14 .string lastclassname;
16 .float() PlayerPhysplug;
17 float AdjustAirAccelQW(float accelqw, float factor);
24 .float stat_sv_airaccel_qw;
25 .float stat_sv_airstrafeaccel_qw;
26 .float stat_sv_airspeedlimit_nonqw;
27 .float stat_sv_maxspeed;
28 .float stat_movement_highspeed;
30 .float stat_jetpack_accel_side;
31 .float stat_jetpack_accel_up;
32 .float stat_jetpack_antigravity;
33 .float stat_jetpack_fuel;
34 .float stat_jetpack_maxspeed_up;
35 .float stat_jetpack_maxspeed_side;
37 void Physics_AddStats()
39 // g_movementspeed hack
40 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
41 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
42 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
43 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
44 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
47 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
48 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
49 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
50 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
51 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
52 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
54 // hack to fix track_canjump
55 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
58 void Physics_UpdateStats(float maxspd_mod)
60 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
61 if (autocvar_sv_airstrafeaccel_qw)
62 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
64 self.stat_sv_airstrafeaccel_qw = 0;
65 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
66 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
67 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
69 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
70 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
71 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
72 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
73 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
74 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
78 float IsMoveInDirection(vector mv, float angle) // key mix factor
80 if (mv_x == 0 && mv_y == 0)
81 return 0; // avoid division by zero
82 angle -= RAD2DEG * atan2(mv_y, mv_x);
83 angle = remainder(angle, 360) / 45;
84 return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
87 float GeomLerp(float a, float lerp, float b)
89 return a == 0 ? (lerp < 1 ? 0 : b)
90 : b == 0 ? (lerp > 0 ? 0 : a)
91 : a * pow(fabs(b / a), lerp);
94 noref float pmove_waterjumptime;
96 const float unstick_count = 27;
97 vector unstick_offsets[unstick_count] =
99 // 1 no nudge (just return the original if this test passes)
102 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
103 '-0.125 0.000 0.000', '0.125 0.000 0.000',
104 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
105 // 4 diagonal flat nudges
106 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
107 '-0.125 0.125 0.000', '0.125 0.125 0.000',
108 // 8 diagonal upward nudges
109 '-0.125 0.000 0.125', '0.125 0.000 0.125',
110 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
111 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
112 '-0.125 0.125 0.125', '0.125 0.125 0.125',
113 // 8 diagonal downward nudges
114 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
115 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
116 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
117 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
120 void PM_ClientMovement_Unstick()
123 for (i = 0; i < unstick_count; i++)
125 vector neworigin = unstick_offsets[i] + self.origin;
126 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
127 if (!trace_startsolid)
129 self.origin = neworigin;
135 void PM_ClientMovement_UpdateStatus()
137 // make sure player is not stuck
138 PM_ClientMovement_Unstick();
141 if (PHYS_INPUT_BUTTON_CROUCH(self))
143 // wants to crouch, this always works..
144 if (!IS_DUCKED(self))
149 // wants to stand, if currently crouching we need to check for a
153 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
154 if (!trace_startsolid)
160 vector origin1 = self.origin + '0 0 1';
161 vector origin2 = self.origin - '0 0 1';
163 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
164 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
168 // this code actually "predicts" an impact; so let's clip velocity first
169 float f = dotproduct(self.velocity, trace_plane_normal);
170 if (f < 0) // only if moving downwards actually
171 self.velocity -= f * trace_plane_normal;
174 UNSET_ONGROUND(self);
176 // set watertype/waterlevel
177 origin1 = self.origin;
178 origin1_z += self.mins_z + 1;
179 self.waterlevel = WATERLEVEL_NONE;
181 self.watertype = (pointcontents(origin1) == CONTENT_WATER);
185 self.waterlevel = WATERLEVEL_WETFEET;
186 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
187 if(pointcontents(origin1) == CONTENT_WATER)
189 self.waterlevel = WATERLEVEL_SWIMMING;
190 origin1_z = self.origin_z + 22;
191 if(pointcontents(origin1) == CONTENT_WATER)
192 self.waterlevel = WATERLEVEL_SUBMERGED;
196 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
197 pmove_waterjumptime = 0;
200 void PM_ClientMovement_Move()
203 float t = PHYS_INPUT_TIMELENGTH;
204 vector primalvelocity = self.velocity;
205 PM_ClientMovement_UpdateStatus();
207 for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
209 vector neworigin = self.origin + t * self.velocity;
210 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
211 float old_trace1_fraction = trace_fraction;
212 vector old_trace1_endpos = trace_endpos;
213 vector old_trace1_plane_normal = trace_plane_normal;
214 if (trace_fraction < 1 && trace_plane_normal_z == 0)
216 // may be a step or wall, try stepping up
217 // first move forward at a higher level
218 vector currentorigin2 = self.origin;
219 currentorigin2_z += PHYS_STEPHEIGHT;
220 vector neworigin2 = neworigin;
