11 .float spectatorspeed;
13 .float multijump_count;
14 .float multijump_ready;
15 .float prevjumpbutton;
21 When you press the jump key
24 void PlayerJump (void)
26 if(self.freezetag_frozen)
27 return; // no jumping in freezetag when frozen
33 if (autocvar_sv_doublejump)
35 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
36 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
40 mjumpheight = autocvar_sv_jumpvelocity;
41 if (self.waterlevel >= WATERLEVEL_SWIMMING)
43 if (self.watertype == CONTENT_WATER)
44 self.velocity_z = 200;
45 else if (self.watertype == CONTENT_SLIME)
53 if (autocvar_g_multijump)
55 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
56 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
58 self.multijump_ready = FALSE;
61 if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
63 // doublejump = FALSE; // checked above in the if
64 if (autocvar_g_multijump)
66 if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
68 if (self.velocity_z < mjumpheight)
79 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
82 vector wishvel, wishdir;
85 vlen(vec2(self.velocity)), // current xy speed
86 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
88 makevectors(self.v_angle_y * '0 1 0');
89 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
90 wishdir = normalize(wishvel);
92 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
93 self.velocity_y = wishdir_y * curspeed;
94 // keep velocity_z unchanged!
96 if (autocvar_g_multijump > 0)
97 self.multijump_count += 1;
100 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
104 if (!(self.flags & FL_ONGROUND))
108 if (!(self.flags & FL_JUMPRELEASED))
111 if(self.health <= g_bloodloss)
114 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
115 // velocity bounds. Final velocity is bound between (jumpheight *
116 // min + jumpheight) and (jumpheight * max + jumpheight);
118 if(autocvar_sv_jumpspeedcap_min != "")
122 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
124 if (self.velocity_z < minjumpspeed)
125 mjumpheight += minjumpspeed - self.velocity_z;
128 if(autocvar_sv_jumpspeedcap_max != "")
130 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
131 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
133 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
137 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
139 if (self.velocity_z > maxjumpspeed)
140 mjumpheight -= self.velocity_z - maxjumpspeed;
144 if(!(self.lastflags & FL_ONGROUND))
146 if(autocvar_speedmeter)
147 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
148 if(self.lastground < time - 0.3)
150 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
151 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
153 if(self.jumppadcount > 1)
154 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
155 self.jumppadcount = 0;
158 self.velocity_z = self.velocity_z + mjumpheight;
159 self.oldvelocity_z = self.velocity_z;
161 self.flags &~= FL_ONGROUND;
162 self.flags &~= FL_JUMPRELEASED;
165 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
167 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
170 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
172 self.restart_jump = -1; // restart jump anim next time
173 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
176 void CheckWaterJump()
178 local vector start, end;
180 // check for a jump-out-of-water
181 makevectors (self.angles);
183 start_z = start_z + 8;
185 normalize(v_forward);
186 end = start + v_forward*24;
187 traceline (start, end, TRUE, self);
188 if (trace_fraction < 1)
190 start_z = start_z + self.maxs_z - 8;
191 end = start + v_forward*24;
192 self.movedir = trace_plane_normal * -50;
193 traceline (start, end, TRUE, self);
194 if (trace_fraction == 1)
195 { // open at eye level
196 self.flags |= FL_WATERJUMP;
197 self.velocity_z = 225;
198 self.flags &~= FL_JUMPRELEASED;
199 self.teleport_time = time + 2; // safety net
205 float racecar_angle(float forward, float down)
207 float ret, angle_mult;
215 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
217 angle_mult = forward / (800 + forward);
220 return ret * angle_mult + 360 * (1 - angle_mult);
222 return ret * angle_mult;
225 void RaceCarPhysics()
227 // using this move type for "big rigs"
228 // the engine does not push the entity!
230 float accel, steer, f, myspeed, steerfactor;
231 vector angles_save, rigvel;
233 angles_save = self.angles;
234 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
235 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
237 if(g_bugrigs_reverse_speeding)
241 // back accel is DIGITAL
242 // to prevent speedhack
252 makevectors(self.angles); // new forward direction!
