
124 end = start + v_forward*24;
\r
125 self.movedir = trace_plane_normal * -50;
\r
126 traceline (start, end, TRUE, self);
\r
127 if (trace_fraction == 1)
\r
128 { // open at eye level
\r
129 self.flags |= FL_WATERJUMP;
\r
130 self.velocity_z = 225;
\r
131 self.flags &~= FL_JUMPRELEASED;
\r
132 self.teleport_time = time + 2; // safety net
\r
138 float racecar_angle(float forward, float down)
\r
140 float ret, angle_mult;
\r
144 forward = -forward;
\r
148 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
\r
150 angle_mult = forward / (800 + forward);
\r
153 return ret * angle_mult + 360 * (1 - angle_mult);
\r
155 return ret * angle_mult;
\r
158 void RaceCarPhysics()
\r
160 // using this move type for "big rigs"
\r
161 // the engine does not push the entity!
\r
163 float accel, steer, f;
\r
164 vector angles_save, rigvel;
\r
166 angles_save = self.angles;
\r
167 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
\r
168 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
\r
170 if(g_bugrigs_reverse_speeding)
\r
174 // back accel is DIGITAL
\r
175 // to prevent speedhack
\r
185 makevectors(self.angles); // new forward direction!
\r
187 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
\r
189 float myspeed, upspeed, steerfactor, accelfactor;
\r
191 myspeed = self.velocity * v_forward;
\r
192 upspeed = self.velocity * v_up;
\r
194 // responsiveness factor for steering and acceleration
\r
195 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
\r
196 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
\r
198 if(myspeed < 0 && g_bugrigs_reverse_spinning)
\r
199 steerfactor = -myspeed * g_bugrigs_steer;
\r
201 steerfactor = -myspeed * f * g_bugrigs_steer;
\r
203 if(myspeed < 0 && g_bugrigs_reverse_speeding)
\r
204 accelfactor = g_bugrigs_accel;
\r
206 accelfactor = f * g_bugrigs_accel;
\r
207 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
\r
213 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
\r
217 if(!g_bugrigs_reverse_speeding)
\r
218 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
\r
225 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
\r
229 if(g_bugrigs_reverse_stopping)
\r
232 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
\r
235 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
\r
236 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
\r
238 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
239 makevectors(self.angles); // new forward direction!
\r
241 myspeed += accel * accelfactor * frametime;
\r
243 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
\r
247 myspeed = vlen(self.velocity);
\r
249 // responsiveness factor for steering and acceleration
\r
250 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
\r
251 steerfactor = -myspeed * f;
\r
252 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
254 rigvel = self.velocity;
\r
255 makevectors(self.angles); // new forward direction!
\r
258 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
\r
259 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
\r
260 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
\r
261 //MAXIMA: solve(total_acceleration(v) = 0, v);
\r
263 if(g_bugrigs_planar_movement)
\r
265 vector rigvel_xy, neworigin, up;
\r
268 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
269 rigvel_xy = rigvel;
\r
272 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
\r
275 mt = MOVE_NOMONSTERS;
\r
277 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
\r
278 up = trace_endpos - self.origin;
\r
280 // BUG RIGS: align the move to the surface instead of doing collision testing
\r
282 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
\r
284 // align to surface
\r
285 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
\r
287 if(trace_fraction < 0.5)
\r
289 trace_fraction = 1;
\r
290 neworigin = self.origin;
\r
293 neworigin = trace_endpos;
\r
295 if(trace_fraction < 1)
\r
297 // now set angles_x so that the car points parallel to the surface
\r
298 self.angles = vectoangles(
\r
299 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
301 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
303 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
\r
305 self.flags |= FL_ONGROUND;
\r
309 // now set angles_x so that the car points forward, but is tilted in velocity direction
\r
310 self.flags &~= FL_ONGROUND;
\r
313 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
\r
314 self.movetype = MOVETYPE_NOCLIP;
