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 this, string option)
18 if(Physics_Valid(this.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", this.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_UpdateStats(entity this, float maxspd_mod)
35 STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
36 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
37 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
39 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
40 STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
43 // fix some new settings
44 STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
45 STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
46 STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
47 STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
48 STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
49 STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
50 STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
51 STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
52 STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
53 STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
54 STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
55 STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
56 STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
57 STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
58 STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
59 STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
60 STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
61 STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
62 STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
63 STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump");
67 float IsMoveInDirection(vector mv, float ang) // key mix factor
69 if (mv_x == 0 && mv_y == 0)
70 return 0; // avoid division by zero
71 ang -= RAD2DEG * atan2(mv_y, mv_x);
72 ang = remainder(ang, 360) / 45;
73 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
76 float GeomLerp(float a, float lerp, float b)
78 return a == 0 ? (lerp < 1 ? 0 : b)
79 : b == 0 ? (lerp > 0 ? 0 : a)
80 : a * pow(fabs(b / a), lerp);
83 #define unstick_offsets(X) \
84 /* 1 no nudge (just return the original if this test passes) */ \
85 X(' 0.000 0.000 0.000') \
86 /* 6 simple nudges */ \
87 X(' 0.000 0.000 0.125') X('0.000 0.000 -0.125') \
88 X('-0.125 0.000 0.000') X('0.125 0.000 0.000') \
89 X(' 0.000 -0.125 0.000') X('0.000 0.125 0.000') \
90 /* 4 diagonal flat nudges */ \
91 X('-0.125 -0.125 0.000') X('0.125 -0.125 0.000') \
92 X('-0.125 0.125 0.000') X('0.125 0.125 0.000') \
93 /* 8 diagonal upward nudges */ \
94 X('-0.125 0.000 0.125') X('0.125 0.000 0.125') \
95 X(' 0.000 -0.125 0.125') X('0.000 0.125 0.125') \
96 X('-0.125 -0.125 0.125') X('0.125 -0.125 0.125') \
97 X('-0.125 0.125 0.125') X('0.125 0.125 0.125') \
98 /* 8 diagonal downward nudges */ \
99 X('-0.125 0.000 -0.125') X('0.125 0.000 -0.125') \
100 X(' 0.000 -0.125 -0.125') X('0.000 0.125 -0.125') \
101 X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
102 X('-0.125 0.125 -0.125') X('0.125 0.125 -0.125') \
105 void PM_ClientMovement_Unstick(entity this)
107 #define X(unstick_offset) \
109 vector neworigin = unstick_offset + this.origin; \
110 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
111 if (!trace_startsolid) \
113 setorigin(this, neworigin); \
121 void PM_ClientMovement_UpdateStatus(entity this, bool ground)
124 // make sure player is not stuck
125 if(autocvar_cl_movement != 3)
126 PM_ClientMovement_Unstick(this);
129 if (PHYS_INPUT_BUTTON_CROUCH(this))
131 // wants to crouch, this always works
132 if (!IS_DUCKED(this)) SET_DUCKED(this);
136 // wants to stand, if currently crouching we need to check for a low ceiling first
139 tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
140 if (!trace_startsolid) UNSET_DUCKED(this);
145 vector origin1 = this.origin + '0 0 1';
146 vector origin2 = this.origin - '0 0 1';
148 if (ground && autocvar_cl_movement != 3)
150 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
151 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
155 // this code actually "predicts" an impact; so let's clip velocity first
156 this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
159 UNSET_ONGROUND(this);
162 if(autocvar_cl_movement != 3)
164 // set watertype/waterlevel
165 origin1 = this.origin;
166 origin1.z += this.mins_z + 1;
167 this.waterlevel = WATERLEVEL_NONE;
169 int thepoint = pointcontents(origin1);
171 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
175 this.waterlevel = WATERLEVEL_WETFEET;
176 origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
177 thepoint = pointcontents(origin1);