254 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
256 float upspeed, accelfactor;
258 myspeed = self.velocity * v_forward;
259 upspeed = self.velocity * v_up;
261 // responsiveness factor for steering and acceleration
262 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
263 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
265 if(myspeed < 0 && g_bugrigs_reverse_spinning)
266 steerfactor = -myspeed * g_bugrigs_steer;
268 steerfactor = -myspeed * f * g_bugrigs_steer;
270 if(myspeed < 0 && g_bugrigs_reverse_speeding)
271 accelfactor = g_bugrigs_accel;
273 accelfactor = f * g_bugrigs_accel;
274 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
280 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
284 if(!g_bugrigs_reverse_speeding)
285 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
292 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
296 if(g_bugrigs_reverse_stopping)
299 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
302 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
303 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
305 self.angles_y += steer * frametime * steerfactor; // apply steering
306 makevectors(self.angles); // new forward direction!
308 myspeed += accel * accelfactor * frametime;
310 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
314 myspeed = vlen(self.velocity);
316 // responsiveness factor for steering and acceleration
317 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
318 steerfactor = -myspeed * f;
319 self.angles_y += steer * frametime * steerfactor; // apply steering
321 rigvel = self.velocity;
322 makevectors(self.angles); // new forward direction!
325 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
326 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
327 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
328 //MAXIMA: solve(total_acceleration(v) = 0, v);
330 if(g_bugrigs_planar_movement)
332 vector rigvel_xy, neworigin, up;
335 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
336 rigvel_xy = vec2(rigvel);
338 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
341 mt = MOVE_NOMONSTERS;
343 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
344 up = trace_endpos - self.origin;
346 // BUG RIGS: align the move to the surface instead of doing collision testing
348 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
351 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
353 if(trace_fraction < 0.5)
356 neworigin = self.origin;
359 neworigin = trace_endpos;
361 if(trace_fraction < 1)
363 // now set angles_x so that the car points parallel to the surface
364 self.angles = vectoangles(
365 '1 0 0' * v_forward_x * trace_plane_normal_z
367 '0 1 0' * v_forward_y * trace_plane_normal_z
369 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
371 self.flags |= FL_ONGROUND;
375 // now set angles_x so that the car points forward, but is tilted in velocity direction
376 self.flags &~= FL_ONGROUND;
379 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
380 self.movetype = MOVETYPE_NOCLIP;
384 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
385 self.velocity = rigvel;
386 self.movetype = MOVETYPE_FLY;
390 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
391 if(trace_fraction != 1)
393 self.angles = vectoangles2(
394 '1 0 0' * v_forward_x * trace_plane_normal_z
396 '0 1 0' * v_forward_y * trace_plane_normal_z
398 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
406 vel_local_x = v_forward * self.velocity;
407 vel_local_y = v_right * self.velocity;
408 vel_local_z = v_up * self.velocity;
410 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
411 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
415 vector vf1, vu1, smoothangles;
416 makevectors(self.angles);
417 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
422 makevectors(angles_save);
423 vf1 = vf1 + v_forward * (1 - f);
424 vu1 = vu1 + v_up * (1 - f);
425 smoothangles = vectoangles2(vf1, vu1);
426 self.angles_x = -smoothangles_x;
427 self.angles_z = smoothangles_z;
430 float IsMoveInDirection(vector mv, float angle) // key mix factor
432 if(mv_x == 0 && mv_y == 0)
433 return 0; // avoid division by zero
434 angle -= RAD2DEG * atan2(mv_y, mv_x);
435 angle = remainder(angle, 360) / 45;
440 return 1 - fabs(angle);
443 float GeomLerp(float a, float lerp, float b)
459 return a * pow(fabs(b / a), lerp);
462 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
464 float zspeed, xyspeed, dot, k;
467 // this doesn't play well with analog input
468 if(self.movement_x == 0 || self.movement_y != 0)
469 return; // can't control movement if not moving forward or backward
472 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
