4 #include "../dpdefs/progsdefs.qh"
5 #include "../dpdefs/dpextensions.qh"
6 #include "../warpzonelib/mathlib.qh"
7 #include "../warpzonelib/server.qh"
8 #include "../common/constants.qh"
9 #include "../common/util.qh"
10 #include "../common/animdecide.qh"
11 #include "../common/monsters/sv_monsters.qh"
12 #include "../common/weapons/weapons.qh"
14 #include "autocvars.qh"
16 #include "../common/notifications.qh"
17 #include "mutators/mutators_include.qh"
18 #include "../common/mapinfo.qh"
19 #include "../csqcmodellib/sv_model.qh"
20 #include "anticheat.qh"
24 #include "playerdemo.qh"
31 .entity ladder_entity;
33 .float swamp_slowdown;
37 .float spectatorspeed;
39 // client side physics
40 float Physics_Valid(string thecvar)
42 if(!autocvar_g_physics_clientselect) { return false; }
44 string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
46 if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
52 float Physics_ClientOption(entity pl, string option)
54 if(Physics_Valid(pl.cvar_cl_physics))
56 string var = sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option);
57 if(cvar_type(var) & 1)
60 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
62 string var = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
63 if(cvar_type(var) & 1)
66 return cvar(strcat("sv_", option));
73 When you press the jump key
74 returns true if handled
77 float PlayerJump (void)
80 return true; // no jumping in freezetag when frozen
82 if(self.player_blocked)
83 return true; // no jumping while blocked
85 bool doublejump = false;
86 float mjumpheight = self.stat_sv_jumpvelocity;
88 player_multijump = doublejump;
89 player_jumpheight = mjumpheight;
90 if(MUTATOR_CALLHOOK(PlayerJump))
93 doublejump = player_multijump;
94 mjumpheight = player_jumpheight;
96 if (autocvar_sv_doublejump)
98 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
99 if (trace_fraction < 1 && trace_plane_normal.z > 0.7)
103 // we MUST clip velocity here!
105 f = self.velocity * trace_plane_normal;
107 self.velocity -= f * trace_plane_normal;
111 if (self.waterlevel >= WATERLEVEL_SWIMMING)
113 self.velocity_z = self.stat_sv_maxspeed * 0.7;
118 if (!(self.flags & FL_ONGROUND))
119 return !(self.flags & FL_JUMPRELEASED);
121 if(self.cvar_cl_movement_track_canjump)
122 if (!(self.flags & FL_JUMPRELEASED))
125 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
126 // velocity bounds. Final velocity is bound between (jumpheight *
127 // min + jumpheight) and (jumpheight * max + jumpheight);
129 if(autocvar_sv_jumpspeedcap_min != "")
133 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
135 if (self.velocity.z < minjumpspeed)
136 mjumpheight += minjumpspeed - self.velocity.z;
139 if(autocvar_sv_jumpspeedcap_max != "")
141 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
142 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
144 if(!(trace_fraction < 1 && trace_plane_normal.z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
148 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
150 if (self.velocity.z > maxjumpspeed)
151 mjumpheight -= self.velocity.z - maxjumpspeed;
155 if(!(self.lastflags & FL_ONGROUND))
157 if(autocvar_speedmeter)
158 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
159 if(self.lastground < time - 0.3)
161 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
162 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
164 if(self.jumppadcount > 1)
165 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
166 self.jumppadcount = 0;
169 self.velocity_z = self.velocity.z + mjumpheight;
170 self.oldvelocity_z = self.velocity.z;
172 self.flags &= ~FL_ONGROUND;
173 self.flags &= ~FL_JUMPRELEASED;
175 animdecide_setaction(self, ANIMACTION_JUMP, true);
177 if(autocvar_g_jump_grunt)
178 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
180 self.restart_jump = -1; // restart jump anim next time
181 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
184 void CheckWaterJump()
188 // check for a jump-out-of-water
189 makevectors (self.angles);
