11 .float spectatorspeed;
13 // client side physics
14 float Physics_Valid(string thecvar)
16 if(!autocvar_g_physics_clientselect) { return FALSE; }
18 string l = strcat(" ", autocvar_g_physics_clientselect_options, " ");
20 if(strstrofs(l, strcat(" ", thecvar, " "), 0) >= 0)
26 float Physics_ClientOption(entity pl, string option)
28 if(Physics_Valid(pl.cvar_cl_physics) && (cvar_type(sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option)) & 1))
29 return cvar(sprintf("g_physics_%s_%s", pl.cvar_cl_physics, option));
31 return cvar(strcat("sv_", option));
38 When you press the jump key
41 void PlayerJump (void)
44 return; // no jumping in freezetag when frozen
46 if(self.player_blocked)
47 return; // no jumping while blocked
49 float doublejump = FALSE;
50 float mjumpheight = self.stat_sv_jumpvelocity;
52 player_multijump = doublejump;
53 player_jumpheight = mjumpheight;
54 if(MUTATOR_CALLHOOK(PlayerJump))
57 doublejump = player_multijump;
58 mjumpheight = player_jumpheight;
60 if (autocvar_sv_doublejump)
62 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
63 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
67 // we MUST clip velocity here!
69 f = self.velocity * trace_plane_normal;
71 self.velocity -= f * trace_plane_normal;
75 if (self.waterlevel >= WATERLEVEL_SWIMMING)
77 self.velocity_z = self.stat_sv_maxspeed * 0.7;
82 if (!(self.flags & FL_ONGROUND))
85 if(self.cvar_cl_movement_track_canjump)
86 if (!(self.flags & FL_JUMPRELEASED))
89 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
90 // velocity bounds. Final velocity is bound between (jumpheight *
91 // min + jumpheight) and (jumpheight * max + jumpheight);
93 if(autocvar_sv_jumpspeedcap_min != "")
97 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
99 if (self.velocity_z < minjumpspeed)
100 mjumpheight += minjumpspeed - self.velocity_z;
103 if(autocvar_sv_jumpspeedcap_max != "")
105 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
106 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
108 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
112 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
114 if (self.velocity_z > maxjumpspeed)
115 mjumpheight -= self.velocity_z - maxjumpspeed;
119 if(!(self.lastflags & FL_ONGROUND))
121 if(autocvar_speedmeter)
122 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
123 if(self.lastground < time - 0.3)
125 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
126 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
128 if(self.jumppadcount > 1)
129 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
130 self.jumppadcount = 0;
133 self.velocity_z = self.velocity_z + mjumpheight;
134 self.oldvelocity_z = self.velocity_z;
136 self.flags &= ~FL_ONGROUND;
137 self.flags &= ~FL_JUMPRELEASED;
139 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
141 if(autocvar_g_jump_grunt)
142 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
144 self.restart_jump = -1; // restart jump anim next time
145 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
147 void CheckWaterJump()
151 // check for a jump-out-of-water
152 makevectors (self.angles);
154 start_z = start_z + 8;
156 normalize(v_forward);
157 end = start + v_forward*24;
158 traceline (start, end, TRUE, self);
159 if (trace_fraction < 1)
161 start_z = start_z + self.maxs_z - 8;
162 end = start + v_forward*24;
163 self.movedir = trace_plane_normal * -50;
164 traceline (start, end, TRUE, self);
165 if (trace_fraction == 1)
166 { // open at eye level
167 self.flags |= FL_WATERJUMP;
168 self.velocity_z = 225;
169 self.flags &= ~FL_JUMPRELEASED;
170 self.teleport_time = time + 2; // safety net
175 void CheckPlayerJump()
177 if (self.BUTTON_JUMP)
180 self.flags |= FL_JUMPRELEASED;
182 if (self.waterlevel == WATERLEVEL_SWIMMING)
186 float racecar_angle(float forward, float down)
188 float ret, angle_mult;
196 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
198 angle_mult = forward / (800 + forward);
201 return ret * angle_mult + 360 * (1 - angle_mult);
203 return ret * angle_mult;
206 void RaceCarPhysics()
208 // using this move type for "big rigs"
209 // the engine does not push the entity!
211 float accel, steer, f, myspeed, steerfactor;
212 vector angles_save, rigvel;
214 angles_save = self.angles;
215 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
216 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
218 if(g_bugrigs_reverse_speeding)
222 // back accel is DIGITAL
223 // to prevent speedhack
233 makevectors(self.angles); // new forward direction!