477 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
479 zspeed = self.velocity_z;
481 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
483 dot = self.velocity * wishdir;
485 if(dot > 0) // we can't change direction while slowing down
487 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
488 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
489 k *= autocvar_sv_aircontrol;
490 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
493 self.velocity = self.velocity * xyspeed;
494 self.velocity_z = zspeed;
497 float AdjustAirAccelQW(float accelqw, float factor)
499 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
502 // example config for alternate speed clamping:
503 // sv_airaccel_qw 0.8
504 // sv_airaccel_sideways_friction 0
505 // prvm_globalset server speedclamp_mode 1
507 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
515 float vel_xy_current;
516 float vel_xy_backward, vel_xy_forward;
519 speedclamp = (accelqw < 0);
523 if(autocvar_sv_gameplayfix_q2airaccelerate)
524 wishspeed0 = wishspeed;
526 vel_straight = self.velocity * wishdir;
527 vel_z = self.velocity_z;
528 vel_xy = vec2(self.velocity);
529 vel_perpend = vel_xy - vel_straight * wishdir;
531 step = accel * frametime * wishspeed0;
533 vel_xy_current = vlen(vel_xy);
535 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
536 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
537 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
538 if(vel_xy_backward < 0)
539 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
541 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
543 if(sidefric < 0 && (vel_perpend*vel_perpend))
544 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
547 f = max(0, 1 + frametime * wishspeed * sidefric);
548 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
549 // this cannot be > 1
551 vel_perpend = vel_perpend * max(0, f);
554 fminimum = sqrt(fminimum);
555 vel_perpend = vel_perpend * max(fminimum, f);
559 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
561 vel_xy = vel_straight * wishdir + vel_perpend;
565 // ensure we don't get too fast or decelerate faster than we should
566 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
567 if(vel_xy_current > 0) // prevent division by zero
568 vel_xy = normalize(vel_xy) * vel_xy_current;
571 self.velocity = vel_xy + vel_z * '0 0 1';
574 void PM_AirAccelerate(vector wishdir, float wishspeed)
576 vector curvel, wishvel, acceldir, curdir;
577 float addspeed, accelspeed, curspeed, f;
583 curvel = self.velocity;
585 curspeed = vlen(curvel);
587 if(wishspeed > curspeed * 1.01)
589 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
593 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
594 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
596 wishvel = wishdir * wishspeed;
597 acceldir = wishvel - curvel;
598 addspeed = vlen(acceldir);
599 acceldir = normalize(acceldir);
601 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
603 if(autocvar_sv_warsowbunny_backtosideratio < 1)
605 curdir = normalize(curvel);
606 dot = acceldir * curdir;
608 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
611 self.velocity += accelspeed * acceldir;
614 .vector movement_old;
617 .string lastclassname;
619 .float() PlayerPhysplug;
621 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
622 .float specialcommand_pos;
623 void SpecialCommand()
628 if(!CheatImpulse(99))
629 print("A hollow voice says \"Plugh\".\n");
633 float speedaward_speed;
634 string speedaward_holder;
635 string speedaward_uid;
636 void race_send_speedaward(float msg)
638 // send the best speed of the round
639 WriteByte(msg, SVC_TEMPENTITY);
640 WriteByte(msg, TE_CSQC_RACE);
641 WriteByte(msg, RACE_NET_SPEED_AWARD);
642 WriteInt24_t(msg, floor(speedaward_speed+0.5));
643 WriteString(msg, speedaward_holder);
646 float speedaward_alltimebest;
647 string speedaward_alltimebest_holder;
648 string speedaward_alltimebest_uid;
649 void race_send_speedaward_alltimebest(float msg)
651 // send the best speed
652 WriteByte(msg, SVC_TEMPENTITY);
653 WriteByte(msg, TE_CSQC_RACE);
654 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
655 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
656 WriteString(msg, speedaward_alltimebest_holder);
659 string GetMapname(void);
660 float speedaward_lastupdate;
661 float speedaward_lastsent;
662 void SV_PlayerPhysics()
664 local vector wishvel, wishdir, v;
665 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
668 float not_allowed_to_move;
671 WarpZone_PlayerPhysics_FixVAngle();
674 if(g_minstagib && (self.items & IT_INVINCIBLE))
675 maxspd_mod *= autocvar_g_minstagib_speed_highspeed;
678 maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