191 start.z = start.z + 8;
193 normalize(v_forward);
194 end = start + v_forward*24;
195 traceline (start, end, true, self);
196 if (trace_fraction < 1)
198 start.z = start.z + self.maxs.z - 8;
199 end = start + v_forward*24;
200 self.movedir = trace_plane_normal * -50;
201 traceline (start, end, true, self);
202 if (trace_fraction == 1)
203 { // open at eye level
204 self.flags |= FL_WATERJUMP;
205 self.velocity_z = 225;
206 self.flags &= ~FL_JUMPRELEASED;
207 self.teleport_time = time + 2; // safety net
213 .float jetpack_stopped;
214 // Hack: shouldn't need to know about this
215 .float multijump_count;
216 void CheckPlayerJump()
218 float was_flying = self.items & IT_USING_JETPACK;
220 if (self.cvar_cl_jetpack_jump < 2)
221 self.items &= ~IT_USING_JETPACK;
223 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
225 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
226 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
227 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
228 if (!(self.items & IT_JETPACK)) { }
229 else if (self.jetpack_stopped) { }
232 if (was_flying) // TODO: ran out of fuel message
233 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
235 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
236 self.jetpack_stopped = true;
237 self.items &= ~IT_USING_JETPACK;
239 else if (activate && !self.frozen)
240 self.items |= IT_USING_JETPACK;
244 self.jetpack_stopped = false;
245 self.items &= ~IT_USING_JETPACK;
247 if (!self.BUTTON_JUMP)
248 self.flags |= FL_JUMPRELEASED;
250 if (self.waterlevel == WATERLEVEL_SWIMMING)
254 float racecar_angle(float forward, float down)
256 float ret, angle_mult;
264 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
266 angle_mult = forward / (800 + forward);
269 return ret * angle_mult + 360 * (1 - angle_mult);
271 return ret * angle_mult;
274 void RaceCarPhysics()
276 // using this move type for "big rigs"
277 // the engine does not push the entity!
279 float accel, steer, f, myspeed, steerfactor;
280 vector angles_save, rigvel;
282 angles_save = self.angles;
283 accel = bound(-1, self.movement.x / self.stat_sv_maxspeed, 1);
284 steer = bound(-1, self.movement.y / self.stat_sv_maxspeed, 1);
286 if(g_bugrigs_reverse_speeding)
290 // back accel is DIGITAL
291 // to prevent speedhack
301 makevectors(self.angles); // new forward direction!
303 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
305 float upspeed, accelfactor;
307 myspeed = self.velocity * v_forward;
308 upspeed = self.velocity * v_up;
310 // responsiveness factor for steering and acceleration
311 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
312 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
314 if(myspeed < 0 && g_bugrigs_reverse_spinning)
315 steerfactor = -myspeed * g_bugrigs_steer;
317 steerfactor = -myspeed * f * g_bugrigs_steer;
319 if(myspeed < 0 && g_bugrigs_reverse_speeding)
320 accelfactor = g_bugrigs_accel;
322 accelfactor = f * g_bugrigs_accel;
323 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
329 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
333 if(!g_bugrigs_reverse_speeding)
334 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
341 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
345 if(g_bugrigs_reverse_stopping)
348 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
351 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
352 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
354 self.angles_y += steer * frametime * steerfactor; // apply steering
355 makevectors(self.angles); // new forward direction!
357 myspeed += accel * accelfactor * frametime;
359 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
363 myspeed = vlen(self.velocity);
365 // responsiveness factor for steering and acceleration
366 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
367 steerfactor = -myspeed * f;
368 self.angles_y += steer * frametime * steerfactor; // apply steering
370 rigvel = self.velocity;
371 makevectors(self.angles); // new forward direction!
