X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_physics.qc;h=79087eb8a366e9a5ed91c67de9024d058ef3140f;hb=3c39aa374dfbbeb40759ed764bad0f9cd8e2aa8c;hp=9662e0ae61035dbe402bfec093c71f0753a99644;hpb=544f1f5b096c9e51f50ec17ea3d390a6b8f6dbbe;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_physics.qc b/qcsrc/server/cl_physics.qc index 9662e0ae6..79087eb8a 100644 --- a/qcsrc/server/cl_physics.qc +++ b/qcsrc/server/cl_physics.qc @@ -34,7 +34,15 @@ void PlayerJump (void) { tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self); if (trace_fraction < 1 && trace_plane_normal_z > 0.7) + { doublejump = TRUE; + + // we MUST clip velocity here! + float f; + f = self.velocity * trace_plane_normal; + if(f < 0) + self.velocity -= f * trace_plane_normal; + } } mjumpheight = autocvar_sv_jumpvelocity; @@ -104,7 +112,7 @@ void PlayerJump (void) if (!(self.flags & FL_ONGROUND)) return; - if(!sv_pogostick) + if(self.cvar_cl_movement_track_canjump) if (!(self.flags & FL_JUMPRELEASED)) return; @@ -163,19 +171,18 @@ void PlayerJump (void) if (self.crouch) setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE); - else + else if (self.animstate_startframe != self.anim_melee_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // jump animation shouldn't override melee until we have animation blending (or until the anim finished, 21/20 = numframes/fps) setanim(self, self.anim_jump, FALSE, TRUE, TRUE); if(g_jump_grunt) - PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); + PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND); self.restart_jump = -1; // restart jump anim next time // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping) } - void CheckWaterJump() { - local vector start, end; + vector start, end; // check for a jump-out-of-water makevectors (self.angles); @@ -200,7 +207,26 @@ void CheckWaterJump() return; } } -}; +} +void CheckPlayerJump() +{ + if(self.flags & FL_ONGROUND) + { + if (autocvar_g_multijump > 0) + self.multijump_count = 0; + else + self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller + } + + if (self.BUTTON_JUMP) + PlayerJump (); + else + self.flags |= FL_JUMPRELEASED; + + if (self.waterlevel == WATERLEVEL_SWIMMING) + CheckWaterJump (); + self.prevjumpbutton = self.BUTTON_JUMP; +} float racecar_angle(float forward, float down) { @@ -504,7 +530,7 @@ float AdjustAirAccelQW(float accelqw, float factor) // sv_airaccel_sideways_friction 0 // prvm_globalset server speedclamp_mode 1 // (or 2) -void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit) +void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit) { float vel_straight; float vel_z; @@ -516,8 +542,14 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce float vel_xy_backward, vel_xy_forward; float speedclamp; - speedclamp = (accelqw < 0); - if(speedclamp) + if(stretchfactor > 0) + speedclamp = stretchfactor; + else if(accelqw < 0) + speedclamp = 1; // full clamping, no stretch + else + speedclamp = -1; // no clamping + + if(accelqw < 0) accelqw = -accelqw; if(autocvar_sv_gameplayfix_q2airaccelerate) @@ -560,12 +592,16 @@ void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float acce vel_xy = vel_straight * wishdir + vel_perpend; - if(speedclamp) + if(speedclamp >= 0) { - // ensure we don't get too fast or decelerate faster than we should - vel_xy_current = min(vlen(vel_xy), vel_xy_forward); - if(vel_xy_current > 0) // prevent division by zero - vel_xy = normalize(vel_xy) * vel_xy_current; + float vel_xy_preclamp; + vel_xy_preclamp = vlen(vel_xy); + if(vel_xy_preclamp > 0) // prevent division by zero + { + vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp; + if(vel_xy_current < vel_xy_preclamp) + vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp); + } } self.velocity = vel_xy + vel_z * '0 0 1'; @@ -661,12 +697,14 @@ float speedaward_lastupdate; float speedaward_lastsent; void SV_PlayerPhysics() { - local vector wishvel, wishdir, v; - local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons; + vector wishvel, wishdir, v; + float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons; string