2 #include "triggers/include.qh"
7 #include "../server/miscfunctions.qh"
8 #include "triggers/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity pl, string option)
18 if(Physics_Valid(pl.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
21 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
24 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
26 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
30 return cvar(strcat("sv_", option));
33 void Physics_AddStats()
35 // static view offset and hitbox vectors
36 // networked for all you bandwidth pigs out there
37 addstat(STAT_PL_VIEW_OFS1, AS_FLOAT, stat_pl_view_ofs_x);
38 addstat(STAT_PL_VIEW_OFS2, AS_FLOAT, stat_pl_view_ofs_y);
39 addstat(STAT_PL_VIEW_OFS3, AS_FLOAT, stat_pl_view_ofs_z);
40 addstat(STAT_PL_CROUCH_VIEW_OFS1, AS_FLOAT, stat_pl_crouch_view_ofs_x);
41 addstat(STAT_PL_CROUCH_VIEW_OFS2, AS_FLOAT, stat_pl_crouch_view_ofs_y);
42 addstat(STAT_PL_CROUCH_VIEW_OFS3, AS_FLOAT, stat_pl_crouch_view_ofs_z);
44 addstat(STAT_PL_MIN1, AS_FLOAT, stat_pl_min_x);
45 addstat(STAT_PL_MIN2, AS_FLOAT, stat_pl_min_y);
46 addstat(STAT_PL_MIN3, AS_FLOAT, stat_pl_min_z);
47 addstat(STAT_PL_MAX1, AS_FLOAT, stat_pl_max_x);
48 addstat(STAT_PL_MAX2, AS_FLOAT, stat_pl_max_y);
49 addstat(STAT_PL_MAX3, AS_FLOAT, stat_pl_max_z);
50 addstat(STAT_PL_CROUCH_MIN1, AS_FLOAT, stat_pl_crouch_min_x);
51 addstat(STAT_PL_CROUCH_MIN2, AS_FLOAT, stat_pl_crouch_min_y);
52 addstat(STAT_PL_CROUCH_MIN3, AS_FLOAT, stat_pl_crouch_min_z);
53 addstat(STAT_PL_CROUCH_MAX1, AS_FLOAT, stat_pl_crouch_max_x);
54 addstat(STAT_PL_CROUCH_MAX2, AS_FLOAT, stat_pl_crouch_max_y);
55 addstat(STAT_PL_CROUCH_MAX3, AS_FLOAT, stat_pl_crouch_max_z);
57 // g_movementspeed hack
58 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
59 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
60 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
61 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
62 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
65 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
66 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
67 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
68 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
69 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
70 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
72 // hack to fix track_canjump
73 addstat(STAT_MOVEVARS_CL_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
74 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, stat_sv_track_canjump);
77 addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
80 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
83 addstat(STAT_MOVEVARS_FRICTION_ONLAND, AS_FLOAT, stat_sv_friction_on_land);
84 addstat(STAT_MOVEVARS_FRICTION_SLICK, AS_FLOAT, stat_sv_friction_slick);
85 addstat(STAT_GAMEPLAYFIX_EASIERWATERJUMP, AS_INT, stat_gameplayfix_easierwaterjump);
88 addstat(STAT_MOVEVARS_JUMPVELOCITY, AS_FLOAT, stat_sv_jumpvelocity);
89 addstat(STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, AS_FLOAT, stat_sv_airaccel_qw_stretchfactor);
90 addstat(STAT_MOVEVARS_MAXAIRSTRAFESPEED, AS_FLOAT, stat_sv_maxairstrafespeed);
91 addstat(STAT_MOVEVARS_MAXAIRSPEED, AS_FLOAT, stat_sv_maxairspeed);
92 addstat(STAT_MOVEVARS_AIRSTRAFEACCELERATE, AS_FLOAT, stat_sv_airstrafeaccelerate);
93 addstat(STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL, AS_FLOAT, stat_sv_warsowbunny_turnaccel);
94 addstat(STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, AS_FLOAT, stat_sv_airaccel_sideways_friction);
95 addstat(STAT_MOVEVARS_AIRCONTROL, AS_FLOAT, stat_sv_aircontrol);
96 addstat(STAT_MOVEVARS_AIRCONTROL_POWER, AS_FLOAT, stat_sv_aircontrol_power);
97 addstat(STAT_MOVEVARS_AIRCONTROL_PENALTY, AS_FLOAT, stat_sv_aircontrol_penalty);
98 addstat(STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, AS_FLOAT, stat_sv_warsowbunny_airforwardaccel);
99 addstat(STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED, AS_FLOAT, stat_sv_warsowbunny_topspeed);
100 addstat(STAT_MOVEVARS_WARSOWBUNNY_ACCEL, AS_FLOAT, stat_sv_warsowbunny_accel);
101 addstat(STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, AS_FLOAT, stat_sv_warsowbunny_backtosideratio);
102 addstat(STAT_MOVEVARS_FRICTION, AS_FLOAT, stat_sv_friction);
103 addstat(STAT_MOVEVARS_ACCELERATE, AS_FLOAT, stat_sv_accelerate);
104 addstat(STAT_MOVEVARS_STOPSPEED, AS_FLOAT, stat_sv_stopspeed);
105 addstat(STAT_MOVEVARS_AIRACCELERATE, AS_FLOAT, stat_sv_airaccelerate);
106 addstat(STAT_MOVEVARS_AIRSTOPACCELERATE, AS_FLOAT, stat_sv_airstopaccelerate);
108 addstat(STAT_GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, AS_INT, stat_gameplayfix_upvelocityclearsonground);
111 void Physics_UpdateStats(float maxspd_mod)
114 self.stat_pl_view_ofs = PL_VIEW_OFS;
115 self.stat_pl_crouch_view_ofs = PL_CROUCH_VIEW_OFS;
117 self.stat_pl_min = PL_MIN;
118 self.stat_pl_max = PL_MAX;
119 self.stat_pl_crouch_min = PL_CROUCH_MIN;
120 self.stat_pl_crouch_max = PL_CROUCH_MAX;
123 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
124 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
125 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
127 self.stat_sv_airstrafeaccel_qw = 0;
128 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
129 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
130 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
132 self.stat_doublejump = PHYS_DOUBLEJUMP;
134 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
135 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
136 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
137 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
138 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
139 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