680 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
684 if(self.runes & RUNE_SPEED)
686 if(self.runes & CURSE_SLOW)
687 maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
689 maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
691 else if(self.runes & CURSE_SLOW)
693 maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
696 maxspd_mod *= autocvar_g_movement_highspeed;
698 // fix physics stats for g_movement_highspeed
699 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
700 if(autocvar_sv_airstrafeaccel_qw)
701 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
703 self.stat_sv_airstrafeaccel_qw = 0;
704 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
705 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
707 if(self.PlayerPhysplug)
708 if(self.PlayerPhysplug())
711 self.race_movetime_frac += frametime;
712 f = floor(self.race_movetime_frac);
713 self.race_movetime_frac -= f;
714 self.race_movetime_count += f;
715 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
719 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);
723 else if(buttons == 1)
725 else if(buttons == 2)
727 else if(buttons == 128)
729 else if(buttons == 256)
731 else if(buttons == 512)
733 else if(buttons == 1024)
738 if(c == substring(specialcommand, self.specialcommand_pos, 1))
740 self.specialcommand_pos += 1;
741 if(self.specialcommand_pos >= strlen(specialcommand))
743 self.specialcommand_pos = 0;
748 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
749 self.specialcommand_pos = 0;
751 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
753 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
754 self.parm_idlesince = time;
756 buttons_prev = self.buttons_old;
757 self.buttons_old = buttons;
758 self.movement_old = self.movement;
759 self.v_angle_old = self.v_angle;
761 if(time < self.nickspamtime)
762 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
764 // slight annoyance for nick change scripts
765 self.movement = -1 * self.movement;
766 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
768 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!
770 self.angles_x = random() * 360;
771 self.angles_y = random() * 360;
772 // at least I'm not forcing retardedview by also assigning to angles_z
777 if (self.punchangle != '0 0 0')
779 f = vlen(self.punchangle) - 10 * frametime;
781 self.punchangle = normalize(self.punchangle) * f;
783 self.punchangle = '0 0 0';
786 if (self.punchvector != '0 0 0')
788 f = vlen(self.punchvector) - 30 * frametime;
790 self.punchvector = normalize(self.punchvector) * f;
792 self.punchvector = '0 0 0';
795 if (clienttype(self) == CLIENTTYPE_BOT)
797 if(playerdemo_read())
802 self.items &~= IT_USING_JETPACK;
804 if(self.classname == "player")
806 if(self.race_penalty)
807 if(time > self.race_penalty)
808 self.race_penalty = 0;
810 not_allowed_to_move = 0;
811 if(self.race_penalty)
812 not_allowed_to_move = 1;
813 if(!autocvar_sv_ready_restart_after_countdown)
814 if(time < game_starttime)
815 not_allowed_to_move = 1;
817 if(not_allowed_to_move)
819 self.velocity = '0 0 0';
820 self.movetype = MOVETYPE_NONE;
821 self.disableclientprediction = 2;
823 else if(self.disableclientprediction == 2)
825 if(self.movetype == MOVETYPE_NONE)
826 self.movetype = MOVETYPE_WALK;
827 self.disableclientprediction = 0;
831 if (self.movetype == MOVETYPE_NONE)
834 // when we get here, disableclientprediction cannot be 2
835 self.disableclientprediction = 0;
836 if(time < self.ladder_time)
837 self.disableclientprediction = 1;
839 MUTATOR_CALLHOOK(PlayerPhysics);
845 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
848 if(self.classname != "player")
850 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
851 if(!self.spectatorspeed)
852 self.spectatorspeed = maxspd_mod;
853 if(self.impulse && self.impulse <= 19)
855 if(self.lastclassname != "player")
857 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
858 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
859 else if(self.impulse == 11)
860 self.spectatorspeed = maxspd_mod;
861 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
862 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
863 else if(self.impulse >= 1 && self.impulse <= 9)
864 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
865 } // otherwise just clear
868 maxspd_mod = self.spectatorspeed;
871 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
872 if(self.speed != spd)
876 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
877 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
878 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
879 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
882 maxspd_mod *= swampspd_mod; // only one common speed modder please!
