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
39 returns TRUE if handled
42 float PlayerJump (void)
45 return TRUE; // no jumping in freezetag when frozen
47 if(self.player_blocked)
48 return TRUE; // no jumping while blocked
50 float doublejump = FALSE;
51 float mjumpheight = self.stat_sv_jumpvelocity;
53 player_multijump = doublejump;
54 player_jumpheight = mjumpheight;
55 if(MUTATOR_CALLHOOK(PlayerJump))
58 doublejump = player_multijump;
59 mjumpheight = player_jumpheight;
61 if (autocvar_sv_doublejump)
63 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
64 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
68 // we MUST clip velocity here!
70 f = self.velocity * trace_plane_normal;
72 self.velocity -= f * trace_plane_normal;
76 if (self.waterlevel >= WATERLEVEL_SWIMMING)
78 self.velocity_z = self.stat_sv_maxspeed * 0.7;
83 if (!(self.flags & FL_ONGROUND))
84 return !(self.flags & FL_JUMPRELEASED);
86 if(self.cvar_cl_movement_track_canjump)
87 if (!(self.flags & FL_JUMPRELEASED))
90 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
91 // velocity bounds. Final velocity is bound between (jumpheight *
92 // min + jumpheight) and (jumpheight * max + jumpheight);
94 if(autocvar_sv_jumpspeedcap_min != "")
98 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
100 if (self.velocity_z < minjumpspeed)
101 mjumpheight += minjumpspeed - self.velocity_z;
104 if(autocvar_sv_jumpspeedcap_max != "")
106 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
107 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
109 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
113 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
115 if (self.velocity_z > maxjumpspeed)
116 mjumpheight -= self.velocity_z - maxjumpspeed;
120 if(!(self.lastflags & FL_ONGROUND))
122 if(autocvar_speedmeter)
123 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
124 if(self.lastground < time - 0.3)
126 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
127 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
129 if(self.jumppadcount > 1)
130 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
131 self.jumppadcount = 0;
134 self.velocity_z = self.velocity_z + mjumpheight;
135 self.oldvelocity_z = self.velocity_z;
137 self.flags &= ~FL_ONGROUND;
138 self.flags &= ~FL_JUMPRELEASED;
140 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
142 if(autocvar_g_jump_grunt)
143 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
145 self.restart_jump = -1; // restart jump anim next time
146 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
149 void CheckWaterJump()
153 // check for a jump-out-of-water
154 makevectors (self.angles);
156 start_z = start_z + 8;
158 normalize(v_forward);
159 end = start + v_forward*24;
160 traceline (start, end, TRUE, self);
161 if (trace_fraction < 1)
163 start_z = start_z + self.maxs_z - 8;
164 end = start + v_forward*24;
165 self.movedir = trace_plane_normal * -50;
166 traceline (start, end, TRUE, self);
167 if (trace_fraction == 1)
168 { // open at eye level
169 self.flags |= FL_WATERJUMP;
170 self.velocity_z = 225;
171 self.flags &= ~FL_JUMPRELEASED;
172 self.teleport_time = time + 2; // safety net
178 .float jetpack_stopped;
179 // Hack: shouldn't need to know about this
180 .float multijump_count;
181 void CheckPlayerJump()
183 float was_flying = self.items & IT_USING_JETPACK;
185 if (self.cvar_cl_jetpack_jump < 2)
186 self.items &= ~IT_USING_JETPACK;
188 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
190 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
191 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
192 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
193 if (self.jetpack_stopped) { }
196 if (was_flying) // TODO: ran out of fuel message
197 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
199 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
200 self.jetpack_stopped = TRUE;
201 self.items &= ~IT_USING_JETPACK;
203 else if (activate && !self.frozen)
204 self.items |= IT_USING_JETPACK;
208 self.jetpack_stopped = FALSE;
209 self.items &= ~IT_USING_JETPACK;
211 if (!self.BUTTON_JUMP)
212 self.flags |= FL_JUMPRELEASED;
214 if (self.waterlevel == WATERLEVEL_SWIMMING)
218 float racecar_angle(float forward, float down)
220 float ret, angle_mult;
228 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
230 angle_mult = forward / (800 + forward);
233 return ret * angle_mult + 360 * (1 - angle_mult);
235 return ret * angle_mult;
238 void RaceCarPhysics()
240 // using this move type for "big rigs"
241 // the engine does not push the entity!
