7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_ready;
38 .float prevjumpbutton;
44 When you press the jump key
47 void PlayerJump (void)
49 if(g_freezetag && self.freezetag_frozen)
50 return; // no jumping in freezetag when frozen
58 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
59 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
63 mjumpheight = cvar("sv_jumpvelocity");
64 if (self.waterlevel >= WATERLEVEL_SWIMMING)
66 if (self.watertype == CONTENT_WATER)
67 self.velocity_z = 200;
68 else if (self.watertype == CONTENT_SLIME)
76 if (cvar("g_multijump"))
78 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
79 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
81 self.multijump_ready = FALSE;
84 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
86 // doublejump = FALSE; // checked above in the if
87 if (cvar("g_multijump") > 0)
89 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
91 if (self.velocity_z < mjumpheight)
102 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
105 vector wishvel, wishdir;
108 vlen(vec2(self.velocity)), // current xy speed
109 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
111 makevectors(self.v_angle_y * '0 1 0');
112 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
113 wishdir = normalize(wishvel);
115 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
116 self.velocity_y = wishdir_y * curspeed;
117 // keep velocity_z unchanged!
119 self.multijump_count += 1;
122 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
126 if (!(self.flags & FL_ONGROUND))
130 if (!(self.flags & FL_JUMPRELEASED))
133 if(self.health <= g_bloodloss)
138 if(self.runes & RUNE_SPEED)
140 if(self.runes & CURSE_SLOW)
141 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
143 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
145 else if(self.runes & CURSE_SLOW)
147 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
151 if(g_minstagib && (self.items & IT_INVINCIBLE))
153 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
156 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
157 // velocity bounds. Final velocity is bound between (jumpheight *
158 // min + jumpheight) and (jumpheight * max + jumpheight);
160 if(cvar_string("sv_jumpspeedcap_min") != "")
164 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
166 if (self.velocity_z < minjumpspeed)
167 mjumpheight += minjumpspeed - self.velocity_z;
170 if(cvar_string("sv_jumpspeedcap_max") != "")
172 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
173 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
175 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
179 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
181 if (self.velocity_z > maxjumpspeed)
182 mjumpheight -= self.velocity_z - maxjumpspeed;
186 if(!(self.lastflags & FL_ONGROUND))
188 if(cvar("speedmeter"))
189 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
190 if(self.lastground < time - 0.3)
192 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
193 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
195 if(self.jumppadcount > 1)
196 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
197 self.jumppadcount = 0;
200 self.velocity_z = self.velocity_z + mjumpheight;
201 self.oldvelocity_z = self.velocity_z;
203 self.flags &~= FL_ONGROUND;
204 self.flags &~= FL_JUMPRELEASED;
207 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
209 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
212 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
214 self.restart_jump = -1; // restart jump anim next time
215 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
218 void CheckWaterJump()
220 local vector start, end;
222 // check for a jump-out-of-water
223 makevectors (self.angles);
225 start_z = start_z + 8;
227 normalize(v_forward);
228 end = start + v_forward*24;
229 traceline (start, end, TRUE, self);
230 if (trace_fraction < 1)
232 start_z = start_z + self.maxs_z - 8;
233 end = start + v_forward*24;
234 self.movedir = trace_plane_normal * -50;
235 traceline (start, end, TRUE, self);
236 if (trace_fraction == 1)
237 { // open at eye level
238 self.flags |= FL_WATERJUMP;
239 self.velocity_z = 225;
240 self.flags &~= FL_JUMPRELEASED;
241 self.teleport_time = time + 2; // safety net
247 float racecar_angle(float forward, float down)
249 float ret, angle_mult;
257 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
259 angle_mult = forward / (800 + forward);
262 return ret * angle_mult + 360 * (1 - angle_mult);
264 return ret * angle_mult;
267 void RaceCarPhysics()
269 // using this move type for "big rigs"
270 // the engine does not push the entity!
272 float accel, steer, f, myspeed, steerfactor;
273 vector angles_save, rigvel;
275 angles_save = self.angles;
276 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
277 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
279 if(g_bugrigs_reverse_speeding)
283 // back accel is DIGITAL
284 // to prevent speedhack
294 makevectors(self.angles); // new forward direction!