\r
318 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
319 self.velocity = rigvel;
\r
320 self.movetype = MOVETYPE_FLY;
\r
323 trace_fraction = 1;
\r
324 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
\r
325 if(trace_fraction != 1)
\r
327 self.angles = vectoangles2(
\r
328 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
330 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
332 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
\r
340 vel_local_x = v_forward * self.velocity;
\r
341 vel_local_y = v_right * self.velocity;
\r
342 vel_local_z = v_up * self.velocity;
\r
344 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
\r
345 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
\r
348 // smooth the angles
\r
349 vector vf1, vu1, smoothangles;
\r
350 makevectors(self.angles);
\r
351 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
\r
354 vf1 = v_forward * f;
\r
356 makevectors(angles_save);
\r
357 vf1 = vf1 + v_forward * (1 - f);
\r
358 vu1 = vu1 + v_up * (1 - f);
\r
359 smoothangles = vectoangles2(vf1, vu1);
\r
360 self.angles_x = -smoothangles_x;
\r
361 self.angles_z = smoothangles_z;
\r
364 float IsMoveInDirection(vector mv, float angle) // key mix factor
\r
366 if(mv_x == 0 && mv_y == 0)
\r
367 return 0; // avoid division by zero
\r
368 angle = RAD2DEG * atan2(mv_y, mv_x);
\r
369 angle = remainder(angle, 360) / 45;
\r
374 return 1 - fabs(angle);
\r
377 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
\r
379 float zspeed, xyspeed, dot, k;
\r
382 // this doesn't play well with analog input
\r
383 if(self.movement_x == 0 || self.movement_y != 0)
\r
384 return; // can't control movement if not moving forward or backward
\r
387 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
\r
392 k *= bound(0, wishspeed / sv_maxairspeed, 1);
\r
394 zspeed = self.velocity_z;
\r
395 self.velocity_z = 0;
\r
396 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
\r
398 dot = self.velocity * wishdir;
\r
399 k *= sv_aircontrol*dot*dot*frametime;
\r
401 if(dot > 0) // we can't change direction while slowing down
\r
403 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
\r
406 self.velocity = self.velocity * xyspeed;
\r
407 self.velocity_z = zspeed;
\r
410 // example config for alternate speed clamping:
\r
411 // sv_airaccel_qw 0.8
\r
412 // sv_airaccel_sideways_friction 0
\r
413 // prvm_globalset server speedclamp_mode 1
\r
415 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
\r
417 float vel_straight;
\r
419 vector vel_perpend;
\r
423 float vel_xy_current;
\r
424 float vel_xy_backward, vel_xy_forward;
\r
427 speedclamp = (accelqw < 0);
\r
429 accelqw = -accelqw;
\r
431 if(cvar("sv_gameplayfix_q2airaccelerate"))
\r
432 wishspeed0 = wishspeed;
\r
434 vel_straight = self.velocity * wishdir;
\r
435 vel_z = self.velocity_z;
\r
436 vel_xy = self.velocity - vel_z * '0 0 1';
\r
437 vel_perpend = vel_xy - vel_straight * wishdir;
\r
439 step = accel * frametime * wishspeed0;
\r
441 vel_xy_current = vlen(vel_xy);
\r
442 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
\r
443 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
\r
444 if(vel_xy_backward < 0)
\r
445 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
\r
447 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
\r
449 if(sidefric < 0 && (vel_perpend*vel_perpend))
\r
450 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
\r
453 f = max(0, 1 + frametime * wishspeed * sidefric);
\r
454 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
\r
455 // this cannot be > 1
\r
457 vel_perpend = vel_perpend * max(0, f);
\r
460 fminimum = sqrt(fminimum);
\r
461 vel_perpend = vel_perpend * max(fminimum, f);
\r
465 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
\r
467 vel_xy = vel_straight * wishdir + vel_perpend;
\r
471 // ensure we don't get too fast or decelerate faster than we should
\r
472 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
\r
473 if(vel_xy_current > 0) // prevent division by zero
\r
474 vel_xy = normalize(vel_xy) * vel_xy_current;
\r
477 self.velocity = vel_xy + vel_z * '0 0 1';
\r
480 void PM_AirAccelerate(vector wishdir, float wishspeed)
\r
482 vector curvel, wishvel, acceldir, curdir;
\r
483 float addspeed, accelspeed, curspeed, f;
\r
489 curvel = self.velocity;
\r
491 curspeed = vlen(curvel);
\r
493 if(wishspeed > curspeed * 1.01)
\r
495 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
\r
499 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