243 float accel, steer, f, myspeed, steerfactor;
244 vector angles_save, rigvel;
246 angles_save = self.angles;
247 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
248 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
250 if(g_bugrigs_reverse_speeding)
254 // back accel is DIGITAL
255 // to prevent speedhack
265 makevectors(self.angles); // new forward direction!
267 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
269 float upspeed, accelfactor;
271 myspeed = self.velocity * v_forward;
272 upspeed = self.velocity * v_up;
274 // responsiveness factor for steering and acceleration
275 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
276 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
278 if(myspeed < 0 && g_bugrigs_reverse_spinning)
279 steerfactor = -myspeed * g_bugrigs_steer;
281 steerfactor = -myspeed * f * g_bugrigs_steer;
283 if(myspeed < 0 && g_bugrigs_reverse_speeding)
284 accelfactor = g_bugrigs_accel;
286 accelfactor = f * g_bugrigs_accel;
287 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
293 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
297 if(!g_bugrigs_reverse_speeding)
298 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
305 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
309 if(g_bugrigs_reverse_stopping)
312 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
315 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
316 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
318 self.angles_y += steer * frametime * steerfactor; // apply steering
319 makevectors(self.angles); // new forward direction!
321 myspeed += accel * accelfactor * frametime;
323 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
327 myspeed = vlen(self.velocity);
329 // responsiveness factor for steering and acceleration
330 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
331 steerfactor = -myspeed * f;
332 self.angles_y += steer * frametime * steerfactor; // apply steering
334 rigvel = self.velocity;
335 makevectors(self.angles); // new forward direction!
338 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
339 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
340 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
341 //MAXIMA: solve(total_acceleration(v) = 0, v);
343 if(g_bugrigs_planar_movement)
345 vector rigvel_xy, neworigin, up;
348 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
349 rigvel_xy = vec2(rigvel);
351 if(g_bugrigs_planar_movement_car_jumping)
354 mt = MOVE_NOMONSTERS;
356 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
357 up = trace_endpos - self.origin;
359 // BUG RIGS: align the move to the surface instead of doing collision testing
361 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
364 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
366 if(trace_fraction < 0.5)
369 neworigin = self.origin;
372 neworigin = trace_endpos;
374 if(trace_fraction < 1)
376 // now set angles_x so that the car points parallel to the surface
377 self.angles = vectoangles(
378 '1 0 0' * v_forward_x * trace_plane_normal_z
380 '0 1 0' * v_forward_y * trace_plane_normal_z
382 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
384 self.flags |= FL_ONGROUND;
388 // now set angles_x so that the car points forward, but is tilted in velocity direction
389 self.flags &= ~FL_ONGROUND;
392 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
393 self.movetype = MOVETYPE_NOCLIP;
397 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
398 self.velocity = rigvel;
399 self.movetype = MOVETYPE_FLY;
403 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
404 if(trace_fraction != 1)
406 self.angles = vectoangles2(
407 '1 0 0' * v_forward_x * trace_plane_normal_z
409 '0 1 0' * v_forward_y * trace_plane_normal_z
411 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
419 vel_local_x = v_forward * self.velocity;
420 vel_local_y = v_right * self.velocity;
421 vel_local_z = v_up * self.velocity;
423 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
424 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
428 vector vf1, vu1, smoothangles;
429 makevectors(self.angles);
430 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
435 makevectors(angles_save);
436 vf1 = vf1 + v_forward * (1 - f);
437 vu1 = vu1 + v_up * (1 - f);
438 smoothangles = vectoangles2(vf1, vu1);
439 self.angles_x = -smoothangles_x;
440 self.angles_z = smoothangles_z;
443 float IsMoveInDirection(vector mv, float angle) // key mix factor
445 if(mv_x == 0 && mv_y == 0)
446 return 0; // avoid division by zero
447 angle -= RAD2DEG * atan2(mv_y, mv_x);