296 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
298 float upspeed, accelfactor;
300 myspeed = self.velocity * v_forward;
301 upspeed = self.velocity * v_up;
303 // responsiveness factor for steering and acceleration
304 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
305 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
307 if(myspeed < 0 && g_bugrigs_reverse_spinning)
308 steerfactor = -myspeed * g_bugrigs_steer;
310 steerfactor = -myspeed * f * g_bugrigs_steer;
312 if(myspeed < 0 && g_bugrigs_reverse_speeding)
313 accelfactor = g_bugrigs_accel;
315 accelfactor = f * g_bugrigs_accel;
316 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
322 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
326 if(!g_bugrigs_reverse_speeding)
327 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
334 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
338 if(g_bugrigs_reverse_stopping)
341 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
344 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
345 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
347 self.angles_y += steer * frametime * steerfactor; // apply steering
348 makevectors(self.angles); // new forward direction!
350 myspeed += accel * accelfactor * frametime;
352 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
356 myspeed = vlen(self.velocity);
358 // responsiveness factor for steering and acceleration
359 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
360 steerfactor = -myspeed * f;
361 self.angles_y += steer * frametime * steerfactor; // apply steering
363 rigvel = self.velocity;
364 makevectors(self.angles); // new forward direction!
367 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
368 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
369 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
370 //MAXIMA: solve(total_acceleration(v) = 0, v);
372 if(g_bugrigs_planar_movement)
374 vector rigvel_xy, neworigin, up;
377 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
378 rigvel_xy = vec2(rigvel);
380 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
383 mt = MOVE_NOMONSTERS;
385 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
386 up = trace_endpos - self.origin;
388 // BUG RIGS: align the move to the surface instead of doing collision testing
390 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
393 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
395 if(trace_fraction < 0.5)
398 neworigin = self.origin;
401 neworigin = trace_endpos;
403 if(trace_fraction < 1)
405 // now set angles_x so that the car points parallel to the surface
406 self.angles = vectoangles(
407 '1 0 0' * v_forward_x * trace_plane_normal_z
409 '0 1 0' * v_forward_y * trace_plane_normal_z
411 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
413 self.flags |= FL_ONGROUND;
417 // now set angles_x so that the car points forward, but is tilted in velocity direction
418 self.flags &~= FL_ONGROUND;
421 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
422 self.movetype = MOVETYPE_NOCLIP;
426 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
427 self.velocity = rigvel;
428 self.movetype = MOVETYPE_FLY;
432 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
433 if(trace_fraction != 1)
435 self.angles = vectoangles2(
436 '1 0 0' * v_forward_x * trace_plane_normal_z
438 '0 1 0' * v_forward_y * trace_plane_normal_z
440 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
448 vel_local_x = v_forward * self.velocity;
449 vel_local_y = v_right * self.velocity;
450 vel_local_z = v_up * self.velocity;
452 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
453 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
457 vector vf1, vu1, smoothangles;
458 makevectors(self.angles);
459 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
464 makevectors(angles_save);
465 vf1 = vf1 + v_forward * (1 - f);
466 vu1 = vu1 + v_up * (1 - f);
467 smoothangles = vectoangles2(vf1, vu1);
468 self.angles_x = -smoothangles_x;
469 self.angles_z = smoothangles_z;
472 float IsMoveInDirection(vector mv, float angle) // key mix factor
474 if(mv_x == 0 && mv_y == 0)
475 return 0; // avoid division by zero
476 angle -= RAD2DEG * atan2(mv_y, mv_x);
477 angle = remainder(angle, 360) / 45;
482 return 1 - fabs(angle);
485 float GeomLerp(float a, float lerp, float b)
501 return a * pow(fabs(b / a), lerp);
504 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
506 float zspeed, xyspeed, dot, k;
509 // this doesn't play well with analog input
510 if(self.movement_x == 0 || self.movement_y != 0)