885 // if dead, behave differently
889 if (!self.fixangle && !g_bugrigs)
892 self.angles_y = self.v_angle_y;
896 if(self.flags & FL_ONGROUND)
901 if(self.waterlevel < WATERLEVEL_SWIMMING)
902 if(time >= self.ladder_time)
905 self.nextstep = time + 0.3 + random() * 0.1;
906 trace_dphitq3surfaceflags = 0;
907 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
908 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
910 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
911 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
913 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
921 if(self.classname == "player")
923 if(self.flags & FL_ONGROUND)
925 if (autocvar_g_multijump > 0)
926 self.multijump_count = 0;
928 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
931 if (self.BUTTON_JUMP)
934 self.flags |= FL_JUMPRELEASED;
936 if (self.waterlevel == WATERLEVEL_SWIMMING)
938 self.prevjumpbutton = self.BUTTON_JUMP;
941 if (self.flags & FL_WATERJUMP )
943 self.velocity_x = self.movedir_x;
944 self.velocity_y = self.movedir_y;
945 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
947 self.flags &~= FL_WATERJUMP;
948 self.teleport_time = 0;
951 else if (g_bugrigs && self.classname == "player")
955 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
957 // noclipping or flying
958 self.flags &~= FL_ONGROUND;
960 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
961 makevectors(self.v_angle);
962 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
963 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
965 wishdir = normalize(wishvel);
966 wishspeed = vlen(wishvel);
967 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
968 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
969 if (time >= self.teleport_time)
970 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
972 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
975 self.flags &~= FL_ONGROUND;
977 makevectors(self.v_angle);
978 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
979 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
980 if (wishvel == '0 0 0')
981 wishvel = '0 0 -60'; // drift towards bottom
983 wishdir = normalize(wishvel);
984 wishspeed = vlen(wishvel);
985 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
986 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
987 wishspeed = wishspeed * 0.7;
990 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
992 // water acceleration
993 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
995 else if (time < self.ladder_time)
997 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
998 self.flags &~= FL_ONGROUND;
1001 g = autocvar_sv_gravity * frametime;
1004 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1007 self.velocity_z += g;
1010 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
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 self.velocity_z += g;
1015 if (self.ladder_entity.classname == "func_water")
1018 if (f > self.ladder_entity.speed)
1019 wishvel = wishvel * (self.ladder_entity.speed / f);
1021 self.watertype = self.ladder_entity.skin;
1022 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1023 if ((self.origin_z + self.view_ofs_z) < f)
1024 self.waterlevel = WATERLEVEL_SUBMERGED;
1025 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1026 self.waterlevel = WATERLEVEL_SWIMMING;
1027 else if ((self.origin_z + self.mins_z + 1) < f)
1028 self.waterlevel = WATERLEVEL_WETFEET;
1031 self.waterlevel = WATERLEVEL_NONE;
1032 self.watertype = CONTENT_EMPTY;
1036 wishdir = normalize(wishvel);
1037 wishspeed = vlen(wishvel);
1038 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1039 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1040 if (time >= self.teleport_time)
1042 // water acceleration
1043 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
1046 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1048 //makevectors(self.v_angle_y * '0 1 0');
1049 makevectors(self.v_angle);
1050 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1051 // add remaining speed as Z component
1052 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1053 // fix speedhacks :P
1054 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1055 // add the unused velocity as up component
1058 // if(self.BUTTON_JUMP)
1059 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1061 // it is now normalized, so...
1062 float a_side, a_up, a_add, a_diff;
1063 a_side = autocvar_g_jetpack_acceleration_side;
1064 a_up = autocvar_g_jetpack_acceleration_up;
1065 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1067 wishvel_x *= a_side;
1068 wishvel_y *= a_side;
1074 //////////////////////////////////////////////////////////////////////////////////////
1075 // finding the maximum over all vectors of above form
1076 // with wishvel having an absolute value of 1
1077 //////////////////////////////////////////////////////////////////////////////////////
1078 // we're finding the maximum over
1079 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1080 // for z in the range from -1 to 1
1081 //////////////////////////////////////////////////////////////////////////////////////
1082 // maximum is EITHER attained at the single extreme point:
1083 a_diff = a_side * a_side - a_up * a_up;
1086 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1087 if(f > -1 && f < 1) // can it be attained?