221 neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
222 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
223 if (!trace_startsolid)
225 // then move down from there
226 currentorigin2 = trace_endpos;
227 neworigin2 = trace_endpos;
228 neworigin2_z = self.origin_z;
229 float old_trace2_fraction = trace_fraction;
230 vector old_trace2_plane_normal = trace_plane_normal;
231 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
232 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
233 // accept the new trace if it made some progress
234 if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
236 trace_fraction = old_trace2_fraction;
237 trace_endpos = trace_endpos;
238 trace_plane_normal = old_trace2_plane_normal;
242 trace_fraction = old_trace1_fraction;
243 trace_endpos = old_trace1_endpos;
244 trace_plane_normal = old_trace1_plane_normal;
249 // check if it moved at all
250 if (trace_fraction >= 0.001)
251 self.origin = trace_endpos;
253 // check if it moved all the way
254 if (trace_fraction == 1)
257 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
258 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
259 // this got commented out in a change that supposedly makes the code match QW better
260 // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
261 if (trace_plane_normal_z > 0.7)
264 t -= t * trace_fraction;
266 float f = dotproduct(self.velocity, trace_plane_normal);
267 self.velocity -= f * trace_plane_normal;
269 if (pmove_waterjumptime > 0)
270 self.velocity = primalvelocity;
274 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
278 // this doesn't play well with analog input
279 if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
280 return; // can't control movement if not moving forward or backward
283 k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
288 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
290 float zspeed = self.velocity_z;
292 float xyspeed = vlen(self.velocity);
293 self.velocity = normalize(self.velocity);
295 float dot = self.velocity * wishdir;
297 if (dot > 0) // we can't change direction while slowing down
299 k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
300 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
301 k *= PHYS_AIRCONTROL;
302 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
305 self.velocity = self.velocity * xyspeed;
306 self.velocity_z = zspeed;
309 float AdjustAirAccelQW(float accelqw, float factor)
311 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
314 // example config for alternate speed clamping:
315 // sv_airaccel_qw 0.8
316 // sv_airaccel_sideways_friction 0
317 // prvm_globalset server speedclamp_mode 1
319 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
321 float speedclamp = stretchfactor > 0 ? stretchfactor
322 : accelqw < 0 ? 1 // full clamping, no stretch
325 accelqw = fabs(accelqw);
327 if (GAMEPLAYFIX_Q2AIRACCELERATE)
328 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
330 float vel_straight = self.velocity * wishdir;
331 float vel_z = self.velocity_z;
332 vector vel_xy = vec2(self.velocity);
333 vector vel_perpend = vel_xy - vel_straight * wishdir;
335 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
337 float vel_xy_current = vlen(vel_xy);
339 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
340 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
341 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
342 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
343 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
345 if (sidefric < 0 && (vel_perpend*vel_perpend))
346 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
348 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
349 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
351 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
352 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
353 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
354 // obviously, this cannot be
360 vel_perpend *= max(fmin, f);
364 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
366 vel_xy = vel_straight * wishdir + vel_perpend;
370 float vel_xy_preclamp;
371 vel_xy_preclamp = vlen(vel_xy);
372 if (vel_xy_preclamp > 0) // prevent division by zero
374 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
375 if (vel_xy_current < vel_xy_preclamp)
376 vel_xy *= (vel_xy_current / vel_xy_preclamp);
380 self.velocity = vel_xy + vel_z * '0 0 1';
383 void PM_AirAccelerate(vector wishdir, float wishspeed)
388 vector curvel = self.velocity;
390 float curspeed = vlen(curvel);
392 if (wishspeed > curspeed * 1.01)
393 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
396 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
397 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
399 vector wishvel = wishdir * wishspeed;
400 vector acceldir = wishvel - curvel;
401 float addspeed = vlen(acceldir);
402 acceldir = normalize(acceldir);
404 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
406 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
408 vector curdir = normalize(curvel);
409 float dot = acceldir * curdir;
411 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
414 self.velocity += accelspeed * acceldir;
422 When you press the jump key
425 void PlayerJump (void)
428 if (PHYS_FROZEN(self))
429 return; // no jumping in freezetag when frozen
431 if (self.player_blocked)
432 return; // no jumping while blocked
434 float doublejump = FALSE;
435 float mjumpheight = PHYS_JUMPVELOCITY;
437 player_multijump = doublejump;
438 player_jumpheight = mjumpheight;
439 if (MUTATOR_CALLHOOK(PlayerJump))
442 doublejump = player_multijump;
443 mjumpheight = player_jumpheight;
445 if (autocvar_sv_doublejump)
447 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
448 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
452 // we MUST clip velocity here!