178 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
180 this.waterlevel = WATERLEVEL_SWIMMING;
181 origin1.z = this.origin.z + 22;
182 thepoint = pointcontents(origin1);
183 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
184 this.waterlevel = WATERLEVEL_SUBMERGED;
189 if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
190 pmove_waterjumptime = 0;
194 void PM_ClientMovement_Move(entity this)
198 PM_ClientMovement_UpdateStatus(this, false);
199 if(autocvar_cl_movement == 3)
206 vector currentorigin2;
208 vector primalvelocity;
210 vector trace1_endpos = '0 0 0';
211 vector trace2_endpos = '0 0 0';
212 vector trace3_endpos = '0 0 0';
213 float trace1_fraction = 0;
214 float trace2_fraction = 0;
215 float trace3_fraction = 0;
216 vector trace1_plane_normal = '0 0 0';
217 vector trace2_plane_normal = '0 0 0';
218 vector trace3_plane_normal = '0 0 0';
220 primalvelocity = this.velocity;
221 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
223 neworigin = this.origin + t * this.velocity;
224 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
225 trace1_endpos = trace_endpos;
226 trace1_fraction = trace_fraction;
227 trace1_plane_normal = trace_plane_normal;
228 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
230 // may be a step or wall, try stepping up
231 // first move forward at a higher level
232 currentorigin2 = this.origin;
233 currentorigin2_z += PHYS_STEPHEIGHT;
234 neworigin2 = neworigin;
235 neworigin2_z += PHYS_STEPHEIGHT;
236 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
237 trace2_endpos = trace_endpos;
238 trace2_fraction = trace_fraction;
239 trace2_plane_normal = trace_plane_normal;
240 if(!trace_startsolid)
242 // then move down from there
243 currentorigin2 = trace2_endpos;
244 neworigin2 = trace2_endpos;
245 neworigin2_z = this.origin_z;
246 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
247 trace3_endpos = trace_endpos;
248 trace3_fraction = trace_fraction;
249 trace3_plane_normal = trace_plane_normal;
250 // accept the new trace if it made some progress
251 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
253 trace1_endpos = trace2_endpos;
254 trace1_fraction = trace2_fraction;
255 trace1_plane_normal = trace2_plane_normal;
256 trace1_endpos = trace3_endpos;
261 // check if it moved at all
262 if(trace1_fraction >= 0.001)
263 setorigin(this, trace1_endpos);
265 // check if it moved all the way
266 if(trace1_fraction == 1)
269 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
270 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
271 // this got commented out in a change that supposedly makes the code match QW better
272 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
273 if(trace1_plane_normal_z > 0.7)
276 t -= t * trace1_fraction;
278 f = (this.velocity * trace1_plane_normal);
279 this.velocity = this.velocity + -f * trace1_plane_normal;
281 if(PHYS_TELEPORT_TIME(this) > 0)
282 this.velocity = primalvelocity;
286 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
288 float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
292 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
294 float zspeed = this.velocity_z;
296 float xyspeed = vlen(this.velocity);
297 this.velocity = normalize(this.velocity);
299 float dot = this.velocity * wishdir;
301 if (dot > 0) // we can't change direction while slowing down
303 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
304 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
305 k *= PHYS_AIRCONTROL(this);
306 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
309 this.velocity = this.velocity * xyspeed;
310 this.velocity_z = zspeed;
313 float AdjustAirAccelQW(float accelqw, float factor)
315 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
318 // example config for alternate speed clamping:
319 // sv_airaccel_qw 0.8
320 // sv_airaccel_sideways_friction 0
321 // prvm_globalset server speedclamp_mode 1
323 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
325 float speedclamp = stretchfactor > 0 ? stretchfactor
326 : accelqw < 0 ? 1 // full clamping, no stretch
329 accelqw = fabs(accelqw);
331 if (GAMEPLAYFIX_Q2AIRACCELERATE)
332 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
334 float vel_straight = this.velocity * wishdir;
335 float vel_z = this.velocity_z;
336 vector vel_xy = vec2(this.velocity);
337 vector vel_perpend = vel_xy - vel_straight * wishdir;
339 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
341 float vel_xy_current = vlen(vel_xy);
343 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
344 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
345 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
346 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
347 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