141 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
143 self.stat_sv_friction_on_land = PHYS_FRICTION_ONLAND;
144 self.stat_sv_friction_slick = PHYS_FRICTION_SLICK;
146 self.stat_gameplayfix_easierwaterjump = GAMEPLAYFIX_EASIERWATERJUMP;
150 // fix some new settings
151 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
152 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
153 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
154 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
155 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
156 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
157 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
158 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
159 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
160 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
161 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
162 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
163 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
164 self.stat_sv_friction = Physics_ClientOption(self, "friction");
165 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
166 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
167 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
168 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
169 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
171 self.stat_sv_track_canjump = Physics_ClientOption(self, "track_canjump");
173 self.stat_gameplayfix_upvelocityclearsonground = UPWARD_VELOCITY_CLEARS_ONGROUND;
177 float IsMoveInDirection(vector mv, float ang) // key mix factor
179 if (mv_x == 0 && mv_y == 0)
180 return 0; // avoid division by zero
181 ang -= RAD2DEG * atan2(mv_y, mv_x);
182 ang = remainder(ang, 360) / 45;
183 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
186 float GeomLerp(float a, float lerp, float b)
188 return a == 0 ? (lerp < 1 ? 0 : b)
189 : b == 0 ? (lerp > 0 ? 0 : a)
190 : a * pow(fabs(b / a), lerp);
193 noref float pmove_waterjumptime;
195 const float unstick_count = 27;
196 vector unstick_offsets[unstick_count] =
198 // 1 no nudge (just return the original if this test passes)
201 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
202 '-0.125 0.000 0.000', '0.125 0.000 0.000',
203 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
204 // 4 diagonal flat nudges
205 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
206 '-0.125 0.125 0.000', '0.125 0.125 0.000',
207 // 8 diagonal upward nudges
208 '-0.125 0.000 0.125', '0.125 0.000 0.125',
209 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
210 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
211 '-0.125 0.125 0.125', '0.125 0.125 0.125',
212 // 8 diagonal downward nudges
213 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
214 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
215 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
216 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
219 void PM_ClientMovement_Unstick()
222 for (i = 0; i < unstick_count; i++)
224 vector neworigin = unstick_offsets[i] + self.origin;
225 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
226 if (!trace_startsolid)
228 setorigin(self, neworigin);
234 void PM_ClientMovement_UpdateStatus(bool ground)
236 // make sure player is not stuck
237 PM_ClientMovement_Unstick();
240 if (PHYS_INPUT_BUTTON_CROUCH(self))
242 // wants to crouch, this always works..
243 if (!IS_DUCKED(self))
248 // wants to stand, if currently crouching we need to check for a
252 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
253 if (!trace_startsolid)
259 vector origin1 = self.origin + '0 0 1';
260 vector origin2 = self.origin - '0 0 1';
264 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
265 if (trace_fraction < 1.0 && trace_plane_normal_z > 0.7)
269 // this code actually "predicts" an impact; so let's clip velocity first
270 float f = self.velocity * trace_plane_normal;
271 self.velocity -= f * trace_plane_normal;
274 UNSET_ONGROUND(self);
277 // set watertype/waterlevel
278 origin1 = self.origin;
279 origin1_z += self.mins_z + 1;
280 self.waterlevel = WATERLEVEL_NONE;
282 int thepoint = pointcontents(origin1);
284 self.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
288 self.waterlevel = WATERLEVEL_WETFEET;
289 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
290 thepoint = pointcontents(origin1);
291 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
293 self.waterlevel = WATERLEVEL_SWIMMING;
294 origin1_z = self.origin_z + 22;
295 thepoint = pointcontents(origin1);
296 if(thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
297 self.waterlevel = WATERLEVEL_SUBMERGED;
301 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
302 pmove_waterjumptime = 0;
305 void PM_ClientMovement_Move()
312 vector currentorigin2;
314 vector primalvelocity;
316 vector trace1_endpos = '0 0 0';
317 vector trace2_endpos = '0 0 0';
318 vector trace3_endpos = '0 0 0';
319 float trace1_fraction = 0;
320 float trace2_fraction = 0;
321 float trace3_fraction = 0;
322 vector trace1_plane_normal = '0 0 0';
323 vector trace2_plane_normal = '0 0 0';
324 vector trace3_plane_normal = '0 0 0';
327 PM_ClientMovement_UpdateStatus(false);
328 primalvelocity = self.velocity;
329 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (self.velocity * self.velocity) > 0; bump++)
331 neworigin = self.origin + t * self.velocity;
332 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
333 trace1_endpos = trace_endpos;
334 trace1_fraction = trace_fraction;
335 trace1_plane_normal = trace_plane_normal;
336 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
338 // may be a step or wall, try stepping up
339 // first move forward at a higher level
340 currentorigin2 = self.origin;
341 currentorigin2_z += PHYS_STEPHEIGHT;