454 f = self.velocity * trace_plane_normal;
456 self.velocity -= f * trace_plane_normal;
460 if (self.waterlevel >= WATERLEVEL_SWIMMING)
462 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
467 if (!IS_ONGROUND(self))
470 if (PHYS_TRACK_CANJUMP(self))
471 if (IS_JUMP_HELD(self))
474 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
475 // velocity bounds. Final velocity is bound between (jumpheight *
476 // min + jumpheight) and (jumpheight * max + jumpheight);
478 if (autocvar_sv_jumpspeedcap_min != "")
480 float minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
482 if (self.velocity_z < minjumpspeed)
483 mjumpheight += minjumpspeed - self.velocity_z;
486 if (autocvar_sv_jumpspeedcap_max != "")
488 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
489 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
491 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
493 float maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
495 if (self.velocity_z > maxjumpspeed)
496 mjumpheight -= self.velocity_z - maxjumpspeed;
500 if (!(self.lastflags & FL_ONGROUND))
502 if (autocvar_speedmeter)
503 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
504 if (self.lastground < time - 0.3)
506 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
507 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
509 if (self.jumppadcount > 1)
510 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
511 self.jumppadcount = 0;
514 self.oldvelocity_z = self.velocity_z += mjumpheight;
516 UNSET_ONGROUND(self);
519 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
521 if (autocvar_g_jump_grunt)
522 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
524 self.restart_jump = -1; // restart jump anim next time
525 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
529 void CheckWaterJump()
531 // check for a jump-out-of-water
532 makevectors(PHYS_INPUT_ANGLES(self));
533 vector start = self.origin;
536 normalize(v_forward);
537 vector end = start + v_forward*24;
538 traceline (start, end, TRUE, self);
539 if (trace_fraction < 1)
541 start_z = start_z + self.maxs_z - 8;
542 end = start + v_forward*24;
543 self.movedir = trace_plane_normal * -50;
544 traceline(start, end, TRUE, self);
545 if (trace_fraction == 1)
546 { // open at eye level
547 self.velocity_z = 225;
549 self.flags |= FL_WATERJUMP;
551 self.teleport_time = time + 2; // safety net
557 void CheckPlayerJump()
560 if (self.BUTTON_JUMP)
563 UNSET_JUMP_HELD(self);
566 if (self.waterlevel == WATERLEVEL_SWIMMING)
570 float racecar_angle(float forward, float down)
578 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
580 float angle_mult = forward / (800 + forward);
583 return ret * angle_mult + 360 * (1 - angle_mult);
585 return ret * angle_mult;
588 void RaceCarPhysics()
591 // using this move type for "big rigs"
592 // the engine does not push the entity!
596 vector angles_save = self.angles;
597 float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
598 float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
600 if (g_bugrigs_reverse_speeding)
604 // back accel is DIGITAL
605 // to prevent speedhack
615 makevectors(self.angles); // new forward direction!
617 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
619 float myspeed = self.velocity * v_forward;
620 float upspeed = self.velocity * v_up;
622 // responsiveness factor for steering and acceleration
623 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
624 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
627 if (myspeed < 0 && g_bugrigs_reverse_spinning)
628 steerfactor = -myspeed * g_bugrigs_steer;
630 steerfactor = -myspeed * f * g_bugrigs_steer;
633 if (myspeed < 0 && g_bugrigs_reverse_speeding)
634 accelfactor = g_bugrigs_accel;
636 accelfactor = f * g_bugrigs_accel;
637 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
643 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
647 if (!g_bugrigs_reverse_speeding)
648 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
655 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
659 if (g_bugrigs_reverse_stopping)
662 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
665 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
666 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
668 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
669 makevectors(self.angles); // new forward direction!