349 if (sidefric < 0 && (vel_perpend*vel_perpend))
350 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
352 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
353 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
354 // assume: themin > 1
355 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
356 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
357 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
358 // obviously, this cannot be
363 themin = sqrt(themin);
364 vel_perpend *= max(themin, f);
368 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
370 vel_xy = vel_straight * wishdir + vel_perpend;
374 float vel_xy_preclamp;
375 vel_xy_preclamp = vlen(vel_xy);
376 if (vel_xy_preclamp > 0) // prevent division by zero
378 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
379 if (vel_xy_current < vel_xy_preclamp)
380 vel_xy *= (vel_xy_current / vel_xy_preclamp);
384 this.velocity = vel_xy + vel_z * '0 0 1';
387 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
392 vector curvel = this.velocity;
394 float curspeed = vlen(curvel);
396 if (wishspeed > curspeed * 1.01)
397 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
400 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
401 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
403 vector wishvel = wishdir * wishspeed;
404 vector acceldir = wishvel - curvel;
405 float addspeed = vlen(acceldir);
406 acceldir = normalize(acceldir);
408 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
410 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
412 vector curdir = normalize(curvel);
413 float dot = acceldir * curdir;
415 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
418 this.velocity += accelspeed * acceldir;
426 When you press the jump key
427 returns true if handled
430 bool PlayerJump(entity this)
432 if (PHYS_FROZEN(this))
433 return true; // no jumping in freezetag when frozen
436 if (this.player_blocked)
437 return true; // no jumping while blocked
440 bool doublejump = false;
441 float mjumpheight = PHYS_JUMPVELOCITY(this);
443 if (MUTATOR_CALLHOOK(PlayerJump, this, doublejump, mjumpheight))
446 doublejump = player_multijump;
447 mjumpheight = player_jumpheight;
449 if (this.waterlevel >= WATERLEVEL_SWIMMING)
458 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
464 if (!IS_ONGROUND(this))
465 return IS_JUMP_HELD(this);
467 bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
468 if(PHYS_TRACK_CANJUMP(this))
472 if (IS_JUMP_HELD(this))
475 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
476 // velocity bounds. Final velocity is bound between (jumpheight *
477 // min + jumpheight) and (jumpheight * max + jumpheight);
479 if(PHYS_JUMPSPEEDCAP_MIN != "")
481 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
483 if (this.velocity_z < minjumpspeed)
484 mjumpheight += minjumpspeed - this.velocity_z;
487 if(PHYS_JUMPSPEEDCAP_MAX != "")
489 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
490 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
492 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
494 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
496 if (this.velocity_z > maxjumpspeed)
497 mjumpheight -= this.velocity_z - maxjumpspeed;
501 if (!WAS_ONGROUND(this))
504 if(autocvar_speedmeter)
505 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
507 if(this.lastground < time - 0.3)
509 this.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
510 this.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
513 if(this.jumppadcount > 1)
514 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
515 this.jumppadcount = 0;
519 this.velocity_z += mjumpheight;
521 UNSET_ONGROUND(this);
526 this.oldvelocity_z = this.velocity_z;
528 animdecide_setaction(this, ANIMACTION_JUMP, true);
530 if (autocvar_g_jump_grunt)
531 PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
536 void CheckWaterJump(entity this)
538 // check for a jump-out-of-water
539 makevectors(this.v_angle);
540 vector start = this.origin;
543 normalize(v_forward);
544 vector end = start + v_forward*24;
545 traceline (start, end, true, this);
546 if (trace_fraction < 1)
548 start_z = start_z + this.maxs_z - 8;
549 end = start + v_forward*24;
550 this.movedir = trace_plane_normal * -50;
551 traceline(start, end, true, this);
552 if (trace_fraction == 1)
553 { // open at eye level
554 this.velocity_z = 225;
555 this.flags |= FL_WATERJUMP;
558 PHYS_TELEPORT_TIME(this) = time + 2; // safety net
560 pmove_waterjumptime = time + 2;
568 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
570 float autocvar_cl_jetpack_jump;
571 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
573 .float jetpack_stopped;
574 void CheckPlayerJump(entity this)