1089 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1090 //print("middle\n");
1093 // OR attained at z = 1:
1094 f = (a_up + a_add) * (a_up + a_add);
1100 // OR attained at z = -1:
1101 f = (a_up - a_add) * (a_up - a_add);
1105 //print("bottom\n");
1108 //////////////////////////////////////////////////////////////////////////////////////
1110 //print("best possible acceleration: ", ftos(best), "\n");
1113 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1114 if(wishvel_z - autocvar_sv_gravity > 0)
1115 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1117 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1120 fvel = vlen(wishvel);
1123 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1125 fvel = min(1, vlen(wishvel) / best);
1126 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1127 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1131 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1133 if (f > 0 && wishvel != '0 0 0')
1135 self.velocity = self.velocity + wishvel * f * frametime;
1136 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1137 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1138 self.flags &~= FL_ONGROUND;
1139 self.items |= IT_USING_JETPACK;
1141 // jetpack also inhibits health regeneration, but only for 1 second
1142 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1145 else if (self.flags & FL_ONGROUND)
1147 // we get here if we ran out of ammo
1148 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1149 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1152 makevectors(self.v_angle_y * '0 1 0');
1153 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1155 if(!(self.lastflags & FL_ONGROUND))
1157 if(autocvar_speedmeter)
1158 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1159 if(self.lastground < time - 0.3)
1160 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1161 if(self.jumppadcount > 1)
1162 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1163 self.jumppadcount = 0;
1166 #ifdef LETS_TEST_FTEQCC
1167 if(self.velocity_x || self.velocity_y)
1185 if (f < autocvar_sv_stopspeed)
1186 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1188 f = 1 - frametime * autocvar_sv_friction;
1190 self.velocity = self.velocity * f;
1192 self.velocity = '0 0 0';
1196 wishdir = normalize(wishvel);
1197 wishspeed = vlen(wishvel);
1198 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1199 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1201 wishspeed = wishspeed * 0.5;
1202 if (time >= self.teleport_time)
1203 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0);
1208 // we get here if we ran out of ammo
1209 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1210 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1214 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1215 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1219 maxairspd = autocvar_sv_maxairspeed;
1220 airaccel = autocvar_sv_airaccelerate;
1223 makevectors(self.v_angle_y * '0 1 0');
1224 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1226 wishdir = normalize(wishvel);
1227 wishspeed = wishspeed0 = vlen(wishvel);
1228 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1229 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1230 if (wishspeed > maxairspd)
1231 wishspeed = maxairspd;
1233 wishspeed = wishspeed * 0.5;
1234 if (time >= self.teleport_time)
1241 airaccelqw = self.stat_sv_airaccel_qw;
1242 accelerating = (self.velocity * wishdir > 0);
1243 wishspeed2 = wishspeed;
1246 if(autocvar_sv_airstopaccelerate)
1249 curdir = self.velocity;
1251 curdir = normalize(curdir);
1252 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1254 // note that for straight forward jumping:
1255 // step = accel * frametime * wishspeed0;
1256 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1258 // dv/dt = accel * maxspeed (when slow)
1259 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1260 // log dv/dt = logaccel + logmaxspeed (when slow)
1261 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1262 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1263 if(autocvar_sv_maxairstrafespeed)
1264 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1265 if(autocvar_sv_airstrafeaccelerate)
1266 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1267 if(self.stat_sv_airstrafeaccel_qw)
1268 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));
1271 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1272 PM_AirAccelerate(wishdir, wishspeed);
1274 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1276 if(autocvar_sv_aircontrol)
1277 CPM_PM_Aircontrol(wishdir, wishspeed2);
1281 if((g_cts || g_race) && self.classname != "observer") {
1282 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1283 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1284 speedaward_holder = self.netname;
1285 speedaward_uid = self.crypto_idfp;
1286 speedaward_lastupdate = time;
1288 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1294 race_send_speedaward(MSG_ALL);
1295 speedaward_lastsent = speedaward_speed;
1296 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1297 speedaward_alltimebest = speedaward_speed;
1298 speedaward_alltimebest_holder = speedaward_holder;
1299 speedaward_alltimebest_uid = speedaward_uid;
1300 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1301 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1302 race_send_speedaward_alltimebest(MSG_ALL);
1308 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1309 if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1311 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1312 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1313 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1314 // add the extra charge
1315 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1318 if(self.flags & FL_ONGROUND)
1319 self.lastground = time;
1321 self.lastflags = self.flags;
1322 self.lastclassname = self.classname;