671 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
673 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
677 float myspeed = vlen(self.velocity);
679 // responsiveness factor for steering and acceleration
680 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
681 float steerfactor = -myspeed * f;
682 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
684 rigvel = self.velocity;
685 makevectors(self.angles); // new forward direction!
688 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
689 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
690 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
691 //MAXIMA: solve(total_acceleration(v) = 0, v);
693 if (g_bugrigs_planar_movement)
695 vector rigvel_xy, neworigin, up;
698 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
699 rigvel_xy = vec2(rigvel);
701 if (g_bugrigs_planar_movement_car_jumping)
704 mt = MOVE_NOMONSTERS;
706 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
707 up = trace_endpos - self.origin;
709 // BUG RIGS: align the move to the surface instead of doing collision testing
711 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
714 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
716 if (trace_fraction < 0.5)
719 neworigin = self.origin;
722 neworigin = trace_endpos;
724 if (trace_fraction < 1)
726 // now set angles_x so that the car points parallel to the surface
727 self.angles = vectoangles(
728 '1 0 0' * v_forward_x * trace_plane_normal_z
730 '0 1 0' * v_forward_y * trace_plane_normal_z
732 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
738 // now set angles_x so that the car points forward, but is tilted in velocity direction
739 UNSET_ONGROUND(self);
742 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
743 self.movetype = MOVETYPE_NOCLIP;
747 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
748 self.velocity = rigvel;
749 self.movetype = MOVETYPE_FLY;
753 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
754 if (trace_fraction != 1)
756 self.angles = vectoangles2(
757 '1 0 0' * v_forward_x * trace_plane_normal_z
759 '0 1 0' * v_forward_y * trace_plane_normal_z
761 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
769 vel_local_x = v_forward * self.velocity;
770 vel_local_y = v_right * self.velocity;
771 vel_local_z = v_up * self.velocity;
773 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
774 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
778 vector vf1, vu1, smoothangles;
779 makevectors(self.angles);
780 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
785 makevectors(angles_save);
786 vf1 = vf1 + v_forward * (1 - f);
787 vu1 = vu1 + v_up * (1 - f);
788 smoothangles = vectoangles2(vf1, vu1);
789 self.angles_x = -smoothangles_x;
790 self.angles_z = smoothangles_z;
794 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
795 .float specialcommand_pos;
796 void SpecialCommand()
802 if (!CheatImpulse(99))
803 print("A hollow voice says \"Plugh\".\n");
809 float speedaward_speed;
810 string speedaward_holder;
811 string speedaward_uid;
813 void race_send_speedaward(float msg)
816 // send the best speed of the round
817 WriteByte(msg, SVC_TEMPENTITY);
818 WriteByte(msg, TE_CSQC_RACE);
819 WriteByte(msg, RACE_NET_SPEED_AWARD);
820 WriteInt24_t(msg, floor(speedaward_speed+0.5));
821 WriteString(msg, speedaward_holder);
826 float speedaward_alltimebest;
827 string speedaward_alltimebest_holder;
828 string speedaward_alltimebest_uid;
830 void race_send_speedaward_alltimebest(float msg)
833 // send the best speed
834 WriteByte(msg, SVC_TEMPENTITY);
835 WriteByte(msg, TE_CSQC_RACE);
836 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
837 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
838 WriteString(msg, speedaward_alltimebest_holder);
842 float PM_check_keepaway(void)
845 return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
851 void PM_check_race_movetime(void)
854 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
855 float f = floor(self.race_movetime_frac);
856 self.race_movetime_frac -= f;
857 self.race_movetime_count += f;
858 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
862 float PM_check_specialcommand(float buttons)
868 else if (buttons == 1)
870 else if (buttons == 2)
872 else if (buttons == 128)
874 else if (buttons == 256)
876 else if (buttons == 512)
878 else if (buttons == 1024)
883 if (c == substring(specialcommand, self.specialcommand_pos, 1))
885 self.specialcommand_pos += 1;
886 if (self.specialcommand_pos >= strlen(specialcommand))
888 self.specialcommand_pos = 0;
893 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
894 self.specialcommand_pos = 0;
899 void PM_check_nickspam(void)
902 if (time >= self.nickspamtime)
904 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
906 // slight annoyance for nick change scripts
907 PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
908 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
910 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
912 PHYS_INPUT_ANGLES(self)_x = random() * 360;
913 PHYS_INPUT_ANGLES(self)_y = random() * 360;
914 // at least I'm not forcing retardedview by also assigning to angles_z
915 self.fixangle = TRUE;
921 void PM_check_punch()
924 if (self.punchangle != '0 0 0')
926 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
928 self.punchangle = normalize(self.punchangle) * f;
930 self.punchangle = '0 0 0';
933 if (self.punchvector != '0 0 0')
935 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
937 self.punchvector = normalize(self.punchvector) * f;