342 neworigin2 = neworigin;
343 neworigin2_z += PHYS_STEPHEIGHT;
344 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
345 trace2_endpos = trace_endpos;
346 trace2_fraction = trace_fraction;
347 trace2_plane_normal = trace_plane_normal;
348 if(!trace_startsolid)
350 // then move down from there
351 currentorigin2 = trace2_endpos;
352 neworigin2 = trace2_endpos;
353 neworigin2_z = self.origin_z;
354 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
355 trace3_endpos = trace_endpos;
356 trace3_fraction = trace_fraction;
357 trace3_plane_normal = trace_plane_normal;
358 // accept the new trace if it made some progress
359 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
361 trace1_endpos = trace2_endpos;
362 trace1_fraction = trace2_fraction;
363 trace1_plane_normal = trace2_plane_normal;
364 trace1_endpos = trace3_endpos;
369 // check if it moved at all
370 if(trace1_fraction >= 0.001)
371 setorigin(self, trace1_endpos);
373 // check if it moved all the way
374 if(trace1_fraction == 1)
377 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
378 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
379 // this got commented out in a change that supposedly makes the code match QW better
380 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
381 if(trace1_plane_normal_z > 0.7)
384 t -= t * trace1_fraction;
386 f = (self.velocity * trace1_plane_normal);
387 self.velocity = self.velocity + -f * trace1_plane_normal;
389 if(pmove_waterjumptime > 0)
390 self.velocity = primalvelocity;
394 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
396 float k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
400 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(self), 1);
402 float zspeed = self.velocity_z;
404 float xyspeed = vlen(self.velocity);
405 self.velocity = normalize(self.velocity);
407 float dot = self.velocity * wishdir;
409 if (dot > 0) // we can't change direction while slowing down
411 k *= pow(dot, PHYS_AIRCONTROL_POWER) * PHYS_INPUT_TIMELENGTH;
412 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
413 k *= PHYS_AIRCONTROL;
414 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
417 self.velocity = self.velocity * xyspeed;
418 self.velocity_z = zspeed;
421 float AdjustAirAccelQW(float accelqw, float factor)
423 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
426 // example config for alternate speed clamping:
427 // sv_airaccel_qw 0.8
428 // sv_airaccel_sideways_friction 0
429 // prvm_globalset server speedclamp_mode 1
431 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
433 float speedclamp = stretchfactor > 0 ? stretchfactor
434 : accelqw < 0 ? 1 // full clamping, no stretch
437 accelqw = fabs(accelqw);
439 if (GAMEPLAYFIX_Q2AIRACCELERATE)
440 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
442 float vel_straight = self.velocity * wishdir;
443 float vel_z = self.velocity_z;
444 vector vel_xy = vec2(self.velocity);
445 vector vel_perpend = vel_xy - vel_straight * wishdir;
447 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
449 float vel_xy_current = vlen(vel_xy);
451 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
452 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
453 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
454 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
455 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
457 if (sidefric < 0 && (vel_perpend*vel_perpend))
458 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
460 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
461 float fmin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
463 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
464 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
465 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
466 // obviously, this cannot be
472 vel_perpend *= max(fmin, f);
476 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
478 vel_xy = vel_straight * wishdir + vel_perpend;
482 float vel_xy_preclamp;
483 vel_xy_preclamp = vlen(vel_xy);
484 if (vel_xy_preclamp > 0) // prevent division by zero
486 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
487 if (vel_xy_current < vel_xy_preclamp)
488 vel_xy *= (vel_xy_current / vel_xy_preclamp);
492 self.velocity = vel_xy + vel_z * '0 0 1';
495 void PM_AirAccelerate(vector wishdir, float wishspeed)
500 vector curvel = self.velocity;
502 float curspeed = vlen(curvel);
504 if (wishspeed > curspeed * 1.01)
505 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
508 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
509 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
511 vector wishvel = wishdir * wishspeed;
512 vector acceldir = wishvel - curvel;
513 float addspeed = vlen(acceldir);
514 acceldir = normalize(acceldir);
516 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
518 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
520 vector curdir = normalize(curvel);
521 float dot = acceldir * curdir;
523 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
526 self.velocity += accelspeed * acceldir;
534 When you press the jump key
535 returns true if handled
538 bool PlayerJump (void)
540 if (PHYS_FROZEN(self))
541 return true; // no jumping in freezetag when frozen
544 if (self.player_blocked)
545 return true; // no jumping while blocked
548 bool doublejump = false;
549 float mjumpheight = PHYS_JUMPVELOCITY;
551 player_multijump = doublejump;
552 player_jumpheight = mjumpheight;
555 if (MUTATOR_CALLHOOK(PlayerJump, doublejump, mjumpheight)
557 || PM_multijump_checkjump()
561 doublejump = player_multijump;
562 mjumpheight = player_jumpheight;
566 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
567 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
571 // we MUST clip velocity here!