235 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
237 float upspeed, accelfactor;
239 myspeed = self.velocity * v_forward;
240 upspeed = self.velocity * v_up;
242 // responsiveness factor for steering and acceleration
243 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
244 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
246 if(myspeed < 0 && g_bugrigs_reverse_spinning)
247 steerfactor = -myspeed * g_bugrigs_steer;
249 steerfactor = -myspeed * f * g_bugrigs_steer;
251 if(myspeed < 0 && g_bugrigs_reverse_speeding)
252 accelfactor = g_bugrigs_accel;
254 accelfactor = f * g_bugrigs_accel;
255 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
261 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
265 if(!g_bugrigs_reverse_speeding)
266 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
273 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
277 if(g_bugrigs_reverse_stopping)
280 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
283 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
284 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
286 self.angles_y += steer * frametime * steerfactor; // apply steering
287 makevectors(self.angles); // new forward direction!
289 myspeed += accel * accelfactor * frametime;
291 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
295 myspeed = vlen(self.velocity);
297 // responsiveness factor for steering and acceleration
298 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
299 steerfactor = -myspeed * f;
300 self.angles_y += steer * frametime * steerfactor; // apply steering
302 rigvel = self.velocity;
303 makevectors(self.angles); // new forward direction!
306 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
307 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
308 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
309 //MAXIMA: solve(total_acceleration(v) = 0, v);
311 if(g_bugrigs_planar_movement)
313 vector rigvel_xy, neworigin, up;
316 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
317 rigvel_xy = vec2(rigvel);
319 if(g_bugrigs_planar_movement_car_jumping)
322 mt = MOVE_NOMONSTERS;
324 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
325 up = trace_endpos - self.origin;
327 // BUG RIGS: align the move to the surface instead of doing collision testing
329 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
332 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
334 if(trace_fraction < 0.5)
337 neworigin = self.origin;
340 neworigin = trace_endpos;
342 if(trace_fraction < 1)
344 // now set angles_x so that the car points parallel to the surface
345 self.angles = vectoangles(
346 '1 0 0' * v_forward_x * trace_plane_normal_z
348 '0 1 0' * v_forward_y * trace_plane_normal_z
350 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
352 self.flags |= FL_ONGROUND;
356 // now set angles_x so that the car points forward, but is tilted in velocity direction
357 self.flags &= ~FL_ONGROUND;
360 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
361 self.movetype = MOVETYPE_NOCLIP;
365 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
366 self.velocity = rigvel;
367 self.movetype = MOVETYPE_FLY;
371 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
372 if(trace_fraction != 1)
374 self.angles = vectoangles2(
375 '1 0 0' * v_forward_x * trace_plane_normal_z
377 '0 1 0' * v_forward_y * trace_plane_normal_z
379 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
387 vel_local_x = v_forward * self.velocity;
388 vel_local_y = v_right * self.velocity;
389 vel_local_z = v_up * self.velocity;
391 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
392 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
396 vector vf1, vu1, smoothangles;
397 makevectors(self.angles);
398 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
403 makevectors(angles_save);
404 vf1 = vf1 + v_forward * (1 - f);
405 vu1 = vu1 + v_up * (1 - f);
406 smoothangles = vectoangles2(vf1, vu1);
407 self.angles_x = -smoothangles_x;
408 self.angles_z = smoothangles_z;
411 float IsMoveInDirection(vector mv, float angle) // key mix factor
413 if(mv_x == 0 && mv_y == 0)
414 return 0; // avoid division by zero
415 angle -= RAD2DEG * atan2(mv_y, mv_x);
416 angle = remainder(angle, 360) / 45;
421 return 1 - fabs(angle);
424 float GeomLerp(float a, float lerp, float b)
440 return a * pow(fabs(b / a), lerp);
443 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
445 float zspeed, xyspeed, dot, k;
448 // this doesn't play well with analog input
449 if(self.movement_x == 0 || self.movement_y != 0)
450 return; // can't control movement if not moving forward or backward
453 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
458 k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
460 zspeed = self.velocity_z;
462 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
464 dot = self.velocity * wishdir;
466 if(dot > 0) // we can't change direction while slowing down
468 k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
469 xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
470 k *= self.stat_sv_aircontrol;
471 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
474 self.velocity = self.velocity * xyspeed;
475 self.velocity_z = zspeed;
478 float AdjustAirAccelQW(float accelqw, float factor)
480 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
483 // example config for alternate speed clamping:
484 // sv_airaccel_qw 0.8
485 // sv_airaccel_sideways_friction 0
486 // prvm_globalset server speedclamp_mode 1
488 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
496 float vel_xy_current;
497 float vel_xy_backward, vel_xy_forward;
500 if(stretchfactor > 0)
501 speedclamp = stretchfactor;
503 speedclamp = 1; // full clamping, no stretch
505 speedclamp = -1; // no clamping
510 if(autocvar_sv_gameplayfix_q2airaccelerate)
511 wishspeed0 = wishspeed;
513 vel_straight = self.velocity * wishdir;
514 vel_z = self.velocity_z;
515 vel_xy = vec2(self.velocity);
516 vel_perpend = vel_xy - vel_straight * wishdir;
518 step = accel * frametime * wishspeed0;
520 vel_xy_current = vlen(vel_xy);
522 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
523 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