939 self.punchvector = '0 0 0';
944 void PM_check_spider(void)
947 if (time >= self.spider_slowness)
949 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
950 self.stat_sv_airspeedlimit_nonqw *= 0.5;
954 // predict frozen movement, as frozen players CAN move in some cases
955 void PM_check_frozen(void)
957 if (!PHYS_FROZEN(self))
959 if (PHYS_DODGING_FROZEN
961 && IS_REAL_CLIENT(self)
965 PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
966 PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
967 PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
970 PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
972 vector midpoint = ((self.absmin + self.absmax) * 0.5);
973 if (pointcontents(midpoint) == CONTENT_WATER)
975 self.velocity = self.velocity * 0.5;
977 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
978 self.velocity_z = 200;
982 void PM_check_blocked(void)
985 if (!self.player_blocked)
987 PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
988 self.disableclientprediction = 1;
993 float speedaward_lastsent;
994 float speedaward_lastupdate;
995 string GetMapname(void);
997 void PM_check_race(void)
1000 if not(g_cts || g_race)
1002 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1004 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1005 speedaward_holder = self.netname;
1006 speedaward_uid = self.crypto_idfp;
1007 speedaward_lastupdate = time;
1009 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1011 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1012 race_send_speedaward(MSG_ALL);
1013 speedaward_lastsent = speedaward_speed;
1014 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1016 speedaward_alltimebest = speedaward_speed;
1017 speedaward_alltimebest_holder = speedaward_holder;
1018 speedaward_alltimebest_uid = speedaward_uid;
1019 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1020 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1021 race_send_speedaward_alltimebest(MSG_ALL);
1027 void PM_check_vortex(void)
1031 float xyspeed = vlen(vec2(self.velocity));
1032 if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1034 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1035 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1036 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1037 // add the extra charge
1038 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1043 void PM_fly(float maxspd_mod)
1045 // noclipping or flying
1046 UNSET_ONGROUND(self);
1048 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1049 makevectors(PHYS_INPUT_ANGLES(self));
1050 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1051 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1052 + v_right * PHYS_INPUT_MOVEVALUES(self).y
1053 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1055 vector wishdir = normalize(wishvel);
1056 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1057 if (time >= self.teleport_time)
1058 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1061 void PM_swim(float maxspd_mod)
1064 UNSET_ONGROUND(self);
1066 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1067 // water jump only in certain situations
1068 // this mimics quakeworld code
1069 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1071 vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1072 makevectors(yawangles);
1073 vector forward = v_forward;
1074 vector spot = self.origin + 24 * forward;
1076 traceline(spot, spot, MOVE_NOMONSTERS, self);
1077 if (trace_startsolid)
1080 traceline(spot, spot, MOVE_NOMONSTERS, self);
1081 if (!trace_startsolid)
1083 self.velocity = forward * 50;
1084 self.velocity_z = 310;
1085 pmove_waterjumptime = 2;
1086 UNSET_ONGROUND(self);
1087 SET_JUMP_HELD(self);
1091 makevectors(PHYS_INPUT_ANGLES(self));
1092 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1093 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1094 + v_right * PHYS_INPUT_MOVEVALUES(self).y
1095 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1096 if (wishvel == '0 0 0')
1097 wishvel = '0 0 -60'; // drift towards bottom
1099 vector wishdir = normalize(wishvel);
1100 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1102 if (IS_DUCKED(self))
1105 // if (pmove_waterjumptime <= 0) // TODO: use
1108 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1109 f = min(max(0, f), 1);
1112 f = wishspeed - self.velocity * wishdir;
1115 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1116 self.velocity += accelspeed * wishdir;
1119 // holding jump button swims upward slowly
1123 if (self.watertype & CONTENT_LAVA)
1124 self.velocity_z = 50;
1125 else if (self.watertype & CONTENT_SLIME)
1126 self.velocity_z = 80;
1129 if (IS_NEXUIZ_DERIVED(gamemode))
1131 self.velocity_z = 200;
1134 self.velocity_z = 100;
1139 PM_ClientMovement_Move();
1140 // water acceleration
1141 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1144 void PM_ladder(float maxspd_mod)
1146 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1147 UNSET_ONGROUND(self);
1150 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1151 if (PHYS_ENTGRAVITY(self))
1152 g *= PHYS_ENTGRAVITY(self);
1153 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1156 self.velocity_z += g;
1159 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1160 makevectors(PHYS_INPUT_ANGLES(self));
1161 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1162 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1163 + v_right * PHYS_INPUT_MOVEVALUES(self)_y