573 f = self.velocity * trace_plane_normal;
575 self.velocity -= f * trace_plane_normal;
579 if (self.waterlevel >= WATERLEVEL_SWIMMING)
581 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
586 if (!IS_ONGROUND(self))
587 return IS_JUMP_HELD(self);
589 bool track_jump = PHYS_CL_TRACK_CANJUMP(self);
590 if(PHYS_TRACK_CANJUMP(self))
594 if (IS_JUMP_HELD(self))
597 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
598 // velocity bounds. Final velocity is bound between (jumpheight *
599 // min + jumpheight) and (jumpheight * max + jumpheight);
601 if(PHYS_JUMPSPEEDCAP_MIN != "")
603 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
605 if (self.velocity_z < minjumpspeed)
606 mjumpheight += minjumpspeed - self.velocity_z;
609 if(PHYS_JUMPSPEEDCAP_MAX != "")
611 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
612 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
614 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
616 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
618 if (self.velocity_z > maxjumpspeed)
619 mjumpheight -= self.velocity_z - maxjumpspeed;
623 if (!WAS_ONGROUND(self))
626 if(autocvar_speedmeter)
627 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
629 if(self.lastground < time - 0.3)
631 self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
632 self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
635 if(self.jumppadcount > 1)
636 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
637 self.jumppadcount = 0;
641 self.velocity_z += mjumpheight;
643 UNSET_ONGROUND(self);
648 self.oldvelocity_z = self.velocity_z;
650 animdecide_setaction(self, ANIMACTION_JUMP, true);
652 if (autocvar_g_jump_grunt)
653 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
658 void CheckWaterJump()
660 // check for a jump-out-of-water
661 makevectors(self.v_angle);
662 vector start = self.origin;
665 normalize(v_forward);
666 vector end = start + v_forward*24;
667 traceline (start, end, true, self);
668 if (trace_fraction < 1)
670 start_z = start_z + self.maxs_z - 8;
671 end = start + v_forward*24;
672 self.movedir = trace_plane_normal * -50;
673 traceline(start, end, true, self);
674 if (trace_fraction == 1)
675 { // open at eye level
676 self.velocity_z = 225;
677 self.flags |= FL_WATERJUMP;
680 self.teleport_time = time + 2; // safety net
682 pmove_waterjumptime = time + 2;
690 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
692 float autocvar_cl_jetpack_jump;
693 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
695 .float jetpack_stopped;
696 // Hack: shouldn't need to know about this
697 .float multijump_count;
698 void CheckPlayerJump()
701 float was_flying = ITEMS_STAT(self) & IT_USING_JETPACK;
703 if (JETPACK_JUMP(self) < 2)
704 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
706 if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
708 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
709 float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
710 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) || ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO;
712 if (!(ITEMS_STAT(self) & ITEM_Jetpack.m_itemid)) { }
713 else if (self.jetpack_stopped) { }
717 if (was_flying) // TODO: ran out of fuel message
718 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
720 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
722 self.jetpack_stopped = true;
723 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
725 else if (activate && !PHYS_FROZEN(self))
726 ITEMS_STAT(self) |= IT_USING_JETPACK;
730 self.jetpack_stopped = false;
731 ITEMS_STAT(self) &= ~IT_USING_JETPACK;
733 if (!PHYS_INPUT_BUTTON_JUMP(self))
734 UNSET_JUMP_HELD(self);
736 if (self.waterlevel == WATERLEVEL_SWIMMING)
740 float racecar_angle(float forward, float down)
748 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
750 float angle_mult = forward / (800 + forward);
753 return ret * angle_mult + 360 * (1 - angle_mult);
755 return ret * angle_mult;
758 void RaceCarPhysics()
761 // using this move type for "big rigs"
762 // the engine does not push the entity!
766 vector angles_save = self.angles;
767 float accel = bound(-1, self.movement.x / PHYS_MAXSPEED(self), 1);
768 float steer = bound(-1, self.movement.y / PHYS_MAXSPEED(self), 1);
770 if (g_bugrigs_reverse_speeding)
774 // back accel is DIGITAL
775 // to prevent speedhack
785 makevectors(self.angles); // new forward direction!
787 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
789 float myspeed = self.velocity * v_forward;
790 float upspeed = self.velocity * v_up;
792 // responsiveness factor for steering and acceleration
793 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
794 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
797 if (myspeed < 0 && g_bugrigs_reverse_spinning)
798 steerfactor = -myspeed * g_bugrigs_steer;
800 steerfactor = -myspeed * f * g_bugrigs_steer;
803 if (myspeed < 0 && g_bugrigs_reverse_speeding)
804 accelfactor = g_bugrigs_accel;
806 accelfactor = f * g_bugrigs_accel;
807 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
813 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
817 if (!g_bugrigs_reverse_speeding)
818 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
825 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
829 if (g_bugrigs_reverse_stopping)
832 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
835 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
836 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
838 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
839 makevectors(self.angles); // new forward direction!
841 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
843 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
847 float myspeed = vlen(self.velocity);
849 // responsiveness factor for steering and acceleration
850 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
851 float steerfactor = -myspeed * f;
852 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
854 rigvel = self.velocity;
855 makevectors(self.angles); // new forward direction!