\r
500 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
\r
502 wishvel = wishdir * wishspeed;
\r
503 acceldir = wishvel - curvel;
\r
504 addspeed = vlen(acceldir);
\r
505 acceldir = normalize(acceldir);
\r
507 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
\r
509 if(sv_warsowbunny_backtosideratio < 1)
\r
511 curdir = normalize(curvel);
\r
512 dot = acceldir * curdir;
\r
514 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
\r
517 self.velocity += accelspeed * acceldir;
\r
520 .vector movement_old;
\r
521 .float buttons_old;
\r
522 .vector v_angle_old;
\r
523 .string lastclassname;
\r
525 .float() PlayerPhysplug;
\r
527 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
\r
528 .float specialcommand_pos;
\r
529 void SpecialCommand()
\r
534 if(!CheatImpulse(99))
\r
535 print("A hollow voice says \"Plugh\".\n");
\r
539 float speedaward_speed;
\r
540 string speedaward_holder;
\r
541 void race_send_speedaward(float msg)
\r
543 // send the best speed of the round
\r
544 WriteByte(msg, SVC_TEMPENTITY);
\r
545 WriteByte(msg, TE_CSQC_RACE);
\r
546 WriteByte(msg, RACE_NET_SPEED_AWARD);
\r
547 WriteInt24_t(msg, floor(speedaward_speed+0.5));
\r
548 WriteString(msg, speedaward_holder);
\r
551 float speedaward_alltimebest;
\r
552 string speedaward_alltimebest_holder;
\r
553 void race_send_speedaward_alltimebest(float msg)
\r
555 // send the best speed
\r
556 WriteByte(msg, SVC_TEMPENTITY);
\r
557 WriteByte(msg, TE_CSQC_RACE);
\r
558 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
\r
559 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
\r
560 WriteString(msg, speedaward_alltimebest_holder);
\r
563 string GetMapname(void);
\r
564 float speedaward_lastupdate;
\r
565 float speedaward_lastsent;
\r
566 .float jumppadusetime;
\r
567 void SV_PlayerPhysics()
\r
569 local vector wishvel, wishdir, v;
\r
570 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
\r
572 float buttons_prev;
\r
573 float not_allowed_to_move;
\r
576 if(self.PlayerPhysplug)
\r
577 if(self.PlayerPhysplug())
\r
580 self.race_movetime_frac += frametime;
\r
581 f = floor(self.race_movetime_frac);
\r
582 self.race_movetime_frac -= f;
\r
583 self.race_movetime_count += f;
\r
584 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
\r
586 anticheat_physics();
\r
588 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_GRABBER + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
\r
592 else if(buttons == 1)
\r
594 else if(buttons == 2)
\r
596 else if(buttons == 128)
\r
598 else if(buttons == 256)
\r
600 else if(buttons == 512)
\r
602 else if(buttons == 1024)
\r
607 if(c == substring(specialcommand, self.specialcommand_pos, 1))
\r
609 self.specialcommand_pos += 1;
\r
610 if(self.specialcommand_pos >= strlen(specialcommand))
\r
612 self.specialcommand_pos = 0;
\r
617 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
\r
618 self.specialcommand_pos = 0;
\r
620 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
\r
622 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
\r
623 self.parm_idlesince = time;
\r
625 buttons_prev = self.buttons_old;
\r
626 self.buttons_old = buttons;
\r
627 self.movement_old = self.movement;
\r
628 self.v_angle_old = self.v_angle;
\r
630 if(time < self.nickspamtime)
\r
631 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
\r
633 // slight annoyance for nick change scripts
\r
634 self.movement = -1 * self.movement;
\r
635 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_GRABBER = self.BUTTON_USE = 0;
\r
637 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
\r
639 self.angles_x = random() * 360;
\r
640 self.angles_y = random() * 360;
\r
641 // at least I'm not forcing retardedview by also assigning to angles_z
\r
646 if (self.punchangle != '0 0 0')
\r
648 f = vlen(self.punchangle) - 10 * frametime;
\r
650 self.punchangle = normalize(self.punchangle) * f;
\r
652 self.punchangle = '0 0 0';
\r
655 if (self.punchvector != '0 0 0')
\r
657 f = vlen(self.punchvector) - 30 * frametime;
\r
659 self.punchvector = normalize(self.punchvector) * f;
\r
661 self.punchvector = '0 0 0';
\r
664 if (clienttype(self) == CLIENTTYPE_BOT)
\r
666 if(playerdemo_read())
\r
671 self.items &~= IT_USING_JETPACK;
\r
673 if(self.classname == "player")
\r
675 if(self.race_penalty)
\r
676 if(time > self.race_penalty)
\r
677 self.race_penalty = 0;
\r
679 not_allowed_to_move = 0;
\r
680 if(self.race_penalty)
\r
681 not_allowed_to_move = 1;