1164 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
1165 self.velocity_z += g;
1166 if (self.ladder_entity.classname == "func_water")
1168 float f = vlen(wishvel);
1169 if (f > self.ladder_entity.speed)
1170 wishvel *= (self.ladder_entity.speed / f);
1172 self.watertype = self.ladder_entity.skin;
1173 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1174 if ((self.origin_z + self.view_ofs_z) < f)
1175 self.waterlevel = WATERLEVEL_SUBMERGED;
1176 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1177 self.waterlevel = WATERLEVEL_SWIMMING;
1178 else if ((self.origin_z + self.mins_z + 1) < f)
1179 self.waterlevel = WATERLEVEL_WETFEET;
1182 self.waterlevel = WATERLEVEL_NONE;
1183 self.watertype = CONTENT_EMPTY;
1187 vector wishdir = normalize(wishvel);
1188 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1189 PM_ClientMovement_Move();
1191 if (time >= self.teleport_time)
1193 // water acceleration
1194 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1197 void PM_check_jumppad()
1200 entity oldself = self;
1202 for(self = world; (self = find(self, classname, "jumppad")); )
1203 trigger_push_draw();
1209 void PM_jetpack(float maxspd_mod)
1211 //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1212 makevectors(PHYS_INPUT_ANGLES(self));
1213 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1214 + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
1215 // add remaining speed as Z component
1216 float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
1217 // fix speedhacks :P
1218 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1219 // add the unused velocity as up component
1222 // if (self.BUTTON_JUMP)
1223 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1225 // it is now normalized, so...
1226 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1227 float a_up = PHYS_JETPACK_ACCEL_UP;
1228 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1230 wishvel_x *= a_side;
1231 wishvel_y *= a_side;
1236 //////////////////////////////////////////////////////////////////////////////////////
1237 // finding the maximum over all vectors of above form
1238 // with wishvel having an absolute value of 1
1239 //////////////////////////////////////////////////////////////////////////////////////
1240 // we're finding the maximum over
1241 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1242 // for z in the range from -1 to 1
1243 //////////////////////////////////////////////////////////////////////////////////////
1244 // maximum is EITHER attained at the single extreme point:
1245 float a_diff = a_side * a_side - a_up * a_up;
1249 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1250 if (f > -1 && f < 1) // can it be attained?
1252 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1253 //print("middle\n");
1256 // OR attained at z = 1:
1257 f = (a_up + a_add) * (a_up + a_add);
1263 // OR attained at z = -1:
1264 f = (a_up - a_add) * (a_up - a_add);
1268 //print("bottom\n");
1271 //////////////////////////////////////////////////////////////////////////////////////
1273 //print("best possible acceleration: ", ftos(best), "\n");
1276 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1277 if (wishvel_z - PHYS_GRAVITY > 0)
1278 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1280 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1283 fvel = vlen(wishvel);
1286 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1288 fvel = min(1, vlen(wishvel) / best);
1289 if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1290 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1294 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1296 if (f > 0 && wishvel != '0 0 0')
1298 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1299 UNSET_ONGROUND(self);
1302 if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1303 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1305 self.items |= IT_USING_JETPACK;
1307 // jetpack also inhibits health regeneration, but only for 1 second
1308 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1313 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1314 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1315 self.velocity_z -= g * 0.5;
1317 self.velocity_z -= g;
1318 PM_ClientMovement_Move();
1319 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1320 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1321 self.velocity_z -= g * 0.5;
1325 void PM_walk(float buttons_prev, float maxspd_mod)
1328 // we get here if we ran out of ammo
1329 if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1330 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1331 if (!(self.lastflags & FL_ONGROUND))
1333 if (autocvar_speedmeter)
1334 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1335 if (self.lastground < time - 0.3)
1336 self.velocity *= (1 - autocvar_sv_friction_on_land);
1337 if (self.jumppadcount > 1)
1338 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1339 self.jumppadcount = 0;
1343 makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1344 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1345 + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1347 vector wishdir = normalize(wishvel);
1348 float wishspeed = vlen(wishvel);
1350 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1351 if (IS_DUCKED(self))
1354 // apply edge friction
1355 float f = vlen(vec2(self.velocity));
1358 // TODO: apply edge friction
1359 // apply ground friction
1360 f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1364 Mathematical analysis time!