374 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
375 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
376 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
377 //MAXIMA: solve(total_acceleration(v) = 0, v);
379 if(g_bugrigs_planar_movement)
381 vector rigvel_xy, neworigin, up;
384 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
385 rigvel_xy = vec2(rigvel);
387 if(g_bugrigs_planar_movement_car_jumping)
390 mt = MOVE_NOMONSTERS;
392 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
393 up = trace_endpos - self.origin;
395 // BUG RIGS: align the move to the surface instead of doing collision testing
397 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
400 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel.z * frametime, mt, self);
402 if(trace_fraction < 0.5)
405 neworigin = self.origin;
408 neworigin = trace_endpos;
410 if(trace_fraction < 1)
412 // now set angles_x so that the car points parallel to the surface
413 self.angles = vectoangles(
414 '1 0 0' * v_forward.x * trace_plane_normal.z
416 '0 1 0' * v_forward.y * trace_plane_normal.z
418 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y)
420 self.flags |= FL_ONGROUND;
424 // now set angles_x so that the car points forward, but is tilted in velocity direction
425 self.flags &= ~FL_ONGROUND;
428 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
429 self.movetype = MOVETYPE_NOCLIP;
433 rigvel.z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
434 self.velocity = rigvel;
435 self.movetype = MOVETYPE_FLY;
439 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
440 if(trace_fraction != 1)
442 self.angles = vectoangles2(
443 '1 0 0' * v_forward.x * trace_plane_normal.z
445 '0 1 0' * v_forward.y * trace_plane_normal.z
447 '0 0 1' * -(v_forward.x * trace_plane_normal.x + v_forward.y * trace_plane_normal.y),
455 vel_local.x = v_forward * self.velocity;
456 vel_local.y = v_right * self.velocity;
457 vel_local.z = v_up * self.velocity;
459 self.angles_x = racecar_angle(vel_local.x, vel_local.z);
460 self.angles_z = racecar_angle(-vel_local.y, vel_local.z);
464 vector vf1, vu1, smoothangles;
465 makevectors(self.angles);
466 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
471 makevectors(angles_save);
472 vf1 = vf1 + v_forward * (1 - f);
473 vu1 = vu1 + v_up * (1 - f);
474 smoothangles = vectoangles2(vf1, vu1);
475 self.angles_x = -smoothangles.x;
476 self.angles_z = smoothangles.z;
479 float IsMoveInDirection(vector mv, float angle) // key mix factor
481 if(mv.x == 0 && mv.y == 0)
482 return 0; // avoid division by zero
483 angle -= RAD2DEG * atan2(mv.y, mv.x);
484 angle = remainder(angle, 360) / 45;
489 return 1 - fabs(angle);
492 float GeomLerp(float a, float lerp, float b)
508 return a * pow(fabs(b / a), lerp);
511 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
513 float zspeed, xyspeed, dot, k;
516 // this doesn't play well with analog input
517 if(self.movement_x == 0 || self.movement.y != 0)
518 return; // can't control movement if not moving forward or backward
521 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
526 k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
528 zspeed = self.velocity.z;
530 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
532 dot = self.velocity * wishdir;
534 if(dot > 0) // we can't change direction while slowing down
536 k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
537 xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
538 k *= self.stat_sv_aircontrol;
539 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
542 self.velocity = self.velocity * xyspeed;
543 self.velocity_z = zspeed;
546 float AdjustAirAccelQW(float accelqw, float factor)
548 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
551 // example config for alternate speed clamping:
552 // sv_airaccel_qw 0.8
553 // sv_airaccel_sideways_friction 0
554 // prvm_globalset server speedclamp_mode 1
556 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
564 float vel_xy_current;
565 float vel_xy_backward, vel_xy_forward;
568 if(stretchfactor > 0)
569 speedclamp = stretchfactor;
571 speedclamp = 1; // full clamping, no stretch
573 speedclamp = -1; // no clamping
578 if(autocvar_sv_gameplayfix_q2airaccelerate)
579 wishspeed0 = wishspeed;
581 vel_straight = self.velocity * wishdir;
582 velZ = self.velocity.z;
583 vel_xy = vec2(self.velocity);
584 vel_perpend = vel_xy - vel_straight * wishdir;
586 step = accel * frametime * wishspeed0;
588 vel_xy_current = vlen(vel_xy);
590 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
591 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
592 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
593 if(vel_xy_backward < 0)
594 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
596 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
598 if(sidefric < 0 && (vel_perpend*vel_perpend))
599 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
602 f = max(0, 1 + frametime * wishspeed * sidefric);
603 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
604 // this cannot be > 1
606 vel_perpend = vel_perpend * max(0, f);
609 fminimum = sqrt(fminimum);
610 vel_perpend = vel_perpend * max(fminimum, f);
614 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
616 vel_xy = vel_straight * wishdir + vel_perpend;
620 float vel_xy_preclamp;
621 vel_xy_preclamp = vlen(vel_xy);
622 if(vel_xy_preclamp > 0) // prevent division by zero