858 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
859 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
860 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
861 //MAXIMA: solve(total_acceleration(v) = 0, v);
863 if (g_bugrigs_planar_movement)
865 vector rigvel_xy, neworigin, up;
868 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
869 rigvel_xy = vec2(rigvel);
871 if (g_bugrigs_planar_movement_car_jumping)
874 mt = MOVE_NOMONSTERS;
876 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
877 up = trace_endpos - self.origin;
879 // BUG RIGS: align the move to the surface instead of doing collision testing
881 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
884 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
886 if (trace_fraction < 0.5)
889 neworigin = self.origin;
892 neworigin = trace_endpos;
894 if (trace_fraction < 1)
896 // now set angles_x so that the car points parallel to the surface
897 self.angles = vectoangles(
898 '1 0 0' * v_forward_x * trace_plane_normal_z
900 '0 1 0' * v_forward_y * trace_plane_normal_z
902 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
908 // now set angles_x so that the car points forward, but is tilted in velocity direction
909 UNSET_ONGROUND(self);
912 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
913 self.movetype = MOVETYPE_NOCLIP;
917 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
918 self.velocity = rigvel;
919 self.movetype = MOVETYPE_FLY;
923 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
924 if (trace_fraction != 1)
926 self.angles = vectoangles2(
927 '1 0 0' * v_forward_x * trace_plane_normal_z
929 '0 1 0' * v_forward_y * trace_plane_normal_z
931 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
939 vel_local_x = v_forward * self.velocity;
940 vel_local_y = v_right * self.velocity;
941 vel_local_z = v_up * self.velocity;
943 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
944 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
948 vector vf1, vu1, smoothangles;
949 makevectors(self.angles);
950 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
955 makevectors(angles_save);
956 vf1 = vf1 + v_forward * (1 - f);
957 vu1 = vu1 + v_up * (1 - f);
958 smoothangles = vectoangles2(vf1, vu1);
959 self.angles_x = -smoothangles_x;
960 self.angles_z = smoothangles_z;
964 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
965 .float specialcommand_pos;
966 void SpecialCommand()
972 if (!CheatImpulse(99))
973 LOG_INFO("A hollow voice says \"Plugh\".\n");
978 void PM_check_race_movetime(void)
981 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
982 float f = floor(self.race_movetime_frac);
983 self.race_movetime_frac -= f;
984 self.race_movetime_count += f;
985 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
989 float PM_check_specialcommand(float buttons)
995 else if (buttons == 1)
997 else if (buttons == 2)
999 else if (buttons == 128)
1001 else if (buttons == 256)
1003 else if (buttons == 512)
1005 else if (buttons == 1024)
1010 if (c == substring(specialcommand, self.specialcommand_pos, 1))
1012 self.specialcommand_pos += 1;
1013 if (self.specialcommand_pos >= strlen(specialcommand))
1015 self.specialcommand_pos = 0;
1020 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
1021 self.specialcommand_pos = 0;
1026 void PM_check_nickspam(void)
1029 if (time >= self.nickspamtime)
1031 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
1033 // slight annoyance for nick change scripts
1034 self.movement = -1 * self.movement;
1035 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
1037 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!
1039 self.v_angle_x = random() * 360;
1040 self.v_angle_y = random() * 360;
1041 // at least I'm not forcing retardedview by also assigning to angles_z
1042 self.fixangle = true;
1048 void PM_check_punch()
1051 if (self.punchangle != '0 0 0')
1053 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
1055 self.punchangle = normalize(self.punchangle) * f;
1057 self.punchangle = '0 0 0';
1060 if (self.punchvector != '0 0 0')
1062 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
1064 self.punchvector = normalize(self.punchvector) * f;
1066 self.punchvector = '0 0 0';
1071 void PM_check_spider(void)
1074 if (time >= self.spider_slowness)
1076 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
1077 PHYS_MAXAIRSPEED(self) *= 0.5;
1078 PHYS_AIRSPEEDLIMIT_NONQW(self) *= 0.5;
1079 PHYS_AIRSTRAFEACCELERATE(self) *= 0.5;
1083 // predict frozen movement, as frozen players CAN move in some cases
1084 void PM_check_frozen(void)
1086 if (!PHYS_FROZEN(self))
1088 if (PHYS_DODGING_FROZEN
1090 && IS_REAL_CLIENT(self)
1094 self.movement_x = bound(-5, self.movement.x, 5);
1095 self.movement_y = bound(-5, self.movement.y, 5);
1096 self.movement_z = bound(-5, self.movement.z, 5);
1099 self.movement = '0 0 0';
1101 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1102 if (pointcontents(midpoint) == CONTENT_WATER)
1104 self.velocity = self.velocity * 0.5;
1106 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1107 self.velocity_z = 200;
1111 void PM_check_hitground()
1114 if (IS_ONGROUND(self))
1115 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1119 if (self.waterlevel < WATERLEVEL_SWIMMING)
1120 if (time >= self.ladder_time)
1123 self.nextstep = time + 0.3 + random() * 0.1;
1124 trace_dphitq3surfaceflags = 0;
1125 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1126 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1128 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1129 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1131 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1138 void PM_check_blocked(void)
1141 if (!self.player_blocked)
1143 self.movement = '0 0 0';
1144 self.disableclientprediction = 1;
1149 float speedaward_lastsent;
1150 float speedaward_lastupdate;
1152 void PM_check_race(void)
1155 if(!(g_cts || g_race))
1157 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1159 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1160 speedaward_holder = self.netname;
1161 speedaward_uid = self.crypto_idfp;
1162 speedaward_lastupdate = time;
1164 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1166 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1167 race_send_speedaward(MSG_ALL);