1366 Our goal is to invert this mess.
1368 For the two cases we get:
1369 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1370 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1371 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1373 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1374 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1376 These cases would be chosen ONLY if:
1378 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1379 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1381 v0 >= PHYS_STOPSPEED
1382 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1383 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1386 float addspeed = wishspeed - self.velocity * wishdir;
1389 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1390 self.velocity += accelspeed * wishdir;
1392 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1393 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1394 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1395 if (self.velocity * self.velocity)
1396 PM_ClientMovement_Move();
1397 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1398 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1399 self.velocity_z -= g * 0.5;
1402 void PM_air(float buttons_prev, float maxspd_mod)
1405 // we get here if we ran out of ammo
1406 if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
1407 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1409 makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1410 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1411 + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1413 vector wishdir = normalize(wishvel);
1414 float wishspeed = vlen(wishvel);
1417 if (time >= self.teleport_time)
1419 if (pmove_waterjumptime <= 0)
1422 float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
1424 // apply air speed limit
1425 float airaccelqw = PHYS_AIRACCEL_QW(self);
1426 float wishspeed0 = wishspeed;
1427 wishspeed = min(wishspeed, maxairspd);
1428 if (IS_DUCKED(self))
1430 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1432 float accelerating = (self.velocity * wishdir > 0);
1433 float wishspeed2 = wishspeed;
1436 if (PHYS_AIRSTOPACCELERATE)
1438 vector curdir = normalize(vec2(self.velocity));
1439 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1441 // note that for straight forward jumping:
1442 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1443 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1445 // dv/dt = accel * maxspeed (when slow)
1446 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1447 // log dv/dt = logaccel + logmaxspeed (when slow)
1448 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1449 float strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
1450 if (PHYS_MAXAIRSTRAFESPEED)
1451 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1452 if (PHYS_AIRSTRAFEACCELERATE)
1453 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
1454 if (PHYS_AIRSTRAFEACCEL_QW(self))
1456 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1458 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1461 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
1462 PM_AirAccelerate(wishdir, wishspeed2);
1464 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1466 if (PHYS_AIRCONTROL)
1467 CPM_PM_Aircontrol(wishdir, wishspeed2);
1469 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1470 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1471 self.velocity_z -= g * 0.5;
1473 self.velocity_z -= g;
1474 PM_ClientMovement_Move();
1475 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1476 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1477 self.velocity_z -= g * 0.5;
1480 // used for calculating airshots
1481 float PM_is_flying()
1483 if (IS_ONGROUND(self))
1485 if (self.waterlevel >= WATERLEVEL_SWIMMING)
1487 traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
1488 return trace_fraction >= 1;
1494 float buttons = PHYS_INPUT_BUTTON_MASK(self);
1496 self.team = myteam + 1; // is this correct?
1497 //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
1498 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1499 UNSET_JUMP_HELD(self); // canjump = true
1500 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1501 PM_ClientMovement_UpdateStatus();
1505 WarpZone_PlayerPhysics_FixVAngle();
1507 float maxspeed_mod = 1;
1508 maxspeed_mod *= PM_check_keepaway();
1509 maxspeed_mod *= PHYS_HIGHSPEED;
1512 Physics_UpdateStats(maxspeed_mod);
1514 if (self.PlayerPhysplug)
1515 if (self.PlayerPhysplug())
1519 PM_check_race_movetime();
1521 anticheat_physics();
1524 if (PM_check_specialcommand(buttons))
1529 if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
1530 self.parm_idlesince = time;
1533 float buttons_prev = self.buttons_old;
1534 self.buttons_old = buttons;