577 float was_flying = ITEMS_STAT(this) & IT_USING_JETPACK;
579 if (JETPACK_JUMP(this) < 2)
580 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
582 if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
584 float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
585 float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
586 float has_fuel = !PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
588 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
589 else if (this.jetpack_stopped) { }
593 if (was_flying) // TODO: ran out of fuel message
594 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
596 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
598 this.jetpack_stopped = true;
599 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
601 else if (activate && !PHYS_FROZEN(this))
602 ITEMS_STAT(this) |= IT_USING_JETPACK;
606 this.jetpack_stopped = false;
607 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
609 if (!PHYS_INPUT_BUTTON_JUMP(this))
610 UNSET_JUMP_HELD(this);
612 if (this.waterlevel == WATERLEVEL_SWIMMING)
613 CheckWaterJump(this);
616 float racecar_angle(float forward, float down)
624 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
626 float angle_mult = forward / (800 + forward);
629 return ret * angle_mult + 360 * (1 - angle_mult);
631 return ret * angle_mult;
634 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
635 .float specialcommand_pos;
636 void SpecialCommand()
639 if (!CheatImpulse(CHIMPULSE_GIVE_ALL.impulse))
640 LOG_INFO("A hollow voice says \"Plugh\".\n");
644 float PM_check_specialcommand(entity this, float buttons)
650 else if (buttons == 1)
652 else if (buttons == 2)
654 else if (buttons == 128)
656 else if (buttons == 256)
658 else if (buttons == 512)
660 else if (buttons == 1024)
665 if (c == substring(specialcommand, this.specialcommand_pos, 1))
667 this.specialcommand_pos += 1;
668 if (this.specialcommand_pos >= strlen(specialcommand))
670 this.specialcommand_pos = 0;
675 else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
676 this.specialcommand_pos = 0;
681 void PM_check_nickspam(entity this)
684 if (time >= this.nickspamtime)
686 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
688 // slight annoyance for nick change scripts
689 this.movement = -1 * this.movement;
690 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
692 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
694 this.v_angle_x = random() * 360;
695 this.v_angle_y = random() * 360;
696 // at least I'm not forcing retardedview by also assigning to angles_z
697 this.fixangle = true;
703 void PM_check_punch(entity this)
706 if (this.punchangle != '0 0 0')
708 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
710 this.punchangle = normalize(this.punchangle) * f;
712 this.punchangle = '0 0 0';
715 if (this.punchvector != '0 0 0')
717 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
719 this.punchvector = normalize(this.punchvector) * f;
721 this.punchvector = '0 0 0';
726 // predict frozen movement, as frozen players CAN move in some cases
727 void PM_check_frozen(entity this)
729 if (!PHYS_FROZEN(this))
731 if (PHYS_DODGING_FROZEN
733 && IS_REAL_CLIENT(this)
737 this.movement_x = bound(-5, this.movement.x, 5);
738 this.movement_y = bound(-5, this.movement.y, 5);
739 this.movement_z = bound(-5, this.movement.z, 5);
742 this.movement = '0 0 0';
744 vector midpoint = ((this.absmin + this.absmax) * 0.5);
745 if (pointcontents(midpoint) == CONTENT_WATER)
747 this.velocity = this.velocity * 0.5;
749 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
750 this.velocity_z = 200;
754 void PM_check_hitground(entity this)
757 if (!this.wasFlying) return;
758 this.wasFlying = false;
759 if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
760 if (time < this.ladder_time) return;
761 if (this.hook) return;
762 this.nextstep = time + 0.3 + random() * 0.1;
763 trace_dphitq3surfaceflags = 0;
764 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
765 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
766 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
769 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
773 void PM_Footsteps(entity this)
776 if (!g_footsteps) return;
777 if (IS_DUCKED(this)) return;
778 if (time >= this.lastground + 0.2) return;
779 if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
780 if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
782 this.nextstep = time + 0.3 + random() * 0.1;
783 trace_dphitq3surfaceflags = 0;
784 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
785 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
786 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
789 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
794 void PM_check_blocked(entity this)