448 angle = remainder(angle, 360) / 45;
453 return 1 - fabs(angle);
456 float GeomLerp(float a, float lerp, float b)
472 return a * pow(fabs(b / a), lerp);
475 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
477 float zspeed, xyspeed, dot, k;
480 // this doesn't play well with analog input
481 if(self.movement_x == 0 || self.movement_y != 0)
482 return; // can't control movement if not moving forward or backward
485 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
490 k *= bound(0, wishspeed / self.stat_sv_maxairspeed, 1);
492 zspeed = self.velocity_z;
494 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
496 dot = self.velocity * wishdir;
498 if(dot > 0) // we can't change direction while slowing down
500 k *= pow(dot, self.stat_sv_aircontrol_power)*frametime;
501 xyspeed = max(0, xyspeed - self.stat_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
502 k *= self.stat_sv_aircontrol;
503 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
506 self.velocity = self.velocity * xyspeed;
507 self.velocity_z = zspeed;
510 float AdjustAirAccelQW(float accelqw, float factor)
512 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
515 // example config for alternate speed clamping:
516 // sv_airaccel_qw 0.8
517 // sv_airaccel_sideways_friction 0
518 // prvm_globalset server speedclamp_mode 1
520 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
528 float vel_xy_current;
529 float vel_xy_backward, vel_xy_forward;
532 if(stretchfactor > 0)
533 speedclamp = stretchfactor;
535 speedclamp = 1; // full clamping, no stretch
537 speedclamp = -1; // no clamping
542 if(autocvar_sv_gameplayfix_q2airaccelerate)
543 wishspeed0 = wishspeed;
545 vel_straight = self.velocity * wishdir;
546 vel_z = self.velocity_z;
547 vel_xy = vec2(self.velocity);
548 vel_perpend = vel_xy - vel_straight * wishdir;
550 step = accel * frametime * wishspeed0;
552 vel_xy_current = vlen(vel_xy);
554 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
555 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
556 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
557 if(vel_xy_backward < 0)
558 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
560 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
562 if(sidefric < 0 && (vel_perpend*vel_perpend))
563 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
566 f = max(0, 1 + frametime * wishspeed * sidefric);
567 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
568 // this cannot be > 1
570 vel_perpend = vel_perpend * max(0, f);
573 fminimum = sqrt(fminimum);
574 vel_perpend = vel_perpend * max(fminimum, f);
578 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
580 vel_xy = vel_straight * wishdir + vel_perpend;
584 float vel_xy_preclamp;
585 vel_xy_preclamp = vlen(vel_xy);
586 if(vel_xy_preclamp > 0) // prevent division by zero
588 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
589 if(vel_xy_current < vel_xy_preclamp)
590 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
594 self.velocity = vel_xy + vel_z * '0 0 1';
597 void PM_AirAccelerate(vector wishdir, float wishspeed)
599 vector curvel, wishvel, acceldir, curdir;
600 float addspeed, accelspeed, curspeed, f;
606 curvel = self.velocity;
608 curspeed = vlen(curvel);
610 if(wishspeed > curspeed * 1.01)
612 wishspeed = min(wishspeed, curspeed + self.stat_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
616 f = max(0, (self.stat_sv_warsowbunny_topspeed - curspeed) / (self.stat_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
617 wishspeed = max(curspeed, self.stat_sv_maxspeed) + self.stat_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
619 wishvel = wishdir * wishspeed;
620 acceldir = wishvel - curvel;
621 addspeed = vlen(acceldir);
622 acceldir = normalize(acceldir);
624 accelspeed = min(addspeed, self.stat_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
626 if(self.stat_sv_warsowbunny_backtosideratio < 1)
628 curdir = normalize(curvel);
629 dot = acceldir * curdir;
631 acceldir = acceldir - (1 - self.stat_sv_warsowbunny_backtosideratio) * dot * curdir;
634 self.velocity += accelspeed * acceldir;
637 .vector movement_old;
640 .string lastclassname;
642 .float() PlayerPhysplug;
644 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
645 .float specialcommand_pos;
646 void SpecialCommand()
651 if(!CheatImpulse(99))
652 print("A hollow voice says \"Plugh\".\n");
656 float speedaward_speed;
657 string speedaward_holder;
658 string speedaward_uid;
659 void race_send_speedaward(float msg)
661 // send the best speed of the round
662 WriteByte(msg, SVC_TEMPENTITY);