624 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
625 if(vel_xy_current < vel_xy_preclamp)
626 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
630 self.velocity = vel_xy + velZ * '0 0 1';
633 void PM_AirAccelerate(vector wishdir, float wishspeed)
635 vector curvel, wishvel, acceldir, curdir;
636 float addspeed, accelspeed, curspeed, f;
642 curvel = self.velocity;
644 curspeed = vlen(curvel);
646 if(wishspeed > curspeed * 1.01)
648 wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
652 f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
653 wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
655 wishvel = wishdir * wishspeed;
656 acceldir = wishvel - curvel;
657 addspeed = vlen(acceldir);
658 acceldir = normalize(acceldir);
660 accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
662 if(self.stat_sv_warsowbunny_backtosideratio < 1)
664 curdir = normalize(curvel);
665 dot = acceldir * curdir;
667 acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
670 self.velocity += accelspeed * acceldir;
673 .vector movement_old;
676 .string lastclassname;
678 .float() PlayerPhysplug;
680 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
681 .float specialcommand_pos;
682 void SpecialCommand()
687 if(!CheatImpulse(99))
688 print("A hollow voice says \"Plugh\".\n");
692 float speedaward_speed;
693 string speedaward_holder;
694 string speedaward_uid;
695 void race_send_speedaward(float msg)
697 // send the best speed of the round
698 WriteByte(msg, SVC_TEMPENTITY);
699 WriteByte(msg, TE_CSQC_RACE);
700 WriteByte(msg, RACE_NET_SPEED_AWARD);
701 WriteInt24_t(msg, floor(speedaward_speed+0.5));
702 WriteString(msg, speedaward_holder);
705 float speedaward_alltimebest;
706 string speedaward_alltimebest_holder;
707 string speedaward_alltimebest_uid;
708 void race_send_speedaward_alltimebest(float msg)
710 // send the best speed
711 WriteByte(msg, SVC_TEMPENTITY);
712 WriteByte(msg, TE_CSQC_RACE);
713 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
714 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
715 WriteString(msg, speedaward_alltimebest_holder);
718 string GetMapname(void);
719 float speedaward_lastupdate;
720 float speedaward_lastsent;
721 void SV_PlayerPhysics()
723 vector wishvel, wishdir, v;
724 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
727 float not_allowed_to_move;
730 WarpZone_PlayerPhysics_FixVAngle();
735 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
737 maxspd_mod *= autocvar_g_movement_highspeed;
739 // fix physics stats for g_movement_highspeed
740 // TODO maybe rather use maxairspeed? needs testing
741 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
742 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
743 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
745 self.stat_sv_airstrafeaccel_qw = 0;
746 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
747 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
749 // fix some new settings
750 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
751 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
752 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
753 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
754 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
755 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
756 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
757 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
758 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
759 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
760 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
761 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
762 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
763 self.stat_sv_friction = Physics_ClientOption(self, "friction");
764 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
765 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
766 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
767 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
768 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
770 if(self.PlayerPhysplug)
771 if(self.PlayerPhysplug())
774 self.race_movetime_frac += frametime;
775 f = floor(self.race_movetime_frac);
776 self.race_movetime_frac -= f;
777 self.race_movetime_count += f;
778 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
782 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);
786 else if(buttons == 1)
788 else if(buttons == 2)
790 else if(buttons == 128)
792 else if(buttons == 256)
794 else if(buttons == 512)
796 else if(buttons == 1024)
801 if(c == substring(specialcommand, self.specialcommand_pos, 1))
803 self.specialcommand_pos += 1;
804 if(self.specialcommand_pos >= strlen(specialcommand))
806 self.specialcommand_pos = 0;
811 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
812 self.specialcommand_pos = 0;
816 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
817 self.parm_idlesince = time;
819 buttons_prev = self.buttons_old;
820 self.buttons_old = buttons;
821 self.movement_old = self.movement;
822 self.v_angle_old = self.v_angle;
824 if(time < self.nickspamtime)
825 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
827 // slight annoyance for nick change scripts
828 self.movement = -1 * self.movement;
829 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
831 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!