511 return; // can't control movement if not moving forward or backward
514 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
519 k *= bound(0, wishspeed / sv_maxairspeed, 1);
521 zspeed = self.velocity_z;
523 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
525 dot = self.velocity * wishdir;
527 if(dot > 0) // we can't change direction while slowing down
529 k *= pow(dot, sv_aircontrol_power)*frametime;
530 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
532 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
535 self.velocity = self.velocity * xyspeed;
536 self.velocity_z = zspeed;
539 float AdjustAirAccelQW(float accelqw, float factor)
541 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
544 // example config for alternate speed clamping:
545 // sv_airaccel_qw 0.8
546 // sv_airaccel_sideways_friction 0
547 // prvm_globalset server speedclamp_mode 1
549 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
557 float vel_xy_current;
558 float vel_xy_backward, vel_xy_forward;
561 speedclamp = (accelqw < 0);
565 if(cvar("sv_gameplayfix_q2airaccelerate"))
566 wishspeed0 = wishspeed;
568 vel_straight = self.velocity * wishdir;
569 vel_z = self.velocity_z;
570 vel_xy = vec2(self.velocity);
571 vel_perpend = vel_xy - vel_straight * wishdir;
573 step = accel * frametime * wishspeed0;
575 vel_xy_current = vlen(vel_xy);
577 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
578 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
579 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
580 if(vel_xy_backward < 0)
581 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
583 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
585 if(sidefric < 0 && (vel_perpend*vel_perpend))
586 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
589 f = max(0, 1 + frametime * wishspeed * sidefric);
590 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
591 // this cannot be > 1
593 vel_perpend = vel_perpend * max(0, f);
596 fminimum = sqrt(fminimum);
597 vel_perpend = vel_perpend * max(fminimum, f);
601 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
603 vel_xy = vel_straight * wishdir + vel_perpend;
607 // ensure we don't get too fast or decelerate faster than we should
608 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
609 if(vel_xy_current > 0) // prevent division by zero
610 vel_xy = normalize(vel_xy) * vel_xy_current;
613 self.velocity = vel_xy + vel_z * '0 0 1';
616 void PM_AirAccelerate(vector wishdir, float wishspeed)
618 vector curvel, wishvel, acceldir, curdir;
619 float addspeed, accelspeed, curspeed, f;
625 curvel = self.velocity;
627 curspeed = vlen(curvel);
629 if(wishspeed > curspeed * 1.01)
631 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
635 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
636 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
638 wishvel = wishdir * wishspeed;
639 acceldir = wishvel - curvel;
640 addspeed = vlen(acceldir);
641 acceldir = normalize(acceldir);
643 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
645 if(sv_warsowbunny_backtosideratio < 1)
647 curdir = normalize(curvel);
648 dot = acceldir * curdir;
650 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
653 self.velocity += accelspeed * acceldir;
656 .vector movement_old;
659 .string lastclassname;
661 .float() PlayerPhysplug;
663 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
664 .float specialcommand_pos;
665 void SpecialCommand()
670 if(!CheatImpulse(99))
671 print("A hollow voice says \"Plugh\".\n");
675 float speedaward_speed;
676 string speedaward_holder;
677 string speedaward_uid;
678 void race_send_speedaward(float msg)
680 // send the best speed of the round
681 WriteByte(msg, SVC_TEMPENTITY);
682 WriteByte(msg, TE_CSQC_RACE);
683 WriteByte(msg, RACE_NET_SPEED_AWARD);
684 WriteInt24_t(msg, floor(speedaward_speed+0.5));
685 WriteString(msg, speedaward_holder);
688 float speedaward_alltimebest;
689 string speedaward_alltimebest_holder;
690 string speedaward_alltimebest_uid;
691 void race_send_speedaward_alltimebest(float msg)
693 // send the best speed
694 WriteByte(msg, SVC_TEMPENTITY);
695 WriteByte(msg, TE_CSQC_RACE);
696 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
697 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
698 WriteString(msg, speedaward_alltimebest_holder);
701 string GetMapname(void);
702 float speedaward_lastupdate;
703 float speedaward_lastsent;
704 void SV_PlayerPhysics()
706 local vector wishvel, wishdir, v;
707 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
710 float not_allowed_to_move;