663 WriteByte(msg, TE_CSQC_RACE);
664 WriteByte(msg, RACE_NET_SPEED_AWARD);
665 WriteInt24_t(msg, floor(speedaward_speed+0.5));
666 WriteString(msg, speedaward_holder);
669 float speedaward_alltimebest;
670 string speedaward_alltimebest_holder;
671 string speedaward_alltimebest_uid;
672 void race_send_speedaward_alltimebest(float msg)
674 // send the best speed
675 WriteByte(msg, SVC_TEMPENTITY);
676 WriteByte(msg, TE_CSQC_RACE);
677 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
678 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
679 WriteString(msg, speedaward_alltimebest_holder);
682 string GetMapname(void);
683 float speedaward_lastupdate;
684 float speedaward_lastsent;
685 void SV_PlayerPhysics()
687 vector wishvel, wishdir, v;
688 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
691 float not_allowed_to_move;
694 WarpZone_PlayerPhysics_FixVAngle();
699 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
701 maxspd_mod *= autocvar_g_movement_highspeed;
703 // fix physics stats for g_movement_highspeed
704 // TODO maybe rather use maxairspeed? needs testing
705 self.stat_sv_airaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airaccel_qw"), maxspd_mod);
706 if(Physics_ClientOption(self, "airstrafeaccel_qw"))
707 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(Physics_ClientOption(self, "airstrafeaccel_qw"), maxspd_mod);
709 self.stat_sv_airstrafeaccel_qw = 0;
710 self.stat_sv_airspeedlimit_nonqw = Physics_ClientOption(self, "airspeedlimit_nonqw") * maxspd_mod;
711 self.stat_sv_maxspeed = Physics_ClientOption(self, "maxspeed") * maxspd_mod; // also slow walking
713 // fix some new settings
714 self.stat_sv_airaccel_qw_stretchfactor = Physics_ClientOption(self, "airaccel_qw_stretchfactor");
715 self.stat_sv_maxairstrafespeed = Physics_ClientOption(self, "maxairstrafespeed");
716 self.stat_sv_maxairspeed = Physics_ClientOption(self, "maxairspeed");
717 self.stat_sv_airstrafeaccelerate = Physics_ClientOption(self, "airstrafeaccelerate");
718 self.stat_sv_warsowbunny_turnaccel = Physics_ClientOption(self, "warsowbunny_turnaccel");
719 self.stat_sv_airaccel_sideways_friction = Physics_ClientOption(self, "airaccel_sideways_friction");
720 self.stat_sv_aircontrol = Physics_ClientOption(self, "aircontrol");
721 self.stat_sv_aircontrol_power = Physics_ClientOption(self, "aircontrol_power");
722 self.stat_sv_aircontrol_penalty = Physics_ClientOption(self, "aircontrol_penalty");
723 self.stat_sv_warsowbunny_airforwardaccel = Physics_ClientOption(self, "warsowbunny_airforwardaccel");
724 self.stat_sv_warsowbunny_topspeed = Physics_ClientOption(self, "warsowbunny_topspeed");
725 self.stat_sv_warsowbunny_accel = Physics_ClientOption(self, "warsowbunny_accel");
726 self.stat_sv_warsowbunny_backtosideratio = Physics_ClientOption(self, "warsowbunny_backtosideratio");
727 self.stat_sv_friction = Physics_ClientOption(self, "friction");
728 self.stat_sv_accelerate = Physics_ClientOption(self, "accelerate");
729 self.stat_sv_stopspeed = Physics_ClientOption(self, "stopspeed");
730 self.stat_sv_airaccelerate = Physics_ClientOption(self, "airaccelerate");
731 self.stat_sv_airstopaccelerate = Physics_ClientOption(self, "airstopaccelerate");
732 self.stat_sv_jumpvelocity = Physics_ClientOption(self, "jumpvelocity");
734 if(self.PlayerPhysplug)
735 if(self.PlayerPhysplug())
738 self.race_movetime_frac += frametime;
739 f = floor(self.race_movetime_frac);
740 self.race_movetime_frac -= f;
741 self.race_movetime_count += f;
742 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
746 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);
750 else if(buttons == 1)
752 else if(buttons == 2)
754 else if(buttons == 128)
756 else if(buttons == 256)
758 else if(buttons == 512)
760 else if(buttons == 1024)
765 if(c == substring(specialcommand, self.specialcommand_pos, 1))
767 self.specialcommand_pos += 1;
768 if(self.specialcommand_pos >= strlen(specialcommand))
770 self.specialcommand_pos = 0;
775 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
776 self.specialcommand_pos = 0;
780 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
781 self.parm_idlesince = time;
783 buttons_prev = self.buttons_old;
784 self.buttons_old = buttons;
785 self.movement_old = self.movement;
786 self.v_angle_old = self.v_angle;
788 if(time < self.nickspamtime)
789 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
791 // slight annoyance for nick change scripts
792 self.movement = -1 * self.movement;
793 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
795 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!