797 if (!this.player_blocked)
799 this.movement = '0 0 0';
800 this.disableclientprediction = 1;
804 void PM_fly(entity this, float maxspd_mod)
806 // noclipping or flying
807 UNSET_ONGROUND(this);
809 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
810 makevectors(this.v_angle);
811 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
812 vector wishvel = v_forward * this.movement.x
813 + v_right * this.movement.y
814 + '0 0 1' * this.movement.z;
816 vector wishdir = normalize(wishvel);
817 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
819 if(time >= PHYS_TELEPORT_TIME(this))
821 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
822 PM_ClientMovement_Move(this);
825 void PM_swim(entity this, float maxspd_mod)
828 UNSET_ONGROUND(this);
830 float jump = PHYS_INPUT_BUTTON_JUMP(this);
831 // water jump only in certain situations
832 // this mimics quakeworld code
833 if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
835 vector yawangles = '0 1 0' * this.v_angle.y;
836 makevectors(yawangles);
837 vector forward = v_forward;
838 vector spot = this.origin + 24 * forward;
840 traceline(spot, spot, MOVE_NOMONSTERS, this);
841 if (trace_startsolid)
844 traceline(spot, spot, MOVE_NOMONSTERS, this);
845 if (!trace_startsolid)
847 this.velocity = forward * 50;
848 this.velocity_z = 310;
850 pmove_waterjumptime = 2;
852 UNSET_ONGROUND(this);
857 makevectors(this.v_angle);
858 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
859 vector wishvel = v_forward * this.movement.x
860 + v_right * this.movement.y
861 + '0 0 1' * this.movement.z;
863 wishvel.z = -160; // drift anyway
864 else if (wishvel == '0 0 0')
865 wishvel = '0 0 -60'; // drift towards bottom
868 vector wishdir = normalize(wishvel);
869 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
874 // if (pmove_waterjumptime <= 0) // TODO: use
877 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
878 f = min(max(0, f), 1);
881 f = wishspeed - this.velocity * wishdir;
884 float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
885 this.velocity += accelspeed * wishdir;
888 // holding jump button swims upward slowly
889 if (jump && !this.viewloc)
892 if (this.watertype & CONTENT_LAVA)
893 this.velocity_z = 50;
894 else if (this.watertype & CONTENT_SLIME)
895 this.velocity_z = 80;
898 if (IS_NEXUIZ_DERIVED(gamemode))
900 this.velocity_z = 200;
903 this.velocity_z = 100;
910 const float addspeed = wishspeed - this.velocity * wishdir;
913 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
914 this.velocity += accelspeed * wishdir;
919 // water acceleration
920 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
921 PM_ClientMovement_Move(this);
925 void PM_ladder(entity this, float maxspd_mod)
927 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
928 UNSET_ONGROUND(this);
931 g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
932 if (PHYS_ENTGRAVITY(this))
933 g *= PHYS_ENTGRAVITY(this);
934 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
937 this.velocity_z += g;
940 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
941 makevectors(this.v_angle);
942 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
943 vector wishvel = v_forward * this.movement_x
944 + v_right * this.movement_y
945 + '0 0 1' * this.movement_z;
946 this.velocity_z += g;
947 if (this.ladder_entity.classname == "func_water")
949 float f = vlen(wishvel);
950 if (f > this.ladder_entity.speed)
951 wishvel *= (this.ladder_entity.speed / f);
953 this.watertype = this.ladder_entity.skin;
954 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
955 if ((this.origin_z + this.view_ofs_z) < f)
956 this.waterlevel = WATERLEVEL_SUBMERGED;
957 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
958 this.waterlevel = WATERLEVEL_SWIMMING;
959 else if ((this.origin_z + this.mins_z + 1) < f)
960 this.waterlevel = WATERLEVEL_WETFEET;
963 this.waterlevel = WATERLEVEL_NONE;
964 this.watertype = CONTENT_EMPTY;
968 vector wishdir = normalize(wishvel);
969 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
970 if(time >= PHYS_TELEPORT_TIME(this))
971 // water acceleration
972 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
973 PM_ClientMovement_Move(this);
976 void PM_jetpack(entity this, float maxspd_mod)
978 //makevectors(this.v_angle.y * '0 1 0');
979 makevectors(this.v_angle);
980 vector wishvel = v_forward * this.movement_x
981 + v_right * this.movement_y;
982 // add remaining speed as Z component
983 float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
985 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
986 // add the unused velocity as up component
989 // if (this.BUTTON_JUMP)
990 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
992 // it is now normalized, so...