713 // fix physics stats for g_movement_highspeed
714 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
715 if(sv_airstrafeaccel_qw)
716 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
718 self.stat_sv_airstrafeaccel_qw = 0;
719 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
721 if(self.PlayerPhysplug)
722 if(self.PlayerPhysplug())
725 self.race_movetime_frac += frametime;
726 f = floor(self.race_movetime_frac);
727 self.race_movetime_frac -= f;
728 self.race_movetime_count += f;
729 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
733 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
737 else if(buttons == 1)
739 else if(buttons == 2)
741 else if(buttons == 128)
743 else if(buttons == 256)
745 else if(buttons == 512)
747 else if(buttons == 1024)
752 if(c == substring(specialcommand, self.specialcommand_pos, 1))
754 self.specialcommand_pos += 1;
755 if(self.specialcommand_pos >= strlen(specialcommand))
757 self.specialcommand_pos = 0;
762 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
763 self.specialcommand_pos = 0;
765 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
767 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
768 self.parm_idlesince = time;
770 buttons_prev = self.buttons_old;
771 self.buttons_old = buttons;
772 self.movement_old = self.movement;
773 self.v_angle_old = self.v_angle;
775 if(time < self.nickspamtime)
776 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
778 // slight annoyance for nick change scripts
779 self.movement = -1 * self.movement;
780 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
782 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
784 self.angles_x = random() * 360;
785 self.angles_y = random() * 360;
786 // at least I'm not forcing retardedview by also assigning to angles_z
791 if (self.punchangle != '0 0 0')
793 f = vlen(self.punchangle) - 10 * frametime;
795 self.punchangle = normalize(self.punchangle) * f;
797 self.punchangle = '0 0 0';
800 if (self.punchvector != '0 0 0')
802 f = vlen(self.punchvector) - 30 * frametime;
804 self.punchvector = normalize(self.punchvector) * f;
806 self.punchvector = '0 0 0';
809 if (clienttype(self) == CLIENTTYPE_BOT)
811 if(playerdemo_read())
816 MUTATOR_CALLHOOK(PlayerPhysics);
818 self.items &~= IT_USING_JETPACK;
820 if(self.classname == "player")
822 if(self.race_penalty)
823 if(time > self.race_penalty)
824 self.race_penalty = 0;
826 not_allowed_to_move = 0;
827 if(self.race_penalty)
828 not_allowed_to_move = 1;
829 if(!cvar("sv_ready_restart_after_countdown"))
830 if(time < game_starttime)
831 not_allowed_to_move = 1;
833 if(not_allowed_to_move)
835 self.velocity = '0 0 0';
836 self.movetype = MOVETYPE_NONE;
837 self.disableclientprediction = 2;
839 else if(self.disableclientprediction == 2)
841 if(self.movetype == MOVETYPE_NONE)
842 self.movetype = MOVETYPE_WALK;
843 self.disableclientprediction = 0;
847 if (self.movetype == MOVETYPE_NONE)
854 if(self.runes & RUNE_SPEED)
856 if(self.runes & CURSE_SLOW)
857 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
859 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
861 else if(self.runes & CURSE_SLOW)
863 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
867 if(g_minstagib && (self.items & IT_INVINCIBLE))
869 maxspd_mod = cvar("g_minstagib_speed_moverate");
872 if(g_nexball && self.ballcarried)
874 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
879 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
882 if(self.classname != "player")
884 maxspd_mod = cvar("sv_spectator_speed_multiplier");
885 if(!self.spectatorspeed)
886 self.spectatorspeed = maxspd_mod;
887 if(self.impulse && self.impulse <= 19)
889 if(self.lastclassname != "player")
891 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
892 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
893 else if(self.impulse == 11)
894 self.spectatorspeed = maxspd_mod;
895 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
896 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
897 else if(self.impulse >= 1 && self.impulse <= 9)
898 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
899 } // otherwise just clear
902 maxspd_mod = self.spectatorspeed;
905 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
906 if(self.speed != spd)
910 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
911 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
912 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
913 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
916 maxspd_mod *= swampspd_mod; // only one common speed modder please!