797 self.angles_x = random() * 360;
798 self.angles_y = random() * 360;
799 // at least I'm not forcing retardedview by also assigning to angles_z
800 self.fixangle = TRUE;
804 if (self.punchangle != '0 0 0')
806 f = vlen(self.punchangle) - 10 * frametime;
808 self.punchangle = normalize(self.punchangle) * f;
810 self.punchangle = '0 0 0';
813 if (self.punchvector != '0 0 0')
815 f = vlen(self.punchvector) - 30 * frametime;
817 self.punchvector = normalize(self.punchvector) * f;
819 self.punchvector = '0 0 0';
822 if (IS_BOT_CLIENT(self))
824 if(playerdemo_read())
831 if(self.race_penalty)
832 if(time > self.race_penalty)
833 self.race_penalty = 0;
835 not_allowed_to_move = 0;
836 if(self.race_penalty)
837 not_allowed_to_move = 1;
838 if(!autocvar_sv_ready_restart_after_countdown)
839 if(time < game_starttime)
840 not_allowed_to_move = 1;
842 if(not_allowed_to_move)
844 self.velocity = '0 0 0';
845 self.movetype = MOVETYPE_NONE;
846 self.disableclientprediction = 2;
848 else if(self.disableclientprediction == 2)
850 if(self.movetype == MOVETYPE_NONE)
851 self.movetype = MOVETYPE_WALK;
852 self.disableclientprediction = 0;
856 if (self.movetype == MOVETYPE_NONE)
859 // when we get here, disableclientprediction cannot be 2
860 self.disableclientprediction = 0;
861 if(time < self.ladder_time)
862 self.disableclientprediction = 1;
864 if(time < self.spider_slowness)
866 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
867 self.stat_sv_airspeedlimit_nonqw *= 0.5;
872 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
874 self.movement_x = bound(-5, self.movement_x, 5);
875 self.movement_y = bound(-5, self.movement_y, 5);
876 self.movement_z = bound(-5, self.movement_z, 5);
879 self.movement = '0 0 0';
880 self.disableclientprediction = 1;
882 vector midpoint = ((self.absmin + self.absmax) * 0.5);
883 if(pointcontents(midpoint) == CONTENT_WATER)
885 self.velocity = self.velocity * 0.5;
887 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
888 { self.velocity_z = 200; }
892 MUTATOR_CALLHOOK(PlayerPhysics);
894 if(self.player_blocked)
896 self.movement = '0 0 0';
897 self.disableclientprediction = 1;
904 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
907 // conveyors: first fix velocity
908 if(self.conveyor.state)
909 self.velocity -= self.conveyor.movedir;
911 if (!IS_PLAYER(self))
913 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
914 if(!self.spectatorspeed)
915 self.spectatorspeed = maxspd_mod;
916 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
918 if(self.lastclassname != "player")
920 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
921 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
922 else if(self.impulse == 11)
923 self.spectatorspeed = maxspd_mod;
924 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
925 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
926 else if(self.impulse >= 1 && self.impulse <= 9)
927 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
928 } // otherwise just clear
931 maxspd_mod = self.spectatorspeed;
934 spd = max(self.stat_sv_maxspeed, self.stat_sv_maxairspeed) * maxspd_mod * swampspd_mod;
935 if(self.speed != spd)
939 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
940 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
941 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
942 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
945 maxspd_mod *= swampspd_mod; // only one common speed modder please!