993 float a_side = PHYS_JETPACK_ACCEL_SIDE;
994 float a_up = PHYS_JETPACK_ACCEL_UP;
995 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY(this);
1003 //////////////////////////////////////////////////////////////////////////////////////
1004 // finding the maximum over all vectors of above form
1005 // with wishvel having an absolute value of 1
1006 //////////////////////////////////////////////////////////////////////////////////////
1007 // we're finding the maximum over
1008 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1009 // for z in the range from -1 to 1
1010 //////////////////////////////////////////////////////////////////////////////////////
1011 // maximum is EITHER attained at the single extreme point:
1012 float a_diff = a_side * a_side - a_up * a_up;
1016 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1017 if (f > -1 && f < 1) // can it be attained?
1019 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1020 //print("middle\n");
1023 // OR attained at z = 1:
1024 f = (a_up + a_add) * (a_up + a_add);
1030 // OR attained at z = -1:
1031 f = (a_up - a_add) * (a_up - a_add);
1035 //print("bottom\n");
1038 //////////////////////////////////////////////////////////////////////////////////////
1040 //print("best possible acceleration: ", ftos(best), "\n");
1043 fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1044 if (wishvel_z - PHYS_GRAVITY(this) > 0)
1045 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1047 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1050 fvel = vlen(wishvel);
1053 wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1055 fvel = min(1, vlen(wishvel) / best);
1056 if (PHYS_JETPACK_FUEL && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1057 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1061 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1063 if (f > 0 && wishvel != '0 0 0')
1065 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1066 UNSET_ONGROUND(this);
1069 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1070 this.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1072 ITEMS_STAT(this) |= IT_USING_JETPACK;
1074 // jetpack also inhibits health regeneration, but only for 1 second
1075 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1080 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1081 if(autocvar_cl_movement != 3)
1083 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1084 this.velocity_z -= g * 0.5;
1086 this.velocity_z -= g;
1088 PM_ClientMovement_Move(this);
1089 if(autocvar_cl_movement != 3)
1091 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1092 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1093 this.velocity_z -= g * 0.5;
1098 void PM_walk(entity this, float maxspd_mod)
1100 if (!WAS_ONGROUND(this))
1103 if (autocvar_speedmeter)
1104 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1106 if (this.lastground < time - 0.3)
1107 this.velocity *= (1 - PHYS_FRICTION_ONLAND);
1109 if (this.jumppadcount > 1)
1110 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1111 this.jumppadcount = 0;
1116 makevectors(this.v_angle.y * '0 1 0');
1117 const vector wishvel = v_forward * this.movement.x
1118 + v_right * this.movement.y;
1120 const vector wishdir = normalize(wishvel);
1121 float wishspeed = vlen(wishvel);
1122 wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1123 if (IS_DUCKED(this)) wishspeed *= 0.5;
1125 // apply edge friction
1126 const float f2 = vlen2(vec2(this.velocity));
1129 trace_dphitq3surfaceflags = 0;
1130 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1131 // TODO: apply edge friction
1132 // apply ground friction
1133 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1134 ? PHYS_FRICTION_SLICK
1135 : PHYS_FRICTION(this);
1138 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1142 Mathematical analysis time!