919 // if dead, behave differently
923 if (!self.fixangle && !g_bugrigs)
926 self.angles_y = self.v_angle_y;
930 if(self.flags & FL_ONGROUND)
935 if(self.waterlevel < WATERLEVEL_SWIMMING)
936 if(time >= self.ladder_time)
939 self.nextstep = time + 0.3 + random() * 0.1;
940 trace_dphitq3surfaceflags = 0;
941 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
942 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
944 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
945 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
947 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
955 if(self.classname == "player")
957 if(self.flags & FL_ONGROUND)
959 if (cvar("g_multijump") > 0)
960 self.multijump_count = 0;
962 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
965 if (self.BUTTON_JUMP)
968 self.flags |= FL_JUMPRELEASED;
970 if (self.waterlevel == WATERLEVEL_SWIMMING)
972 self.prevjumpbutton = self.BUTTON_JUMP;
975 if (self.flags & FL_WATERJUMP )
977 self.velocity_x = self.movedir_x;
978 self.velocity_y = self.movedir_y;
979 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
981 self.flags &~= FL_WATERJUMP;
982 self.teleport_time = 0;
985 else if (g_bugrigs && self.classname == "player")
989 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
991 // noclipping or flying
992 self.flags &~= FL_ONGROUND;
994 self.velocity = self.velocity * (1 - frametime * sv_friction);
995 makevectors(self.v_angle);
996 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
997 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
999 wishdir = normalize(wishvel);
1000 wishspeed = vlen(wishvel);
1001 if (wishspeed > sv_maxspeed*maxspd_mod)
1002 wishspeed = sv_maxspeed*maxspd_mod;
1003 if (time >= self.teleport_time)
1004 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1006 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1009 self.flags &~= FL_ONGROUND;
1011 makevectors(self.v_angle);
1012 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1013 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1014 if (wishvel == '0 0 0')
1015 wishvel = '0 0 -60'; // drift towards bottom
1017 wishdir = normalize(wishvel);
1018 wishspeed = vlen(wishvel);
1019 if (wishspeed > sv_maxspeed*maxspd_mod)
1020 wishspeed = sv_maxspeed*maxspd_mod;
1021 wishspeed = wishspeed * 0.7;
1024 self.velocity = self.velocity * (1 - frametime * sv_friction);
1026 // water acceleration
1027 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1029 else if (time < self.ladder_time)
1031 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1032 self.flags &~= FL_ONGROUND;
1034 self.velocity = self.velocity * (1 - frametime * sv_friction);
1035 makevectors(self.v_angle);
1036 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1037 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1039 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1041 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1042 if (self.ladder_entity.classname == "func_water")
1045 if (f > self.ladder_entity.speed)
1046 wishvel = wishvel * (self.ladder_entity.speed / f);
1048 self.watertype = self.ladder_entity.skin;
1049 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1050 if ((self.origin_z + self.view_ofs_z) < f)
1051 self.waterlevel = WATERLEVEL_SUBMERGED;
1052 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1053 self.waterlevel = WATERLEVEL_SWIMMING;
1054 else if ((self.origin_z + self.mins_z + 1) < f)
1055 self.waterlevel = WATERLEVEL_WETFEET;
1058 self.waterlevel = WATERLEVEL_NONE;
1059 self.watertype = CONTENT_EMPTY;
1063 wishdir = normalize(wishvel);
1064 wishspeed = vlen(wishvel);
1065 if (wishspeed > sv_maxspeed*maxspd_mod)
1066 wishspeed = sv_maxspeed*maxspd_mod;
1067 if (time >= self.teleport_time)
1069 // water acceleration
1070 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1073 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1075 //makevectors(self.v_angle_y * '0 1 0');
1076 makevectors(self.v_angle);
1077 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1078 // add remaining speed as Z component
1079 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1080 // fix speedhacks :P
1081 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1082 // add the unused velocity as up component
1085 // if(self.BUTTON_JUMP)
1086 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1088 // it is now normalized, so...
1089 float a_side, a_up, a_add, a_diff;
1090 a_side = cvar("g_jetpack_acceleration_side");
1091 a_up = cvar("g_jetpack_acceleration_up");
1092 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1094 wishvel_x *= a_side;
1095 wishvel_y *= a_side;
1101 //////////////////////////////////////////////////////////////////////////////////////
1102 // finding the maximum over all vectors of above form
1103 // with wishvel having an absolute value of 1
1104 //////////////////////////////////////////////////////////////////////////////////////
1105 // we're finding the maximum over
1106 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1107 // for z in the range from -1 to 1
1108 //////////////////////////////////////////////////////////////////////////////////////
1109 // maximum is EITHER attained at the single extreme point:
1110 a_diff = a_side * a_side - a_up * a_up;
1113 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1114 if(f > -1 && f < 1) // can it be attained?