948 // if dead, behave differently
952 if (!self.fixangle && !g_bugrigs)
955 self.angles_y = self.v_angle_y;
959 if(self.flags & FL_ONGROUND)
960 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
965 if(self.waterlevel < WATERLEVEL_SWIMMING)
966 if(time >= self.ladder_time)
969 self.nextstep = time + 0.3 + random() * 0.1;
970 trace_dphitq3surfaceflags = 0;
971 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
972 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
974 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
975 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
977 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
988 if (self.flags & FL_WATERJUMP )
990 self.velocity_x = self.movedir_x;
991 self.velocity_y = self.movedir_y;
992 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
994 self.flags &= ~FL_WATERJUMP;
995 self.teleport_time = 0;
998 else if (g_bugrigs && IS_PLAYER(self))
1002 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1004 // noclipping or flying
1005 self.flags &= ~FL_ONGROUND;
1007 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1008 makevectors(self.v_angle);
1009 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1010 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1012 wishdir = normalize(wishvel);
1013 wishspeed = vlen(wishvel);
1014 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1015 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1016 if (time >= self.teleport_time)
1017 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1019 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1022 self.flags &= ~FL_ONGROUND;
1024 makevectors(self.v_angle);
1025 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1026 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1027 if (wishvel == '0 0 0')
1028 wishvel = '0 0 -60'; // drift towards bottom
1030 wishdir = normalize(wishvel);
1031 wishspeed = vlen(wishvel);
1032 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1033 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1034 wishspeed = wishspeed * 0.7;
1037 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1039 // water acceleration
1040 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1042 else if (time < self.ladder_time)
1044 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1045 self.flags &= ~FL_ONGROUND;
1048 g = autocvar_sv_gravity * frametime;
1051 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1054 self.velocity_z += g;
1057 self.velocity = self.velocity * (1 - frametime * self.stat_sv_friction);
1058 makevectors(self.v_angle);
1059 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1060 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1061 self.velocity_z += g;
1062 if (self.ladder_entity.classname == "func_water")
1065 if (f > self.ladder_entity.speed)
1066 wishvel = wishvel * (self.ladder_entity.speed / f);
1068 self.watertype = self.ladder_entity.skin;
1069 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1070 if ((self.origin_z + self.view_ofs_z) < f)
1071 self.waterlevel = WATERLEVEL_SUBMERGED;
1072 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1073 self.waterlevel = WATERLEVEL_SWIMMING;
1074 else if ((self.origin_z + self.mins_z + 1) < f)
1075 self.waterlevel = WATERLEVEL_WETFEET;
1078 self.waterlevel = WATERLEVEL_NONE;
1079 self.watertype = CONTENT_EMPTY;
1083 wishdir = normalize(wishvel);
1084 wishspeed = vlen(wishvel);
1085 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1086 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1087 if (time >= self.teleport_time)
1089 // water acceleration
1090 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1093 else if (self.items & IT_USING_JETPACK)
1095 //makevectors(self.v_angle_y * '0 1 0');
1096 makevectors(self.v_angle);
1097 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1098 // add remaining speed as Z component
1099 maxairspd = self.stat_sv_maxairspeed*max(1, maxspd_mod);
1100 // fix speedhacks :P
1101 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1102 // add the unused velocity as up component
1105 // if(self.BUTTON_JUMP)
1106 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1108 // it is now normalized, so...
1109 float a_side, a_up, a_add, a_diff;
1110 a_side = autocvar_g_jetpack_acceleration_side;
1111 a_up = autocvar_g_jetpack_acceleration_up;
1112 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1114 wishvel_x *= a_side;
1115 wishvel_y *= a_side;
1121 //////////////////////////////////////////////////////////////////////////////////////
1122 // finding the maximum over all vectors of above form
1123 // with wishvel having an absolute value of 1
1124 //////////////////////////////////////////////////////////////////////////////////////
1125 // we're finding the maximum over
1126 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1127 // for z in the range from -1 to 1
1128 //////////////////////////////////////////////////////////////////////////////////////
1129 // maximum is EITHER attained at the single extreme point:
1130 a_diff = a_side * a_side - a_up * a_up;
1133 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1134 if(f > -1 && f < 1) // can it be attained?
1136 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1137 //print("middle\n");
1140 // OR attained at z = 1:
1141 f = (a_up + a_add) * (a_up + a_add);
1147 // OR attained at z = -1:
1148 f = (a_up - a_add) * (a_up - a_add);
1152 //print("bottom\n");
1155 //////////////////////////////////////////////////////////////////////////////////////
1157 //print("best possible acceleration: ", ftos(best), "\n");
1160 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1161 if(wishvel_z - autocvar_sv_gravity > 0)
1162 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1164 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1168 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1171 fvel = min(1, vlen(wishvel) / best);
1172 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1173 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1177 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1179 if (f > 0 && wishvel != '0 0 0')
1181 self.velocity = self.velocity + wishvel * f * frametime;
1182 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1183 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1184 self.flags &= ~FL_ONGROUND;
1185 self.items |= IT_USING_JETPACK;
1187 // jetpack also inhibits health regeneration, but only for 1 second
1188 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1191 else if (self.flags & FL_ONGROUND)
1193 // we get here if we ran out of ammo
1194 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1195 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1198 makevectors(self.v_angle_y * '0 1 0');
1199 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1201 if(!(self.lastflags & FL_ONGROUND))
1203 if(autocvar_speedmeter)
1204 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1205 if(self.lastground < time - 0.3)
1206 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1207 if(self.jumppadcount > 1)
1208 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1209 self.jumppadcount = 0;
1217 if (f < self.stat_sv_stopspeed)
1218 f = 1 - frametime * (self.stat_sv_stopspeed / f) * self.stat_sv_friction;
1220 f = 1 - frametime * self.stat_sv_friction;
1222 self.velocity = self.velocity * f;
1224 self.velocity = '0 0 0';