1168 speedaward_lastsent = speedaward_speed;
1169 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1171 speedaward_alltimebest = speedaward_speed;
1172 speedaward_alltimebest_holder = speedaward_holder;
1173 speedaward_alltimebest_uid = speedaward_uid;
1174 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1175 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1176 race_send_speedaward_alltimebest(MSG_ALL);
1182 void PM_check_vortex(void)
1186 float xyspeed = vlen(vec2(self.velocity));
1187 if (self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1189 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1190 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1191 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1192 // add the extra charge
1193 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
1198 void PM_fly(float maxspd_mod)
1200 // noclipping or flying
1201 UNSET_ONGROUND(self);
1203 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1204 makevectors(self.v_angle);
1205 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1206 vector wishvel = v_forward * self.movement.x
1207 + v_right * self.movement.y
1208 + '0 0 1' * self.movement.z;
1210 vector wishdir = normalize(wishvel);
1211 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1213 if (time >= self.teleport_time)
1215 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1216 PM_ClientMovement_Move();
1219 void PM_swim(float maxspd_mod)
1222 UNSET_ONGROUND(self);
1224 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1225 // water jump only in certain situations
1226 // this mimics quakeworld code
1227 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1229 vector yawangles = '0 1 0' * self.v_angle.y;
1230 makevectors(yawangles);
1231 vector forward = v_forward;
1232 vector spot = self.origin + 24 * forward;
1234 traceline(spot, spot, MOVE_NOMONSTERS, self);
1235 if (trace_startsolid)
1238 traceline(spot, spot, MOVE_NOMONSTERS, self);
1239 if (!trace_startsolid)
1241 self.velocity = forward * 50;
1242 self.velocity_z = 310;
1243 pmove_waterjumptime = 2;
1244 UNSET_ONGROUND(self);
1245 SET_JUMP_HELD(self);
1249 makevectors(self.v_angle);
1250 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1251 vector wishvel = v_forward * self.movement.x
1252 + v_right * self.movement.y
1253 + '0 0 1' * self.movement.z;
1254 if (wishvel == '0 0 0')
1255 wishvel = '0 0 -60'; // drift towards bottom
1257 vector wishdir = normalize(wishvel);
1258 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1260 if (IS_DUCKED(self))
1263 // if (pmove_waterjumptime <= 0) // TODO: use
1266 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1267 f = min(max(0, f), 1);
1270 f = wishspeed - self.velocity * wishdir;
1273 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1274 self.velocity += accelspeed * wishdir;
1277 // holding jump button swims upward slowly
1281 if (self.watertype & CONTENT_LAVA)
1282 self.velocity_z = 50;
1283 else if (self.watertype & CONTENT_SLIME)
1284 self.velocity_z = 80;
1287 if (IS_NEXUIZ_DERIVED(gamemode))
1289 self.velocity_z = 200;
1292 self.velocity_z = 100;
1297 // water acceleration
1298 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1299 PM_ClientMovement_Move();
1302 void PM_ladder(float maxspd_mod)
1304 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1305 UNSET_ONGROUND(self);
1308 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1309 if (PHYS_ENTGRAVITY(self))
1310 g *= PHYS_ENTGRAVITY(self);
1311 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1314 self.velocity_z += g;
1317 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1318 makevectors(self.v_angle);
1319 //wishvel = v_forward * self.movement.x + v_right * self.movement.y + v_up * self.movement.z;
1320 vector wishvel = v_forward * self.movement_x
1321 + v_right * self.movement_y
1322 + '0 0 1' * self.movement_z;
1323 self.velocity_z += g;
1324 if (self.ladder_entity.classname == "func_water")
1326 float f = vlen(wishvel);
1327 if (f > self.ladder_entity.speed)
1328 wishvel *= (self.ladder_entity.speed / f);
1330 self.watertype = self.ladder_entity.skin;
1331 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1332 if ((self.origin_z + self.view_ofs_z) < f)
1333 self.waterlevel = WATERLEVEL_SUBMERGED;
1334 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1335 self.waterlevel = WATERLEVEL_SWIMMING;
1336 else if ((self.origin_z + self.mins_z + 1) < f)
1337 self.waterlevel = WATERLEVEL_WETFEET;
1340 self.waterlevel = WATERLEVEL_NONE;
1341 self.watertype = CONTENT_EMPTY;
1345 vector wishdir = normalize(wishvel);
1346 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1348 if (time >= self.teleport_time)
1350 // water acceleration
1351 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1352 PM_ClientMovement_Move();
1355 void PM_jetpack(float maxspd_mod)
1357 //makevectors(self.v_angle.y * '0 1 0');
1358 makevectors(self.v_angle);
1359 vector wishvel = v_forward * self.movement_x
1360 + v_right * self.movement_y;
1361 // add remaining speed as Z component
1362 float maxairspd = PHYS_MAXAIRSPEED(self) * max(1, maxspd_mod);
1363 // fix speedhacks :P
1364 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1365 // add the unused velocity as up component
1368 // if (self.BUTTON_JUMP)
1369 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1371 // it is now normalized, so...
1372 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1373 float a_up = PHYS_JETPACK_ACCEL_UP;
1374 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1376 wishvel_x *= a_side;
1377 wishvel_y *= a_side;
1382 //////////////////////////////////////////////////////////////////////////////////////
1383 // finding the maximum over all vectors of above form
1384 // with wishvel having an absolute value of 1
1385 //////////////////////////////////////////////////////////////////////////////////////
1386 // we're finding the maximum over
1387 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1388 // for z in the range from -1 to 1
1389 //////////////////////////////////////////////////////////////////////////////////////
1390 // maximum is EITHER attained at the single extreme point:
1391 float a_diff = a_side * a_side - a_up * a_up;
1395 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1396 if (f > -1 && f < 1) // can it be attained?
