#ifdef SVQC
-#include "../../server/miscfunctions.qh"
+#include <server/miscfunctions.qh>
#include "../triggers/trigger/viewloc.qh"
// client side physics
#define X(unstick_offset) \
{ \
vector neworigin = unstick_offset + this.origin; \
- tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, this); \
+ tracebox(neworigin, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL), neworigin, MOVE_NORMAL, this); \
if (!trace_startsolid) \
{ \
setorigin(this, neworigin); \
PM_ClientMovement_Unstick(this);
// set crouched
- if (PHYS_INPUT_BUTTON_CROUCH(this))
+ bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+ if(this.hook && !wasfreed(this.hook))
+ do_crouch = false;
+ if(hud != HUD_NORMAL)
+ do_crouch = false;
+ if(STAT(FROZEN, this))
+ do_crouch = false;
+ if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
+ do_crouch = false;
+
+ if (do_crouch)
{
// wants to crouch, this always works
if (!IS_DUCKED(this)) SET_DUCKED(this);
// wants to stand, if currently crouching we need to check for a low ceiling first
if (IS_DUCKED(this))
{
- tracebox(this.origin, PL_MIN, PL_MAX, this.origin, MOVE_NORMAL, this);
+ tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
if (!trace_startsolid) UNSET_DUCKED(this);
}
}
#ifdef SVQC
PHYS_TELEPORT_TIME(this) = time + 2; // safety net
#elif defined(CSQC)
- pmove_waterjumptime = time + 2;
+ pmove_waterjumptime = 2;
#endif
}
}
{
float air_jump = !PlayerJump(this) || player_multijump; // PlayerJump() has important side effects
float activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
- float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO;
+ float has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
else if (this.jetpack_stopped) { }
{
// slight annoyance for nick change scripts
this.movement = -1 * this.movement;
- this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = this.BUTTON_ZOOM = this.BUTTON_CROUCH = this.BUTTON_HOOK = this.BUTTON_USE = 0;
+ PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
{
// add the unused velocity as up component
wishvel_z = 0;
- // if (this.BUTTON_JUMP)
+ // if (PHYS_INPUT_BUTTON_JUMP(this))
wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
// it is now normalized, so...
if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
PM_AirAccelerate(this, wishdir, wishspeed2);
- else
- PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(this));
+ else {
+ float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
+ PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
+ }
if (PHYS_AIRCONTROL(this))
CPM_PM_Aircontrol(this, wishdir, wishspeed2);
return false;
if(this.waterlevel >= WATERLEVEL_SWIMMING)
return false;
- //traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
- //if(trace_fraction < 1)
- //return false;
+ traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
+ if(trace_fraction < 1)
+ return false;
return true;
}
this.spectatorspeed = STAT(SPECTATORSPEED);
- vector oldv_angle = this.v_angle;
- vector oldangles = this.angles; // we need to save these, as they're abused by other code
- this.v_angle = PHYS_INPUT_ANGLES(this);
- this.angles = PHYS_WORLD_ANGLES(this);
-
this.team = myteam + 1; // is this correct?
if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
UNSET_JUMP_HELD(this); // canjump = true
#ifdef SVQC
- WarpZone_PlayerPhysics_FixVAngle();
+ WarpZone_PlayerPhysics_FixVAngle(this);
#endif
float maxspeed_mod = 1;
maxspeed_mod *= PHYS_HIGHSPEED(this);
Physics_UpdateStats(this, maxspeed_mod);
if (this.PlayerPhysplug)
- if (this.PlayerPhysplug())
+ if (this.PlayerPhysplug(this))
return;
#endif
{
if (playerdemo_read(this))
return;
- WITH(entity, self, this, bot_think());
+ bot_think(this);
}
#endif
this.spectatorspeed = maxspeed_mod;
if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
{
- if (this.lastclassname != "player")
+ if (this.lastclassname != STR_PLAYER)
{
if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
}
#endif
- if(PHYS_DEAD(this))
+ if(IS_DEAD(this))
{
// handle water here
vector midpoint = ((this.absmin + this.absmax) * 0.5);
PM_Footsteps(this);
}
+#ifdef SVQC
if(IsFlying(this))
this.wasFlying = 1;
+#endif
if (IS_PLAYER(this))
CheckPlayerJump(this);
{
this.velocity_x = this.movedir.x;
this.velocity_y = this.movedir.y;
- if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE)
+ if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
+ #ifdef CSQC
+ || pmove_waterjumptime <= 0
+ #endif
+ )
{
this.flags &= ~FL_WATERJUMP;
PHYS_TELEPORT_TIME(this) = 0;
+ #ifdef CSQC
+ pmove_waterjumptime = 0;
+ #endif
}
}
else
PM_air(this, buttons_prev, maxspeed_mod);
-:end
+LABEL(end)
if (IS_ONGROUND(this))
this.lastground = time;
this.lastflags = this.flags;
this.lastclassname = this.classname;
-
-#ifdef CSQC
- this.v_angle = oldv_angle;
- this.angles = oldangles;
-#endif
}
#if defined(SVQC)