524 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
525 if(vel_xy_backward < 0)
526 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
528 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
530 if(sidefric < 0 && (vel_perpend*vel_perpend))
531 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
534 f = max(0, 1 + frametime * wishspeed * sidefric);
535 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
536 // this cannot be > 1
538 vel_perpend = vel_perpend * max(0, f);
541 fminimum = sqrt(fminimum);
542 vel_perpend = vel_perpend * max(fminimum, f);
546 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
548 vel_xy = vel_straight * wishdir + vel_perpend;
552 float vel_xy_preclamp;
553 vel_xy_preclamp = vlen(vel_xy);
554 if(vel_xy_preclamp > 0) // prevent division by zero
556 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
557 if(vel_xy_current < vel_xy_preclamp)
558 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
562 self.velocity = vel_xy + vel_z * '0 0 1';
565 void PM_AirAccelerate(vector wishdir, float wishspeed)
567 vector curvel, wishvel, acceldir, curdir;
568 float addspeed, accelspeed, curspeed, f;
574 curvel = self.velocity;
576 curspeed = vlen(curvel);
578 if(wishspeed > curspeed * 1.01)
580 wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
584 f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
585 wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
587 wishvel = wishdir * wishspeed;
588 acceldir = wishvel - curvel;
589 addspeed = vlen(acceldir);
590 acceldir = normalize(acceldir);
592 accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
594 if(self.stat_sv_warsowbunny_backtosideratio < 1)
596 curdir = normalize(curvel);
597 dot = acceldir * curdir;
599 acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
602 self.velocity += accelspeed * acceldir;
605 .vector movement_old;
608 .string lastclassname;
610 .float() PlayerPhysplug;
612 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
613 .float specialcommand_pos;
614 void SpecialCommand()
619 if(!CheatImpulse(99))
620 print("A hollow voice says \"Plugh\".\n");
624 float speedaward_speed;
625 string speedaward_holder;
626 string speedaward_uid;
627 void race_send_speedaward(float msg)
629 // send the best speed of the round
630 WriteByte(msg, SVC_TEMPENTITY);
631 WriteByte(msg, TE_CSQC_RACE);
632 WriteByte(msg, RACE_NET_SPEED_AWARD);
633 WriteInt24_t(msg, floor(speedaward_speed+0.5));
634 WriteString(msg, speedaward_holder);
637 float speedaward_alltimebest;
638 string speedaward_alltimebest_holder;
639 string speedaward_alltimebest_uid;
640 void race_send_speedaward_alltimebest(float msg)
642 // send the best speed
643 WriteByte(msg, SVC_TEMPENTITY);
644 WriteByte(msg, TE_CSQC_RACE);
645 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
646 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
647 WriteString(msg, speedaward_alltimebest_holder);
650 string GetMapname(void);
651 float speedaward_lastupdate;
652 float speedaward_lastsent;
653 void SV_PlayerPhysics()
655 vector wishvel, wishdir, v;
656 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
659 float not_allowed_to_move;
662 WarpZone_PlayerPhysics_FixVAngle();
667 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
669 maxspd_mod *= autocvar_g_movement_highspeed;
671 // fix physics stats for g_movement_highspeed
672 // TODO maybe rather use maxairspeed? needs testing
673 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
674 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
675 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
677 self.stat_sv_airstrafeaccel_qw = 0;
678 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
679 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
681 // fix some new settings
682 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
683 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
684 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
685 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
686 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
687 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
688 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
689 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
690 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
691 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
692 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
693 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
694 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
695 self.stat_sv_friction = Physics_ClientOption(self, "friction");
696 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
697 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
698 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
699 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
700 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
702 if(self.PlayerPhysplug)
703 if(self.PlayerPhysplug())
706 self.race_movetime_frac += frametime;
707 f = floor(self.race_movetime_frac);
708 self.race_movetime_frac -= f;
709 self.race_movetime_count += f;
710 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
714 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);
718 else if(buttons == 1)
720 else if(buttons == 2)
722 else if(buttons == 128)
724 else if(buttons == 256)
726 else if(buttons == 512)
728 else if(buttons == 1024)
733 if(c == substring(specialcommand, self.specialcommand_pos, 1))
735 self.specialcommand_pos += 1;
736 if(self.specialcommand_pos >= strlen(specialcommand))
738 self.specialcommand_pos = 0;
743 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
744 self.specialcommand_pos = 0;
748 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
749 self.parm_idlesince = time;
751 buttons_prev = self.buttons_old;
752 self.buttons_old = buttons;
753 self.movement_old = self.movement;
754 self.v_angle_old = self.v_angle;
756 if(time < self.nickspamtime)
757 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
759 // slight annoyance for nick change scripts
760 self.movement = -1 * self.movement;
761 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
763 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!