1398 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1399 //print("middle\n");
1402 // OR attained at z = 1:
1403 f = (a_up + a_add) * (a_up + a_add);
1409 // OR attained at z = -1:
1410 f = (a_up - a_add) * (a_up - a_add);
1414 //print("bottom\n");
1417 //////////////////////////////////////////////////////////////////////////////////////
1419 //print("best possible acceleration: ", ftos(best), "\n");
1422 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1423 if (wishvel_z - PHYS_GRAVITY > 0)
1424 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1426 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1429 fvel = vlen(wishvel);
1432 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1434 fvel = min(1, vlen(wishvel) / best);
1435 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1436 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1440 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1442 if (f > 0 && wishvel != '0 0 0')
1444 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1445 UNSET_ONGROUND(self);
1448 if (!(ITEMS_STAT(self) & IT_UNLIMITED_WEAPON_AMMO))
1449 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1451 ITEMS_STAT(self) |= IT_USING_JETPACK;
1453 // jetpack also inhibits health regeneration, but only for 1 second
1454 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1459 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1460 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1461 self.velocity_z -= g * 0.5;
1463 self.velocity_z -= g;
1464 PM_ClientMovement_Move();
1465 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1466 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1467 self.velocity_z -= g * 0.5;
1471 void PM_walk(float buttons_prev, float maxspd_mod)
1473 if (!WAS_ONGROUND(self))
1476 if (autocvar_speedmeter)
1477 LOG_TRACE(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1479 if (self.lastground < time - 0.3)
1480 self.velocity *= (1 - PHYS_FRICTION_ONLAND);
1482 if (self.jumppadcount > 1)
1483 LOG_TRACE(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1484 self.jumppadcount = 0;
1489 makevectors(self.v_angle.y * '0 1 0');
1490 vector wishvel = v_forward * self.movement.x
1491 + v_right * self.movement.y;
1493 vector wishdir = normalize(wishvel);
1494 float wishspeed = vlen(wishvel);
1496 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1497 if (IS_DUCKED(self))
1500 // apply edge friction
1501 float f = vlen(vec2(self.velocity));
1505 trace_dphitq3surfaceflags = 0;
1506 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1507 // TODO: apply edge friction
1508 // apply ground friction
1509 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1510 realfriction = PHYS_FRICTION_SLICK;
1512 realfriction = PHYS_FRICTION;
1514 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1518 Mathematical analysis time!
1520 Our goal is to invert this mess.
1522 For the two cases we get:
1523 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1524 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1525 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1527 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1528 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1530 These cases would be chosen ONLY if:
1532 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1533 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1535 v0 >= PHYS_STOPSPEED
1536 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1537 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1540 float addspeed = wishspeed - self.velocity * wishdir;
1543 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1544 self.velocity += accelspeed * wishdir;
1546 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1547 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1548 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1549 if (self.velocity * self.velocity)
1550 PM_ClientMovement_Move();
1551 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1552 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1553 self.velocity_z -= g * 0.5;
1556 void PM_air(float buttons_prev, float maxspd_mod)
1558 makevectors(self.v_angle.y * '0 1 0');
1559 vector wishvel = v_forward * self.movement.x
1560 + v_right * self.movement.y;
1562 vector wishdir = normalize(wishvel);
1563 float wishspeed = vlen(wishvel);
1566 if (time >= self.teleport_time)
1568 if (pmove_waterjumptime <= 0)
1571 float maxairspd = PHYS_MAXAIRSPEED(self) * min(maxspd_mod, 1);
1573 // apply air speed limit
1574 float airaccelqw = PHYS_AIRACCEL_QW(self);
1575 float wishspeed0 = wishspeed;
1576 wishspeed = min(wishspeed, maxairspd);
1577 if (IS_DUCKED(self))
1579 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1581 float accelerating = (self.velocity * wishdir > 0);
1582 float wishspeed2 = wishspeed;
1585 if (PHYS_AIRSTOPACCELERATE)
1587 vector curdir = normalize(vec2(self.velocity));
1588 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1590 // note that for straight forward jumping:
1591 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1592 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1594 // dv/dt = accel * maxspeed (when slow)
1595 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1596 // log dv/dt = logaccel + logmaxspeed (when slow)
1597 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1598 float strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1599 if (PHYS_MAXAIRSTRAFESPEED)
1600 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(self)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1601 if (PHYS_AIRSTRAFEACCELERATE(self))
1602 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(self)*maxspd_mod);
1603 if (PHYS_AIRSTRAFEACCEL_QW(self))
1605 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1607 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1610 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && self.movement.y == 0 && self.movement.x != 0)
1611 PM_AirAccelerate(wishdir, wishspeed2);
1613 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1615 if (PHYS_AIRCONTROL)
1616 CPM_PM_Aircontrol(wishdir, wishspeed2);
1618 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1619 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1620 self.velocity_z -= g * 0.5;
1622 self.velocity_z -= g;
1623 PM_ClientMovement_Move();
1624 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1625 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1626 self.velocity_z -= g * 0.5;
1629 // used for calculating airshots
1630 bool IsFlying(entity a)
1634 if(a.waterlevel >= WATERLEVEL_SWIMMING)
1636 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
1637 if(trace_fraction < 1)
1644 int buttons = PHYS_INPUT_BUTTON_MASK(self);
1646 self.items = getstati(STAT_ITEMS, 0, 24);
1648 self.movement = PHYS_INPUT_MOVEVALUES(self);
1650 vector oldv_angle = self.v_angle;
1651 vector oldangles = self.angles; // we need to save these, as they're abused by other code
1652 self.v_angle = PHYS_INPUT_ANGLES(self);
1653 self.angles = PHYS_WORLD_ANGLES(self);
1655 self.team = myteam + 1; // is this correct?