1144 Our goal is to invert this mess.
1146 For the two cases we get:
1147 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1148 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1149 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1151 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1152 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1154 These cases would be chosen ONLY if:
1155 v0 < PHYS_STOPSPEED(this)
1156 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1157 v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1159 v0 >= PHYS_STOPSPEED(this)
1160 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1161 v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1164 const float addspeed = wishspeed - this.velocity * wishdir;
1167 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1168 this.velocity += accelspeed * wishdir;
1171 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1172 if(autocvar_cl_movement != 3)
1174 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1175 this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1177 if (vdist(this.velocity, >, 0))
1178 PM_ClientMovement_Move(this);
1179 if(autocvar_cl_movement != 3)
1181 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1182 if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1183 this.velocity_z -= g * 0.5;
1188 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1190 makevectors(this.v_angle.y * '0 1 0');
1191 vector wishvel = v_forward * this.movement.x
1192 + v_right * this.movement.y;
1194 vector wishdir = normalize(wishvel);
1195 float wishspeed = vlen(wishvel);
1198 if(time >= PHYS_TELEPORT_TIME(this))
1200 if(pmove_waterjumptime <= 0)
1203 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1205 // apply air speed limit
1206 float airaccelqw = PHYS_AIRACCEL_QW(this);
1207 float wishspeed0 = wishspeed;
1208 wishspeed = min(wishspeed, maxairspd);
1209 if (IS_DUCKED(this))
1211 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1213 float accelerating = (this.velocity * wishdir > 0);
1214 float wishspeed2 = wishspeed;
1217 if (PHYS_AIRSTOPACCELERATE(this))
1219 vector curdir = normalize(vec2(this.velocity));
1220 airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1222 // note that for straight forward jumping:
1223 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1224 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1226 // dv/dt = accel * maxspeed (when slow)
1227 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1228 // log dv/dt = logaccel + logmaxspeed (when slow)
1229 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1230 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1231 if (PHYS_MAXAIRSTRAFESPEED(this))
1232 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1233 if (PHYS_AIRSTRAFEACCELERATE(this))
1234 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1235 if (PHYS_AIRSTRAFEACCEL_QW(this))
1237 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1239 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1242 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1243 PM_AirAccelerate(this, wishdir, wishspeed2);
1245 PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
1247 if (PHYS_AIRCONTROL(this))
1248 CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1251 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1252 if(autocvar_cl_movement != 3)
1253 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1254 this.velocity_z -= g * 0.5;
1256 this.velocity_z -= g;
1258 PM_ClientMovement_Move(this);
1260 if(autocvar_cl_movement != 3)
1261 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1262 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1263 this.velocity_z -= g * 0.5;
1267 // used for calculating airshots
1268 bool IsFlying(entity this)
1270 if(IS_ONGROUND(this))
1272 if(this.waterlevel >= WATERLEVEL_SWIMMING)
1274 traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1275 if(trace_fraction < 1)
1280 void PM_Main(entity this)
1282 int buttons = PHYS_INPUT_BUTTON_MASK(this);
1284 this.items = STAT(ITEMS);
1286 this.movement = PHYS_INPUT_MOVEVALUES(this);
1288 vector oldv_angle = this.v_angle;
1289 vector oldangles = this.angles; // we need to save these, as they're abused by other code
1290 this.v_angle = PHYS_INPUT_ANGLES(this);
1291 this.angles = PHYS_WORLD_ANGLES(this);
1293 this.team = myteam + 1; // is this correct?