\r
682 if(!cvar("sv_ready_restart_after_countdown"))
\r
683 if(time < game_starttime)
\r
684 not_allowed_to_move = 1;
\r
686 if(not_allowed_to_move)
\r
688 self.velocity = '0 0 0';
\r
689 self.movetype = MOVETYPE_NONE;
\r
690 self.disableclientprediction = 2;
\r
692 else if(self.disableclientprediction == 2)
\r
694 if(self.movetype == MOVETYPE_NONE)
\r
695 self.movetype = MOVETYPE_WALK;
\r
696 self.disableclientprediction = 0;
\r
700 if(self.eater.classname == "player")
\r
703 if (self.movetype == MOVETYPE_NONE)
\r
709 if(self.in_swamp) {
\r
710 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
\r
713 if(self.classname != "player")
\r
715 maxspd_mod = cvar("sv_spectator_speed_multiplier");
\r
716 if(!self.spectatorspeed)
\r
717 self.spectatorspeed = maxspd_mod;
\r
718 if(self.impulse && self.impulse <= 19)
\r
720 if(self.lastclassname != "player")
\r
722 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
\r
723 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
\r
724 else if(self.impulse == 11)
\r
725 self.spectatorspeed = maxspd_mod;
\r
726 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
\r
727 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
\r
728 else if(self.impulse >= 1 && self.impulse <= 9)
\r
729 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
\r
730 } // otherwise just clear
\r
733 maxspd_mod = self.spectatorspeed;
\r
736 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
\r
737 if(self.speed != spd)
\r
741 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
\r
742 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
\r
743 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
\r
744 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
\r
747 maxspd_mod *= swampspd_mod; // only one common speed modder please!
\r
748 if(cvar("g_balance_vore_weight_gravity") > 0)
\r
749 maxspd_mod *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1); // apply stomach weight
\r
752 // if dead, behave differently
\r
756 if (!self.fixangle && !g_bugrigs)
\r
759 self.angles_y = self.v_angle_y;
\r
763 if(self.flags & FL_ONGROUND)
\r
766 self.wasFlying = 0;
\r
768 if(self.waterlevel < WATERLEVEL_SWIMMING)
\r
769 if(time >= self.ladder_time)
\r
770 if not(self.grabber)
\r
772 self.nextstep = time + 0.3 + random() * 0.1;
\r
773 trace_dphitq3surfaceflags = 0;
\r
774 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
\r
775 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
\r
777 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
778 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
780 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
786 self.wasFlying = 1;
\r
788 if(self.classname == "player")
\r
790 if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime)
\r
792 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
\r
793 self.flags &~= FL_ONGROUND;
\r
794 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
\r
795 self.flags |= FL_ONGROUND;
\r
798 if (self.BUTTON_JUMP)
\r
801 self.flags |= FL_JUMPRELEASED;
\r
803 if (self.waterlevel == WATERLEVEL_SWIMMING)
\r
807 if (self.flags & FL_WATERJUMP )
\r
809 self.velocity_x = self.movedir_x;
\r
810 self.velocity_y = self.movedir_y;
\r
811 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
\r
813 self.flags &~= FL_WATERJUMP;
\r
814 self.teleport_time = 0;
\r
817 else if (g_bugrigs && self.classname == "player")
\r
821 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
\r
823 // noclipping or flying
\r
824 self.flags &~= FL_ONGROUND;
\r
826 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
827 makevectors(self.v_angle);
\r
828 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
829 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
831 wishdir = normalize(wishvel);
\r
832 wishspeed = vlen(wishvel);
\r
833 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
834 wishspeed = sv_maxspeed*maxspd_mod;
\r
835 if (time >= self.teleport_time)
\r
836 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
838 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
841 self.flags &~= FL_ONGROUND;
\r
843 makevectors(self.v_angle);
\r
844 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
845 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
846 if (wishvel == '0 0 0')
\r
847 wishvel = '0 0 -60'; // drift towards bottom
\r
849 wishdir = normalize(wishvel);
\r
850 wishspeed = vlen(wishvel);
\r
851 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