1656 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1657 UNSET_JUMP_HELD(self); // canjump = true
1658 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1660 PM_ClientMovement_UpdateStatus(true);
1665 WarpZone_PlayerPhysics_FixVAngle();
1667 float maxspeed_mod = 1;
1668 maxspeed_mod *= PHYS_HIGHSPEED;
1671 Physics_UpdateStats(maxspeed_mod);
1673 if (self.PlayerPhysplug)
1674 if (self.PlayerPhysplug())
1678 PM_check_race_movetime();
1680 anticheat_physics();
1683 if (PM_check_specialcommand(buttons))
1688 if (buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
1689 self.parm_idlesince = time;
1692 int buttons_prev = self.buttons_old;
1693 self.buttons_old = buttons;
1694 self.movement_old = self.movement;
1695 self.v_angle_old = self.v_angle;
1697 PM_check_nickspam();
1701 if (IS_BOT_CLIENT(self))
1703 if (playerdemo_read())
1708 if (IS_PLAYER(self))
1712 if (self.race_penalty)
1713 if (time > self.race_penalty)
1714 self.race_penalty = 0;
1717 bool not_allowed_to_move = false;
1719 if (self.race_penalty)
1720 not_allowed_to_move = true;
1723 if (time < game_starttime)
1724 not_allowed_to_move = true;
1727 if (not_allowed_to_move)
1729 self.velocity = '0 0 0';
1730 self.movetype = MOVETYPE_NONE;
1732 self.disableclientprediction = 2;
1736 else if (self.disableclientprediction == 2)
1738 if (self.movetype == MOVETYPE_NONE)
1739 self.movetype = MOVETYPE_WALK;
1740 self.disableclientprediction = 0;
1746 if (self.movetype == MOVETYPE_NONE)
1749 // when we get here, disableclientprediction cannot be 2
1750 self.disableclientprediction = 0;
1753 viewloc_PlayerPhysics();
1764 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1766 // conveyors: first fix velocity
1767 if (self.conveyor.state)
1768 self.velocity -= self.conveyor.movedir;
1771 MUTATOR_CALLHOOK(PlayerPhysics);
1777 // float forcedodge = 1;
1780 // PM_dodging_checkpressedkeys();
1783 // PM_ClientMovement_Move();
1788 if (!IS_PLAYER(self))
1790 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1791 if (!self.spectatorspeed)
1792 self.spectatorspeed = maxspeed_mod;
1793 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1795 if (self.lastclassname != "player")
1797 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1798 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1799 else if (self.impulse == 11)
1800 self.spectatorspeed = maxspeed_mod;
1801 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1802 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1803 else if (self.impulse >= 1 && self.impulse <= 9)
1804 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1805 } // otherwise just clear
1808 maxspeed_mod = self.spectatorspeed;
1811 float spd = max(PHYS_MAXSPEED(self), PHYS_MAXAIRSPEED(self)) * maxspeed_mod;
1812 if(self.speed != spd)
1815 string temps = ftos(spd);
1816 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
1817 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
1818 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
1819 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
1822 if(self.stat_jumpspeedcap_min != PHYS_JUMPSPEEDCAP_MIN)
1824 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
1825 stuffcmd(self, strcat("cl_jumpspeedcap_min ", PHYS_JUMPSPEEDCAP_MIN, "\n"));
1827 if(self.stat_jumpspeedcap_max != PHYS_JUMPSPEEDCAP_MAX)
1829 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MAX;
1830 stuffcmd(self, strcat("cl_jumpspeedcap_max ", PHYS_JUMPSPEEDCAP_MAX, "\n"));
1836 // handle water here
1837 vector midpoint = ((self.absmin + self.absmax) * 0.5);
1838 if(pointcontents(midpoint) == CONTENT_WATER)
1840 self.velocity = self.velocity * 0.5;
1843 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1844 //{ self.velocity_z = 70; }
1850 if (!self.fixangle && !g_bugrigs)
1851 self.angles = '0 1 0' * self.v_angle.y;
1854 PM_check_hitground();
1859 if (IS_PLAYER(self))
1862 if (self.flags & FL_WATERJUMP)
1864 self.velocity_x = self.movedir_x;
1865 self.velocity_y = self.movedir_y;
1866 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1868 self.flags &= ~FL_WATERJUMP;
1869 self.teleport_time = 0;
1874 else if (g_bugrigs && IS_PLAYER(self))
1878 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY || (BUFFS_STAT(self) & BUFF_FLIGHT.m_itemid))
1879 PM_fly(maxspeed_mod);
1881 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1882 PM_swim(maxspeed_mod);
1884 else if (time < self.ladder_time)
1885 PM_ladder(maxspeed_mod);
1887 else if (ITEMS_STAT(self) & IT_USING_JETPACK)
1888 PM_jetpack(maxspeed_mod);
1890 else if (IS_ONGROUND(self))
1891 PM_walk(buttons_prev, maxspeed_mod);
1894 PM_air(buttons_prev, maxspeed_mod);
1897 if (!IS_OBSERVER(self))
1903 if (IS_ONGROUND(self))
1904 self.lastground = time;
1906 // conveyors: then break velocity again
1907 if(self.conveyor.state)
1908 self.velocity += self.conveyor.movedir;
1910 self.lastflags = self.flags;
1912 self.lastclassname = self.classname;
1915 self.v_angle = oldv_angle;
1916 self.angles = oldangles;
1921 void SV_PlayerPhysics(void)
1923 void CSQC_ClientMovement_PlayerMove_Frame(void)
1930 ((self.flags & FL_DUCKED) ? PMF_DUCKED : 0) |
1931 (!(self.flags & FL_JUMPRELEASED) ? 0 : PMF_JUMP_HELD) |
1932 ((self.flags & FL_ONGROUND) ? PMF_ONGROUND : 0);