1294 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1295 UNSET_JUMP_HELD(this); // canjump = true
1296 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1298 PM_ClientMovement_UpdateStatus(this, true);
1303 WarpZone_PlayerPhysics_FixVAngle();
1305 float maxspeed_mod = 1;
1306 maxspeed_mod *= PHYS_HIGHSPEED;
1309 Physics_UpdateStats(this, maxspeed_mod);
1311 if (this.PlayerPhysplug)
1312 if (this.PlayerPhysplug())
1317 anticheat_physics(this);
1320 if (PM_check_specialcommand(this, buttons))
1325 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1326 this.parm_idlesince = time;
1329 int buttons_prev = this.buttons_old;
1330 this.buttons_old = buttons;
1331 this.movement_old = this.movement;
1332 this.v_angle_old = this.v_angle;
1334 PM_check_nickspam(this);
1336 PM_check_punch(this);
1338 if (IS_BOT_CLIENT(this))
1340 if (playerdemo_read(this))
1342 WITH(entity, self, this, bot_think());
1347 if (IS_PLAYER(this))
1349 const bool allowed_to_move = (time >= game_starttime);
1350 if (!allowed_to_move)
1352 this.velocity = '0 0 0';
1353 this.movetype = MOVETYPE_NONE;
1354 this.disableclientprediction = 2;
1356 else if (this.disableclientprediction == 2)
1358 if (this.movetype == MOVETYPE_NONE)
1359 this.movetype = MOVETYPE_WALK;
1360 this.disableclientprediction = 0;
1366 if (this.movetype == MOVETYPE_NONE)
1369 // when we get here, disableclientprediction cannot be 2
1370 this.disableclientprediction = 0;
1373 viewloc_PlayerPhysics(this);
1375 PM_check_frozen(this);
1377 PM_check_blocked(this);
1382 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1384 // conveyors: first fix velocity
1385 if (this.conveyor.state)
1386 this.velocity -= this.conveyor.movedir;
1388 MUTATOR_CALLHOOK(PlayerPhysics, this);
1391 if (!IS_PLAYER(this))
1393 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1394 if (!this.spectatorspeed)
1395 this.spectatorspeed = maxspeed_mod;
1396 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1398 if (this.lastclassname != "player")
1400 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1401 this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1402 else if (this.impulse == 11)
1403 this.spectatorspeed = maxspeed_mod;
1404 else if (this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1405 this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1406 else if (this.impulse >= 1 && this.impulse <= 9)
1407 this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1408 } // otherwise just clear
1411 maxspeed_mod = this.spectatorspeed;
1414 float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1415 if(this.speed != spd)
1418 string temps = ftos(spd);
1419 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1420 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1421 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1422 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1425 if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
1427 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
1428 stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1430 if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
1432 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
1433 stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1439 // handle water here
1440 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1441 if(pointcontents(midpoint) == CONTENT_WATER)
1443 this.velocity = this.velocity * 0.5;
1446 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1447 //{ this.velocity_z = 70; }
1454 this.angles = '0 1 0' * this.v_angle.y;
1457 if (IS_PLAYER(this) && IS_ONGROUND(this))
1459 PM_check_hitground(this);
1466 if (IS_PLAYER(this))
1467 CheckPlayerJump(this);
1469 if (this.flags & FL_WATERJUMP)
1471 this.velocity_x = this.movedir.x;
1472 this.velocity_y = this.movedir.y;
1473 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
1475 this.flags &= ~FL_WATERJUMP;
1476 PHYS_TELEPORT_TIME(this) = 0;
1480 else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1484 else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1486 else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1488 PM_fly(this, maxspeed_mod);
1490 else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1491 PM_swim(this, maxspeed_mod);
1493 else if (time < this.ladder_time)
1494 PM_ladder(this, maxspeed_mod);
1496 else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1497 PM_jetpack(this, maxspeed_mod);
1499 else if (IS_ONGROUND(this))
1500 PM_walk(this, maxspeed_mod);
1503 PM_air(this, buttons_prev, maxspeed_mod);
1506 if (IS_ONGROUND(this))
1507 this.lastground = time;
1509 // conveyors: then break velocity again
1510 if(this.conveyor.state)
1511 this.velocity += this.conveyor.movedir;
1513 this.lastflags = this.flags;
1515 this.lastclassname = this.classname;
1518 this.v_angle = oldv_angle;
1519 this.angles = oldangles;
1524 void SV_PlayerPhysics()
1526 void CSQC_ClientMovement_PlayerMove_Frame(entity this)