765 self.angles_x = random() * 360;
766 self.angles_y = random() * 360;
767 // at least I'm not forcing retardedview by also assigning to angles_z
768 self.fixangle = TRUE;
772 if (self.punchangle != '0 0 0')
774 f = vlen(self.punchangle) - 10 * frametime;
776 self.punchangle = normalize(self.punchangle) * f;
778 self.punchangle = '0 0 0';
781 if (self.punchvector != '0 0 0')
783 f = vlen(self.punchvector) - 30 * frametime;
785 self.punchvector = normalize(self.punchvector) * f;
787 self.punchvector = '0 0 0';
790 if (IS_BOT_CLIENT(self))
792 if(playerdemo_read())
797 self.items &= ~IT_USING_JETPACK;
801 if(self.race_penalty)
802 if(time > self.race_penalty)
803 self.race_penalty = 0;
805 not_allowed_to_move = 0;
806 if(self.race_penalty)
807 not_allowed_to_move = 1;
808 if(!autocvar_sv_ready_restart_after_countdown)
809 if(time < game_starttime)
810 not_allowed_to_move = 1;
812 if(not_allowed_to_move)
814 self.velocity = '0 0 0';
815 self.movetype = MOVETYPE_NONE;
816 self.disableclientprediction = 2;
818 else if(self.disableclientprediction == 2)
820 if(self.movetype == MOVETYPE_NONE)
821 self.movetype = MOVETYPE_WALK;
822 self.disableclientprediction = 0;
826 if (self.movetype == MOVETYPE_NONE)
829 // when we get here, disableclientprediction cannot be 2
830 self.disableclientprediction = 0;
831 if(time < self.ladder_time)
832 self.disableclientprediction = 1;
834 if(time < self.spider_slowness)
836 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
837 self.stat_sv_airspeedlimit_nonqw *= 0.5;
842 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
844 self.movement_x = bound(-5, self.movement_x, 5);
845 self.movement_y = bound(-5, self.movement_y, 5);
846 self.movement_z = bound(-5, self.movement_z, 5);
849 self.movement = '0 0 0';
850 self.disableclientprediction = 1;
852 vector midpoint = ((self.absmin + self.absmax) * 0.5);
853 if(pointcontents(midpoint) == CONTENT_WATER)
855 self.velocity = self.velocity * 0.5;
857 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
858 { self.velocity_z = 200; }
862 MUTATOR_CALLHOOK(PlayerPhysics);
864 if(self.player_blocked)
866 self.movement = '0 0 0';
867 self.disableclientprediction = 1;
874 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
877 // conveyors: first fix velocity
878 if(self.conveyor.state)
879 self.velocity -= self.conveyor.movedir;
881 if (!IS_PLAYER(self))
883 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
884 if(!self.spectatorspeed)
885 self.spectatorspeed = maxspd_mod;
886 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
888 if(self.lastclassname != "player")
890 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
891 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
892 else if(self.impulse == 11)
893 self.spectatorspeed = maxspd_mod;
894 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
895 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
896 else if(self.impulse >= 1 && self.impulse <= 9)
897 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
898 } // otherwise just clear
901 maxspd_mod = self.spectatorspeed;
904 spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
905 if(self.speed != spd)
909 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
910 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
911 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
912 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
915 maxspd_mod *= swampspd_mod; // only one common speed modder please!