1535 self.movement_old = PHYS_INPUT_MOVEVALUES(self);
1536 self.v_angle_old = PHYS_INPUT_ANGLES(self);
1538 PM_check_nickspam();
1542 if (IS_BOT_CLIENT(self))
1544 if (playerdemo_read())
1549 self.items &= ~IT_USING_JETPACK;
1551 if (IS_PLAYER(self))
1555 if (self.race_penalty)
1556 if (time > self.race_penalty)
1557 self.race_penalty = 0;
1560 float not_allowed_to_move = 0;
1562 if (self.race_penalty)
1563 not_allowed_to_move = 1;
1566 if (!autocvar_sv_ready_restart_after_countdown)
1567 if (time < game_starttime)
1568 not_allowed_to_move = 1;
1571 if (not_allowed_to_move)
1573 self.velocity = '0 0 0';
1574 self.movetype = MOVETYPE_NONE;
1576 self.disableclientprediction = 2;
1580 else if (self.disableclientprediction == 2)
1582 if (self.movetype == MOVETYPE_NONE)
1583 self.movetype = MOVETYPE_WALK;
1584 self.disableclientprediction = 0;
1590 if (self.movetype == MOVETYPE_NONE)
1593 // when we get here, disableclientprediction cannot be 2
1594 self.disableclientprediction = 0;
1606 if (self.in_swamp) {
1607 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1612 // conveyors: first fix velocity
1613 if (self.conveyor.state)
1614 self.velocity -= self.conveyor.movedir;
1618 MUTATOR_CALLHOOK(PlayerPhysics);
1624 // float forcedodge = 1;
1627 // PM_dodging_checkpressedkeys();
1630 // PM_ClientMovement_Move();
1635 if (!IS_PLAYER(self))
1637 maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
1638 if (!self.spectatorspeed)
1639 self.spectatorspeed = maxspeed_mod;
1640 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1642 if (self.lastclassname != "player")
1644 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1645 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1646 else if (self.impulse == 11)
1647 self.spectatorspeed = maxspeed_mod;
1648 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1649 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1650 else if (self.impulse >= 1 && self.impulse <= 9)
1651 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1652 } // otherwise just clear
1655 maxspeed_mod *= self.spectatorspeed;
1660 // if dead, behave differently
1661 // in CSQC, physics don't handle dead player
1667 if (!self.fixangle && !g_bugrigs)
1668 self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1672 if (IS_ONGROUND(self))
1673 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1677 if (self.waterlevel < WATERLEVEL_SWIMMING)
1678 if (time >= self.ladder_time)
1681 self.nextstep = time + 0.3 + random() * 0.1;
1682 trace_dphitq3surfaceflags = 0;
1683 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1684 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1686 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1687 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1689 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1699 if (IS_PLAYER(self))
1703 if (self.flags & /* FL_WATERJUMP */ 2048)
1705 self.velocity_x = self.movedir_x;
1706 self.velocity_y = self.movedir_y;
1707 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1709 self.flags &= ~/* FL_WATERJUMP */ 2048;
1710 self.teleport_time = 0;
1715 else if (g_bugrigs && IS_PLAYER(self))
1719 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1720 PM_fly(maxspeed_mod);
1722 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1723 PM_swim(maxspeed_mod);
1725 else if (time < self.ladder_time)
1726 PM_ladder(maxspeed_mod);
1728 else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
1729 PM_jetpack(maxspeed_mod);
1734 // jump if on ground with jump button pressed but only if it has been
1735 // released at least once since the last jump
1736 if (PHYS_INPUT_BUTTON_JUMP(self))
1738 pm_multijump = FALSE;
1739 PM_multijump_checkjump();
1740 if((IS_ONGROUND(self) || pm_multijump) && (!IS_JUMP_HELD(self) || !PHYS_TRACK_CANJUMP(self)))
1742 self.velocity_z += PHYS_JUMPVELOCITY;
1743 UNSET_ONGROUND(self);
1744 SET_JUMP_HELD(self); // canjump = false
1748 UNSET_JUMP_HELD(self); // canjump = true
1750 if (IS_ONGROUND(self))
1751 PM_walk(buttons_prev, maxspeed_mod);
1753 PM_air(buttons_prev, maxspeed_mod);
1757 if (!IS_OBSERVER(self))
1763 if (IS_ONGROUND(self))
1764 self.lastground = time;
1767 // conveyors: then break velocity again
1768 if (self.conveyor.state)
1769 self.velocity += self.conveyor.movedir;
1771 self.lastflags = self.flags;
1772 self.lastclassname = self.classname;
1775 void CSQC_ClientMovement_PlayerMove_Frame()
1777 // if a move is more than 50ms, do it as two moves (matching qwsv)
1778 //Con_Printf("%i ", self.cmd.msec);
1779 if (PHYS_INPUT_TIMELENGTH > 0.0005)
1781 if (PHYS_INPUT_TIMELENGTH > 0.05)
1783 PHYS_INPUT_TIMELENGTH /= 2;
1789 // we REALLY need this handling to happen, even if the move is not executed
1790 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1791 UNSET_JUMP_HELD(self); // canjump = true
1796 void SV_PlayerPhysics(void)