852 wishspeed = sv_maxspeed*maxspd_mod;
\r
853 wishspeed = wishspeed * 0.7;
\r
856 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
858 // water acceleration
\r
859 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
861 else if (time < self.ladder_time)
\r
863 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
\r
864 self.flags &~= FL_ONGROUND;
\r
866 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
867 makevectors(self.v_angle);
\r
868 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
869 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
871 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
\r
873 self.velocity_z = self.velocity_z + sv_gravity * frametime;
\r
874 if (self.ladder_entity.classname == "func_water")
\r
877 if (f > self.ladder_entity.speed)
\r
878 wishvel = wishvel * (self.ladder_entity.speed / f);
\r
880 self.watertype = self.ladder_entity.skin;
\r
881 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
\r
882 if ((self.origin_z + self.view_ofs_z) < f)
\r
883 self.waterlevel = WATERLEVEL_SUBMERGED;
\r
884 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
\r
885 self.waterlevel = WATERLEVEL_SWIMMING;
\r
886 else if ((self.origin_z + self.mins_z + 1) < f)
\r
887 self.waterlevel = WATERLEVEL_WETFEET;
\r
890 self.waterlevel = WATERLEVEL_NONE;
\r
891 self.watertype = CONTENT_EMPTY;
\r
895 wishdir = normalize(wishvel);
\r
896 wishspeed = vlen(wishvel);
\r
897 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
898 wishspeed = sv_maxspeed*maxspd_mod;
\r
899 if (time >= self.teleport_time)
\r
901 // water acceleration
\r
902 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
905 else if ((self.items & IT_JETPACK) && self.BUTTON_GRABBER && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
\r
907 //makevectors(self.v_angle_y * '0 1 0');
\r
908 makevectors(self.v_angle);
\r
909 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
910 // add remaining speed as Z component
\r
911 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
\r
912 // fix speedhacks :P
\r
913 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
\r
914 // add the unused velocity as up component
\r
917 // if(self.BUTTON_JUMP)
\r
918 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
\r
920 // it is now normalized, so...
\r
921 float a_side, a_up, a_add, a_diff;
\r
922 a_side = cvar("g_jetpack_acceleration_side");
\r
923 a_up = cvar("g_jetpack_acceleration_up");
\r
924 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
\r
926 wishvel_x *= a_side;
\r
927 wishvel_y *= a_side;
\r
929 wishvel_z += a_add;
\r
933 //////////////////////////////////////////////////////////////////////////////////////
\r
934 // finding the maximum over all vectors of above form
\r
935 // with wishvel having an absolute value of 1
\r
936 //////////////////////////////////////////////////////////////////////////////////////
\r
937 // we're finding the maximum over
\r
938 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
\r
939 // for z in the range from -1 to 1
\r
940 //////////////////////////////////////////////////////////////////////////////////////
\r
941 // maximum is EITHER attained at the single extreme point:
\r
942 a_diff = a_side * a_side - a_up * a_up;
\r
945 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
\r
946 if(f > -1 && f < 1) // can it be attained?
\r
948 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
\r
949 //print("middle\n");
\r
952 // OR attained at z = 1:
\r
953 f = (a_up + a_add) * (a_up + a_add);
\r
959 // OR attained at z = -1:
\r
960 f = (a_up - a_add) * (a_up - a_add);
\r
964 //print("bottom\n");
\r
967 //////////////////////////////////////////////////////////////////////////////////////
\r
969 //print("best possible acceleration: ", ftos(best), "\n");
\r
972 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
\r
973 if(wishvel_z - sv_gravity > 0)
\r
974 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
976 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
979 fvel = vlen(wishvel);
\r
982 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
\r
984 fvel = min(1, vlen(wishvel) / best);
\r
985 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
\r
986 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
\r
990 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
\r
992 if (f > 0 && wishvel != '0 0 0')
\r
994 self.velocity = self.velocity + wishvel * f * frametime;
\r