833 self.angles_x = random() * 360;
834 self.angles_y = random() * 360;
835 // at least I'm not forcing retardedview by also assigning to angles_z
836 self.fixangle = true;
840 if (self.punchangle != '0 0 0')
842 f = vlen(self.punchangle) - 10 * frametime;
844 self.punchangle = normalize(self.punchangle) * f;
846 self.punchangle = '0 0 0';
849 if (self.punchvector != '0 0 0')
851 f = vlen(self.punchvector) - 30 * frametime;
853 self.punchvector = normalize(self.punchvector) * f;
855 self.punchvector = '0 0 0';
858 if (IS_BOT_CLIENT(self))
860 if(playerdemo_read())
867 if(self.race_penalty)
868 if(time > self.race_penalty)
869 self.race_penalty = 0;
871 not_allowed_to_move = 0;
872 if(self.race_penalty)
873 not_allowed_to_move = 1;
874 if(time < game_starttime)
875 not_allowed_to_move = 1;
877 if(not_allowed_to_move)
879 self.velocity = '0 0 0';
880 self.movetype = MOVETYPE_NONE;
881 self.disableclientprediction = 2;
883 else if(self.disableclientprediction == 2)
885 if(self.movetype == MOVETYPE_NONE)
886 self.movetype = MOVETYPE_WALK;
887 self.disableclientprediction = 0;
891 if (self.movetype == MOVETYPE_NONE)
894 // when we get here, disableclientprediction cannot be 2
895 self.disableclientprediction = 0;
896 if(time < self.ladder_time)
897 self.disableclientprediction = 1;
899 if(time < self.spider_slowness)
901 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
902 self.stat_sv_airspeedlimit_nonqw *= 0.5;
907 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
909 self.movement_x = bound(-5, self.movement.x, 5);
910 self.movement_y = bound(-5, self.movement.y, 5);
911 self.movement_z = bound(-5, self.movement.z, 5);
914 self.movement = '0 0 0';
915 self.disableclientprediction = 1;
917 vector midpoint = ((self.absmin + self.absmax) * 0.5);
918 if(pointcontents(midpoint) == CONTENT_WATER)
920 self.velocity = self.velocity * 0.5;
922 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
923 { self.velocity_z = 200; }
927 MUTATOR_CALLHOOK(PlayerPhysics);
929 if(self.player_blocked)
931 self.movement = '0 0 0';
932 self.disableclientprediction = 1;
939 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
942 // conveyors: first fix velocity
943 if(self.conveyor.state)
944 self.velocity -= self.conveyor.movedir;
946 if (!IS_PLAYER(self))
948 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
949 if(!self.spectatorspeed)
950 self.spectatorspeed = maxspd_mod;
951 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
953 if(self.lastclassname != "player")
955 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
956 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
957 else if(self.impulse == 11)
958 self.spectatorspeed = maxspd_mod;
959 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
960 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
961 else if(self.impulse >= 1 && self.impulse <= 9)
962 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
963 } // otherwise just clear
966 maxspd_mod = self.spectatorspeed;
969 spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
970 if(self.speed != spd)
974 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
975 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
976 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
977 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
980 maxspd_mod *= swampspd_mod; // only one common speed modder please!
983 // if dead, behave differently
987 if (!self.fixangle && !g_bugrigs)
990 self.angles_y = self.v_angle.y;
994 if(self.flags & FL_ONGROUND)
995 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
1000 if(self.waterlevel < WATERLEVEL_SWIMMING)
1001 if(time >= self.ladder_time)
1004 self.nextstep = time + 0.3 + random() * 0.1;
1005 trace_dphitq3surfaceflags = 0;
1006 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1007 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1009 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1010 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1012 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1023 if (self.flags & FL_WATERJUMP )
1025 self.velocity_x = self.movedir.x;
1026 self.velocity_y = self.movedir.y;
1027 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1029 self.flags &= ~FL_WATERJUMP;
1030 self.teleport_time = 0;
1033 else if (g_bugrigs && IS_PLAYER(self))
1037 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1039 // noclipping or flying
1040 self.flags &= ~FL_ONGROUND;
1042 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1043 makevectors(self.v_angle);
1044 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1045 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1047 wishdir = normalize(wishvel);
1048 wishspeed = vlen(wishvel);
1049 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1050 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1051 if (time >= self.teleport_time)
1052 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1054 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1057 self.flags &= ~FL_ONGROUND;
1059 makevectors(self.v_angle);
1060 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1061 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1062 if (wishvel == '0 0 0')
1063 wishvel = '0 0 -60'; // drift towards bottom
1065 wishdir = normalize(wishvel);
1066 wishspeed = vlen(wishvel);
1067 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1068 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1069 wishspeed = wishspeed * 0.7;