918 // if dead, behave differently
922 if (!self.fixangle && !g_bugrigs)
925 self.angles_y = self.v_angle_y;
929 if(self.flags & FL_ONGROUND)
930 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
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 (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
944 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
945 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
947 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
958 if (self.flags & FL_WATERJUMP )
960 self.velocity_x = self.movedir_x;
961 self.velocity_y = self.movedir_y;
962 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
964 self.flags &= ~FL_WATERJUMP;
965 self.teleport_time = 0;
968 else if (g_bugrigs && IS_PLAYER(self))
972 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
974 // noclipping or flying
975 self.flags &= ~FL_ONGROUND;
977 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
978 makevectors(self.v_angle);
979 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
980 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
982 wishdir = normalize(wishvel);
983 wishspeed = vlen(wishvel);
984 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
985 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
986 if (time >= self.teleport_time)
987 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
989 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
992 self.flags &= ~FL_ONGROUND;
994 makevectors(self.v_angle);
995 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
996 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
997 if (wishvel == '0 0 0')
998 wishvel = '0 0 -60'; // drift towards bottom
1000 wishdir = normalize(wishvel);
1001 wishspeed = vlen(wishvel);
1002 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1003 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1004 wishspeed = wishspeed * 0.7;
1007 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1009 // water acceleration
1010 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1012 else if (time < self.ladder_time)
1014 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1015 self.flags &= ~FL_ONGROUND;
1018 g = autocvar_sv_gravity * frametime;
1021 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1024 self.velocity_z += g;
1027 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1028 makevectors(self.v_angle);
1029 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1030 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1031 self.velocity_z += g;
1032 if (self.ladder_entity.classname == "func_water")
1035 if (f > self.ladder_entity.speed)
1036 wishvel = wishvel * (self.ladder_entity.speed / f);
1038 self.watertype = self.ladder_entity.skin;
1039 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1040 if ((self.origin_z + self.view_ofs_z) < f)
1041 self.waterlevel = WATERLEVEL_SUBMERGED;
1042 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1043 self.waterlevel = WATERLEVEL_SWIMMING;
1044 else if ((self.origin_z + self.mins_z + 1) < f)
1045 self.waterlevel = WATERLEVEL_WETFEET;
1048 self.waterlevel = WATERLEVEL_NONE;
1049 self.watertype = CONTENT_EMPTY;
1053 wishdir = normalize(wishvel);
1054 wishspeed = vlen(wishvel);
1055 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1056 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1057 if (time >= self.teleport_time)
1059 // water acceleration
1060 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1063 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.frozen)
1065 //makevectors(self.v_angle_y * '0 1 0');
1066 makevectors(self.v_angle);
1067 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1068 // add remaining speed as Z component
1069 maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
1070 // fix speedhacks :P
1071 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1072 // add the unused velocity as up component
1075 // if(self.BUTTON_JUMP)
1076 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1078 // it is now normalized, so...
1079 float a_side, a_up, a_add, a_diff;
1080 a_side = autocvar_g_jetpack_acceleration_side;
1081 a_up = autocvar_g_jetpack_acceleration_up;
1082 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1084 wishvel_x *= a_side;
1085 wishvel_y *= a_side;
1091 //////////////////////////////////////////////////////////////////////////////////////
1092 // finding the maximum over all vectors of above form
1093 // with wishvel having an absolute value of 1
1094 //////////////////////////////////////////////////////////////////////////////////////
1095 // we're finding the maximum over
1096 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1097 // for z in the range from -1 to 1
1098 //////////////////////////////////////////////////////////////////////////////////////
1099 // maximum is EITHER attained at the single extreme point:
1100 a_diff = a_side * a_side - a_up * a_up;
1103 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1104 if(f > -1 && f < 1) // can it be attained?