995 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
996 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
\r
997 self.flags &~= FL_ONGROUND;
\r
998 self.items |= IT_USING_JETPACK;
\r
1000 // jetpack also inhibits health regeneration, but only for 1 second
\r
1001 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
1004 else if (self.flags & FL_ONGROUND)
\r
1006 // we get here if we ran out of ammo
\r
1007 if((self.items & IT_JETPACK) && self.BUTTON_GRABBER && !(buttons_prev & 32))
\r
1008 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1011 makevectors(self.v_angle_y * '0 1 0');
\r
1012 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1014 if(!(self.lastflags & FL_ONGROUND))
\r
1016 if(cvar("speedmeter"))
\r
1017 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
1018 if(self.lastground < time - 0.3)
\r
1019 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
\r
1020 if(self.jumppadcount > 1)
\r
1021 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
1022 self.jumppadcount = 0;
\r
1025 #ifdef LETS_TEST_FTEQCC
\r
1026 if(self.velocity_x || self.velocity_y)
\r
1032 if(self.velocity_x)
\r
1034 if(self.velocity_y)
\r
1039 v = self.velocity;
\r
1044 if (f < sv_stopspeed)
\r
1045 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
\r
1047 f = 1 - frametime * sv_friction;
\r
1049 self.velocity = self.velocity * f;
\r
1051 self.velocity = '0 0 0';
\r
1055 wishdir = normalize(wishvel);
\r
1056 wishspeed = vlen(wishvel);
\r
1057 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1058 wishspeed = sv_maxspeed*maxspd_mod;
\r
1060 wishspeed = wishspeed * 0.5;
\r
1061 if (time >= self.teleport_time)
\r
1062 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1067 // we get here if we ran out of ammo
\r
1068 if((self.items & IT_JETPACK) && self.BUTTON_GRABBER && !(buttons_prev & 32))
\r
1069 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1071 if(maxspd_mod < 1)
\r
1073 maxairspd = sv_maxairspeed*maxspd_mod;
\r
1074 airaccel = sv_airaccelerate*maxspd_mod;
\r
1078 maxairspd = sv_maxairspeed;
\r
1079 airaccel = sv_airaccelerate;
\r
1082 makevectors(self.v_angle_y * '0 1 0');
\r
1083 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1085 wishdir = normalize(wishvel);
\r
1086 wishspeed = wishspeed0 = vlen(wishvel);
\r
1087 if (wishspeed0 > sv_maxspeed*maxspd_mod)
\r
1088 wishspeed0 = sv_maxspeed*maxspd_mod;
\r
1089 if (wishspeed > maxairspd)
\r
1090 wishspeed = maxairspd;
\r
1092 wishspeed = wishspeed * 0.5;
\r
1093 if (time >= self.teleport_time)
\r
1095 float accelerating;
\r
1099 airaccelqw = sv_airaccel_qw;
\r
1100 accelerating = (self.velocity * wishdir > 0);
\r
1101 wishspeed2 = wishspeed;
\r
1104 if(sv_airstopaccelerate)
\r
1105 if(self.velocity * wishdir < 0)
\r
1106 airaccel = sv_airstopaccelerate*maxspd_mod;
\r
1107 // this doesn't play well with analog input, but can't r
\r
1108 // fixed like the AirControl can. So, don't set the maxa
\r
1109 // cvars when you want to support analog input.
\r
1110 if(self.movement_x == 0 && self.movement_y != 0)
\r
1112 if(sv_maxairstrafespeed)
\r
1114 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
\r
1115 if(sv_maxairstrafespeed < sv_maxairspeed)
\r
1118 if(sv_airstrafeaccelerate)
\r
1120 airaccel = sv_airstrafeaccelerate*maxspd_mod;
\r
1121 if(sv_airstrafeaccelerate > sv_airaccelerate)
\r
1127 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
\r
1128 PM_AirAccelerate(wishdir, wishspeed);
\r
1130 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
\r
1133 CPM_PM_Aircontrol(wishdir, wishspeed2);
\r
1137 if((g_cts || g_race) && self.classname != "observer") {
\r
1138 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
\r
1139 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
\r
1140 speedaward_holder = self.netname;
\r
1141 speedaward_lastupdate = time;
\r
1143 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
\r
1149 race_send_speedaward(MSG_ALL);
\r
1150 speedaward_lastsent = speedaward_speed;
\r
1151 if (speedaward_speed > speedaward_alltimebest) {
\r
1152 speedaward_alltimebest = speedaward_speed;
\r
1153 speedaward_alltimebest_holder = speedaward_holder;
\r
1154 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
\r
1155 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
\r
1156 race_send_speedaward_alltimebest(MSG_ALL);
\r
1161 if(self.flags & FL_ONGROUND)
\r
1162 self.lastground = time;
\r
1164 self.lastflags = self.flags;
\r
1165 self.lastclassname = self.classname;
\r