1072 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1074 // water acceleration
1075 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1077 else if (time < self.ladder_time)
1079 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1080 self.flags &= ~FL_ONGROUND;
1083 g = autocvar_sv_gravity * frametime;
1086 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1089 self.velocity_z += g;
1092 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1093 makevectors(self.v_angle);
1094 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1095 wishvel = v_forward * self.movement.x + v_right * self.movement.y + '0 0 1' * self.movement.z;
1096 self.velocity_z += g;
1097 if (self.ladder_entity.classname == "func_water")
1100 if (f > self.ladder_entity.speed)
1101 wishvel = wishvel * (self.ladder_entity.speed / f);
1103 self.watertype = self.ladder_entity.skin;
1104 f = self.ladder_entity.origin.z + self.ladder_entity.maxs.z;
1105 if ((self.origin.z + self.view_ofs.z) < f)
1106 self.waterlevel = WATERLEVEL_SUBMERGED;
1107 else if ((self.origin.z + (self.mins.z + self.maxs.z) * 0.5) < f)
1108 self.waterlevel = WATERLEVEL_SWIMMING;
1109 else if ((self.origin.z + self.mins.z + 1) < f)
1110 self.waterlevel = WATERLEVEL_WETFEET;
1113 self.waterlevel = WATERLEVEL_NONE;
1114 self.watertype = CONTENT_EMPTY;
1118 wishdir = normalize(wishvel);
1119 wishspeed = vlen(wishvel);
1120 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1121 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1122 if (time >= self.teleport_time)
1124 // water acceleration
1125 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1128 else if (self.items & IT_USING_JETPACK)
1130 //makevectors(self.v_angle_y * '0 1 0');
1131 makevectors(self.v_angle);
1132 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1133 // add remaining speed as Z component
1134 maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
1135 // fix speedhacks :P
1136 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1137 // add the unused velocity as up component
1140 // if(self.BUTTON_JUMP)
1141 wishvel.z = sqrt(max(0, 1 - wishvel * wishvel));
1143 // it is now normalized, so...
1144 float a_side, a_up, a_add, a_diff;
1145 a_side = autocvar_g_jetpack_acceleration_side;
1146 a_up = autocvar_g_jetpack_acceleration_up;
1147 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1149 wishvel.x *= a_side;
1150 wishvel.y *= a_side;
1156 //////////////////////////////////////////////////////////////////////////////////////
1157 // finding the maximum over all vectors of above form
1158 // with wishvel having an absolute value of 1
1159 //////////////////////////////////////////////////////////////////////////////////////
1160 // we're finding the maximum over
1161 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1162 // for z in the range from -1 to 1
1163 //////////////////////////////////////////////////////////////////////////////////////
1164 // maximum is EITHER attained at the single extreme point:
1165 a_diff = a_side * a_side - a_up * a_up;
1168 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1169 if(f > -1 && f < 1) // can it be attained?
1171 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1172 //print("middle\n");
1175 // OR attained at z = 1:
1176 f = (a_up + a_add) * (a_up + a_add);
1182 // OR attained at z = -1:
1183 f = (a_up - a_add) * (a_up - a_add);
1187 //print("bottom\n");
1190 //////////////////////////////////////////////////////////////////////////////////////
1192 //print("best possible acceleration: ", ftos(best), "\n");
1195 fxy = bound(0, 1 - (self.velocity * normalize(wishvel.x * '1 0 0' + wishvel.y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1196 if(wishvel.z - autocvar_sv_gravity > 0)
1197 fz = bound(0, 1 - self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1199 fz = bound(0, 1 + self.velocity.z / autocvar_g_jetpack_maxspeed_up, 1);
1203 wishvel.z = (wishvel.z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1206 fvel = min(1, vlen(wishvel) / best);
1207 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1208 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1212 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1214 if (f > 0 && wishvel != '0 0 0')
1216 self.velocity = self.velocity + wishvel * f * frametime;
1217 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1218 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1219 self.flags &= ~FL_ONGROUND;
1220 self.items |= IT_USING_JETPACK;
1222 // jetpack also inhibits health regeneration, but only for 1 second
1223 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1226 else if (self.flags & FL_ONGROUND)
1228 // we get here if we ran out of ammo
1229 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1230 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1233 makevectors(self.v_angle.y * '0 1 0');
1234 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1236 if(!(self.lastflags & FL_ONGROUND))
1238 if(autocvar_speedmeter)
1239 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1240 if(self.lastground < time - 0.3)
1241 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1242 if(self.jumppadcount > 1)
1243 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1244 self.jumppadcount = 0;
1252 if (f < self.stat_sv_stopspeed)
1253 f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
1255 f = 1 - frametime * self.stat_sv_friction;
1257 self.velocity = self.velocity * f;
1259 self.velocity = '0 0 0';