1226 Mathematical analysis time!
1228 Our goal is to invert this mess.
1230 For the two cases we get:
1231 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1232 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1233 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1235 v = v0 * (1 - frametime * autocvar_sv_friction)
1236 v0 = v / (1 - frametime * autocvar_sv_friction)
1238 These cases would be chosen ONLY if:
1239 v0 < autocvar_sv_stopspeed
1240 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1241 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1243 v0 >= autocvar_sv_stopspeed
1244 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1245 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1250 wishdir = normalize(wishvel);
1251 wishspeed = vlen(wishvel);
1252 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1253 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1255 wishspeed = wishspeed * 0.5;
1256 if (time >= self.teleport_time)
1257 PM_Accelerate(wishdir, wishspeed, wishspeed, self.stat_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1262 // we get here if we ran out of ammo
1263 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1264 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1268 maxairspd = self.stat_sv_maxairspeed*maxspd_mod;
1269 airaccel = self.stat_sv_airaccelerate*maxspd_mod;
1273 maxairspd = self.stat_sv_maxairspeed;
1274 airaccel = self.stat_sv_airaccelerate;
1277 makevectors(self.v_angle_y * '0 1 0');
1278 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1280 wishdir = normalize(wishvel);
1281 wishspeed = wishspeed0 = vlen(wishvel);
1282 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1283 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1284 if (wishspeed > maxairspd)
1285 wishspeed = maxairspd;
1287 wishspeed = wishspeed * 0.5;
1288 if (time >= self.teleport_time)
1295 airaccelqw = self.stat_sv_airaccel_qw;
1296 accelerating = (self.velocity * wishdir > 0);
1297 wishspeed2 = wishspeed;
1300 if(self.stat_sv_airstopaccelerate)
1303 curdir = self.velocity;
1305 curdir = normalize(curdir);
1306 airaccel = airaccel + (self.stat_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1308 // note that for straight forward jumping:
1309 // step = accel * frametime * wishspeed0;
1310 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1312 // dv/dt = accel * maxspeed (when slow)
1313 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1314 // log dv/dt = logaccel + logmaxspeed (when slow)
1315 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1316 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1317 if(self.stat_sv_maxairstrafespeed)
1318 wishspeed = min(wishspeed, GeomLerp(self.stat_sv_maxairspeed*maxspd_mod, strafity, self.stat_sv_maxairstrafespeed*maxspd_mod));
1319 if(self.stat_sv_airstrafeaccelerate)
1320 airaccel = GeomLerp(airaccel, strafity, self.stat_sv_airstrafeaccelerate*maxspd_mod);
1321 if(self.stat_sv_airstrafeaccel_qw)
1322 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));
1325 if(self.stat_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1326 PM_AirAccelerate(wishdir, wishspeed);
1328 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);
1330 if(self.stat_sv_aircontrol)
1331 CPM_PM_Aircontrol(wishdir, wishspeed2);
1335 if((g_cts || g_race) && !IS_OBSERVER(self))
1337 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1339 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1340 speedaward_holder = self.netname;
1341 speedaward_uid = self.crypto_idfp;
1342 speedaward_lastupdate = time;
1344 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1346 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1347 race_send_speedaward(MSG_ALL);
1348 speedaward_lastsent = speedaward_speed;
1349 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1351 speedaward_alltimebest = speedaward_speed;
1352 speedaward_alltimebest_holder = speedaward_holder;
1353 speedaward_alltimebest_uid = speedaward_uid;
1354 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1355 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1356 race_send_speedaward_alltimebest(MSG_ALL);
1363 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1364 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1366 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1367 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1368 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1369 // add the extra charge
1370 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1373 if(self.flags & FL_ONGROUND)
1374 self.lastground = time;
1376 // conveyors: then break velocity again
1377 if(self.conveyor.state)
1378 self.velocity += self.conveyor.movedir;
1380 self.lastflags = self.flags;
1381 self.lastclassname = self.classname;