1106 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1107 //print("middle\n");
1110 // OR attained at z = 1:
1111 f = (a_up + a_add) * (a_up + a_add);
1117 // OR attained at z = -1:
1118 f = (a_up - a_add) * (a_up - a_add);
1122 //print("bottom\n");
1125 //////////////////////////////////////////////////////////////////////////////////////
1127 //print("best possible acceleration: ", ftos(best), "\n");
1130 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1131 if(wishvel_z - autocvar_sv_gravity > 0)
1132 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1134 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1137 fvel = vlen(wishvel);
1140 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1142 fvel = min(1, vlen(wishvel) / best);
1143 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1144 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1148 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1150 if (f > 0 && wishvel != '0 0 0')
1152 self.velocity = self.velocity + wishvel * f * frametime;
1153 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1154 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1155 self.flags &= ~FL_ONGROUND;
1156 self.items |= IT_USING_JETPACK;
1158 // jetpack also inhibits health regeneration, but only for 1 second
1159 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1162 else if (self.flags & FL_ONGROUND)
1164 // we get here if we ran out of ammo
1165 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1166 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1169 makevectors(self.v_angle_y * '0 1 0');
1170 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1172 if(!(self.lastflags & FL_ONGROUND))
1174 if(autocvar_speedmeter)
1175 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1176 if(self.lastground < time - 0.3)
1177 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1178 if(self.jumppadcount > 1)
1179 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1180 self.jumppadcount = 0;
1183 #ifdef LETS_TEST_FTEQCC
1184 if(self.velocity_x || self.velocity_y)
1202 if (f < self.stat_sv_stopspeed)
1203 f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
1205 f = 1 - frametime * self.stat_sv_friction;
1207 self.velocity = self.velocity * f;
1209 self.velocity = '0 0 0';
1211 Mathematical analysis time!
1213 Our goal is to invert this mess.
1215 For the two cases we get:
1216 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1217 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1218 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1220 v = v0 * (1 - frametime * autocvar_sv_friction)
1221 v0 = v / (1 - frametime * autocvar_sv_friction)
1223 These cases would be chosen ONLY if:
1224 v0 < autocvar_sv_stopspeed
1225 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1226 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1228 v0 >= autocvar_sv_stopspeed
1229 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1230 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1235 wishdir = normalize(wishvel);
1236 wishspeed = vlen(wishvel);
1237 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1238 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1240 wishspeed = wishspeed * 0.5;
1241 if (time >= self.teleport_time)
1242 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1247 // we get here if we ran out of ammo
1248 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1249 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1253 maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
1254 airaccel = self.stat_sv_airaccelerate*maxspd_mod;
1258 maxairspd = self.stat_sv_maxairspeed;
1259 airaccel = self.stat_sv_airaccelerate;
1262 makevectors(self.v_angle_y * '0 1 0');
1263 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1265 wishdir = normalize(wishvel);
1266 wishspeed = wishspeed0 = vlen(wishvel);
1267 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1268 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1269 if (wishspeed > maxairspd)
1270 wishspeed = maxairspd;
1272 wishspeed = wishspeed * 0.5;
1273 if (time >= self.teleport_time)
1280 airaccelqw = self.stat_sv_airaccel_qw;
1281 accelerating = (self.velocity * wishdir > 0);
1282 wishspeed2 = wishspeed;
1285 if(self.stat_sv_airstopaccelerate)
1288 curdir = self.velocity;
1290 curdir = normalize(curdir);
1291 airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1293 // note that for straight forward jumping:
1294 // step = accel * frametime * wishspeed0;
1295 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1297 // dv/dt = accel * maxspeed (when slow)
1298 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1299 // log dv/dt = logaccel + logmaxspeed (when slow)
1300 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1301 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1302 if(self.stat_sv_maxairstrafespeed)
1303 wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
1304 if(self.stat_sv_airstrafeaccelerate)
1305 airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
1306 if(self.stat_sv_airstrafeaccel_qw)
1307 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));
1310 if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1311 PM_AirAccelerate(wishdir, wishspeed);
1313 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);
1315 if(self.stat_sv_aircontrol)
1316 CPM_PM_Aircontrol(wishdir, wishspeed2);
1320 if((g_cts || g_race) && !IS_OBSERVER(self))
1322 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1324 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1325 speedaward_holder = self.netname;
1326 speedaward_uid = self.crypto_idfp;
1327 speedaward_lastupdate = time;
1329 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1331 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1332 race_send_speedaward(MSG_ALL);
1333 speedaward_lastsent = speedaward_speed;
1334 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1336 speedaward_alltimebest = speedaward_speed;
1337 speedaward_alltimebest_holder = speedaward_holder;
1338 speedaward_alltimebest_uid = speedaward_uid;
1339 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1340 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1341 race_send_speedaward_alltimebest(MSG_ALL);
1347 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1348 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1350 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1351 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1352 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1353 // add the extra charge
1354 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1357 if(self.flags & FL_ONGROUND)
1358 self.lastground = time;
1360 // conveyors: then break velocity again
1361 if(self.conveyor.state)
1362 self.velocity += self.conveyor.movedir;
1364 self.lastflags = self.flags;
1365 self.lastclassname = self.classname;