1116 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1117 //print("middle\n");
1120 // OR attained at z = 1:
1121 f = (a_up + a_add) * (a_up + a_add);
1127 // OR attained at z = -1:
1128 f = (a_up - a_add) * (a_up - a_add);
1132 //print("bottom\n");
1135 //////////////////////////////////////////////////////////////////////////////////////
1137 //print("best possible acceleration: ", ftos(best), "\n");
1140 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1141 if(wishvel_z - sv_gravity > 0)
1142 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1144 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1147 fvel = vlen(wishvel);
1150 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1152 fvel = min(1, vlen(wishvel) / best);
1153 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1154 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1158 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1160 if (f > 0 && wishvel != '0 0 0')
1162 self.velocity = self.velocity + wishvel * f * frametime;
1163 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1164 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1165 self.flags &~= FL_ONGROUND;
1166 self.items |= IT_USING_JETPACK;
1168 // jetpack also inhibits health regeneration, but only for 1 second
1169 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1172 else if (self.flags & FL_ONGROUND)
1174 // we get here if we ran out of ammo
1175 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1176 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1179 makevectors(self.v_angle_y * '0 1 0');
1180 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1182 if(!(self.lastflags & FL_ONGROUND))
1184 if(cvar("speedmeter"))
1185 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1186 if(self.lastground < time - 0.3)
1187 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1188 if(self.jumppadcount > 1)
1189 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1190 self.jumppadcount = 0;
1193 #ifdef LETS_TEST_FTEQCC
1194 if(self.velocity_x || self.velocity_y)
1212 if (f < sv_stopspeed)
1213 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1215 f = 1 - frametime * sv_friction;
1217 self.velocity = self.velocity * f;
1219 self.velocity = '0 0 0';
1223 wishdir = normalize(wishvel);
1224 wishspeed = vlen(wishvel);
1225 if (wishspeed > sv_maxspeed*maxspd_mod)
1226 wishspeed = sv_maxspeed*maxspd_mod;
1228 wishspeed = wishspeed * 0.5;
1229 if (time >= self.teleport_time)
1230 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1235 // we get here if we ran out of ammo
1236 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1237 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1241 maxairspd = sv_maxairspeed*maxspd_mod;
1242 airaccel = sv_airaccelerate*maxspd_mod;
1246 maxairspd = sv_maxairspeed;
1247 airaccel = sv_airaccelerate;
1250 makevectors(self.v_angle_y * '0 1 0');
1251 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1253 wishdir = normalize(wishvel);
1254 wishspeed = wishspeed0 = vlen(wishvel);
1255 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1256 wishspeed0 = sv_maxspeed*maxspd_mod;
1257 if (wishspeed > maxairspd)
1258 wishspeed = maxairspd;
1260 wishspeed = wishspeed * 0.5;
1261 if (time >= self.teleport_time)
1268 airaccelqw = self.stat_sv_airaccel_qw;
1269 accelerating = (self.velocity * wishdir > 0);
1270 wishspeed2 = wishspeed;
1273 if(sv_airstopaccelerate)
1276 curdir = self.velocity;
1278 curdir = normalize(curdir);
1279 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1281 // note that for straight forward jumping:
1282 // step = accel * frametime * wishspeed0;
1283 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1285 // dv/dt = accel * maxspeed (when slow)
1286 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1287 // log dv/dt = logaccel + logmaxspeed (when slow)
1288 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1289 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1290 if(sv_maxairstrafespeed)
1291 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1292 if(sv_airstrafeaccelerate)
1293 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1294 if(self.stat_sv_airstrafeaccel_qw)
1295 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1298 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1299 PM_AirAccelerate(wishdir, wishspeed);
1301 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1304 CPM_PM_Aircontrol(wishdir, wishspeed2);
1308 if((g_cts || g_race) && self.classname != "observer") {
1309 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1310 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1311 speedaward_holder = self.netname;
1312 speedaward_uid = self.crypto_idfp;
1313 speedaward_lastupdate = time;
1315 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1321 race_send_speedaward(MSG_ALL);
1322 speedaward_lastsent = speedaward_speed;
1323 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1324 speedaward_alltimebest = speedaward_speed;
1325 speedaward_alltimebest_holder = speedaward_holder;
1326 speedaward_alltimebest_uid = speedaward_uid;
1327 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1328 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1329 race_send_speedaward_alltimebest(MSG_ALL);
1335 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1336 if(self.weapon == WEP_NEX && cvar("g_balance_nex_charge") && cvar("g_balance_nex_charge_velocity_rate") && xyspeed > cvar("g_balance_nex_charge_minspeed"))
1338 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1339 xyspeed = min(xyspeed, cvar("g_balance_nex_charge_maxspeed"));
1340 f = (xyspeed - cvar("g_balance_nex_charge_minspeed")) / (cvar("g_balance_nex_charge_maxspeed") - cvar("g_balance_nex_charge_minspeed"));
1341 // add the extra charge
1342 self.nex_charge = min(1, self.nex_charge + cvar("g_balance_nex_charge_velocity_rate") * f * frametime);
1345 if(self.flags & FL_ONGROUND)
1346 self.lastground = time;
1348 self.lastflags = self.flags;
1349 self.lastclassname = self.classname;