1261 Mathematical analysis time!
1263 Our goal is to invert this mess.
1265 For the two cases we get:
1266 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1267 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1268 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1270 v = v0 * (1 - frametime * autocvar_sv_friction)
1271 v0 = v / (1 - frametime * autocvar_sv_friction)
1273 These cases would be chosen ONLY if:
1274 v0 < autocvar_sv_stopspeed
1275 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1276 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1278 v0 >= autocvar_sv_stopspeed
1279 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1280 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1285 wishdir = normalize(wishvel);
1286 wishspeed = vlen(wishvel);
1287 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1288 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1290 wishspeed = wishspeed * 0.5;
1291 if (time >= self.teleport_time)
1292 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1297 // we get here if we ran out of ammo
1298 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1299 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1303 maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
1304 airaccel = self.stat_sv_airaccelerate*maxspd_mod;
1308 maxairspd = self.stat_sv_maxairspeed;
1309 airaccel = self.stat_sv_airaccelerate;
1312 makevectors(self.v_angle.y * '0 1 0');
1313 wishvel = v_forward * self.movement.x + v_right * self.movement.y;
1315 wishdir = normalize(wishvel);
1316 wishspeed = wishspeed0 = vlen(wishvel);
1317 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1318 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1319 if (wishspeed > maxairspd)
1320 wishspeed = maxairspd;
1322 wishspeed = wishspeed * 0.5;
1323 if (time >= self.teleport_time)
1330 airaccelqw = self.stat_sv_airaccel_qw;
1331 accelerating = (self.velocity * wishdir > 0);
1332 wishspeed2 = wishspeed;
1335 if(self.stat_sv_airstopaccelerate)
1338 curdir = self.velocity;
1340 curdir = normalize(curdir);
1341 airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1343 // note that for straight forward jumping:
1344 // step = accel * frametime * wishspeed0;
1345 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1347 // dv/dt = accel * maxspeed (when slow)
1348 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1349 // log dv/dt = logaccel + logmaxspeed (when slow)
1350 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1351 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1352 if(self.stat_sv_maxairstrafespeed)
1353 wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
1354 if(self.stat_sv_airstrafeaccelerate)
1355 airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
1356 if(self.stat_sv_airstrafeaccel_qw)
1357 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));
1360 if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement.x != 0)
1361 PM_AirAccelerate(wishdir, wishspeed);
1363 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, self.stat_sv_airaccel_qw_stretchfactor, self.stat_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1365 if(self.stat_sv_aircontrol)
1366 CPM_PM_Aircontrol(wishdir, wishspeed2);
1370 if((g_cts || g_race) && !IS_OBSERVER(self))
1372 if(vlen(self.velocity - self.velocity.z * '0 0 1') > speedaward_speed)
1374 speedaward_speed = vlen(self.velocity - self.velocity.z * '0 0 1');
1375 speedaward_holder = self.netname;
1376 speedaward_uid = self.crypto_idfp;
1377 speedaward_lastupdate = time;
1379 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1381 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1382 race_send_speedaward(MSG_ALL);
1383 speedaward_lastsent = speedaward_speed;
1384 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1386 speedaward_alltimebest = speedaward_speed;
1387 speedaward_alltimebest_holder = speedaward_holder;
1388 speedaward_alltimebest_uid = speedaward_uid;
1389 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1390 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1391 race_send_speedaward_alltimebest(MSG_ALL);
1398 xyspeed = vlen('1 0 0' * self.velocity.x + '0 1 0' * self.velocity.y);
1399 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1401 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1402 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1403 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1404 // add the extra charge
1405 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1408 if(self.flags & FL_ONGROUND)
1409 self.lastground = time;
1411 // conveyors: then break velocity again
1412 if(self.conveyor.state)
1413 self.velocity += self.conveyor.movedir;
1415 self.lastflags = self.flags;
1416 self.lastclassname = self.classname;