temps; float buttons_prev; float not_allowed_to_move; string c; + + WarpZone_PlayerPhysics_FixVAngle(); maxspd_mod = 1; if(g_minstagib && (self.items & IT_INVINCIBLE)) @@ -694,6 +732,7 @@ void SV_PlayerPhysics() maxspd_mod *= autocvar_g_movement_highspeed; // fix physics stats for g_movement_highspeed + // TODO maybe rather use maxairspeed? needs testing self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod); if(autocvar_sv_airstrafeaccel_qw) self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod); @@ -768,7 +807,7 @@ void SV_PlayerPhysics() self.angles_x = random() * 360; self.angles_y = random() * 360; // at least I'm not forcing retardedview by also assigning to angles_z - self.fixangle = 1; + self.fixangle = TRUE; } } @@ -843,6 +882,10 @@ void SV_PlayerPhysics() swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate"); } + // conveyors: first fix velocity + if(self.conveyor.state) + self.velocity -= self.conveyor.movedir; + if(self.classname != "player") { maxspd_mod = autocvar_sv_spectator_speed_multiplier; @@ -892,6 +935,7 @@ void SV_PlayerPhysics() } if(self.flags & FL_ONGROUND) + if(self.classname == "player") // no fall sounds for observers thank you very much if(self.wasFlying) { self.wasFlying = 0; @@ -906,9 +950,9 @@ void SV_PlayerPhysics() if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) { if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS) - GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); + GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND); else - GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND); + GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND); } } } @@ -917,24 +961,7 @@ void SV_PlayerPhysics() self.wasFlying = 1; if(self.classname == "player") - { - if(self.flags & FL_ONGROUND) - { - if (autocvar_g_multijump > 0) - self.multijump_count = 0; - else - self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller - } - - if (self.BUTTON_JUMP) - PlayerJump (); - else - self.flags |= FL_JUMPRELEASED; - - if (self.waterlevel == WATERLEVEL_SWIMMING) - CheckWaterJump (); - self.prevjumpbutton = self.BUTTON_JUMP; - } + CheckPlayerJump(); if (self.flags & FL_WATERJUMP ) { @@ -950,7 +977,7 @@ void SV_PlayerPhysics() { RaceCarPhysics(); } - else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY) + else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY) { // noclipping or flying self.flags &~= FL_ONGROUND; @@ -965,7 +992,7 @@ void SV_PlayerPhysics() if (wishspeed > self.stat_sv_maxspeed*maxspd_mod) wishspeed = self.stat_sv_maxspeed*maxspd_mod; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } else if (self.waterlevel >= WATERLEVEL_SWIMMING) { @@ -988,7 +1015,7 @@ void SV_PlayerPhysics() self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction); // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } else if (time < self.ladder_time) { @@ -1038,7 +1065,7 @@ void SV_PlayerPhysics() if (time >= self.teleport_time) { // water acceleration - PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } } else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO)) @@ -1188,6 +1215,28 @@ void SV_PlayerPhysics() self.velocity = self.velocity * f; else self.velocity = '0 0 0'; + /* + Mathematical analysis time! + + Our goal is to invert this mess. + + For the two cases we get: + v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction) + = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction + v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction + and + v = v0 * (1 - frametime * autocvar_sv_friction) + v0 = v / (1 - frametime * autocvar_sv_friction) + + These cases would be chosen ONLY if: + v0 < autocvar_sv_stopspeed + v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed + v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction) + and, respectively: + v0 >= autocvar_sv_stopspeed + v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed + v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction) + */ } // acceleration @@ -1198,7 +1247,7 @@ void SV_PlayerPhysics() if (self.crouch) wishspeed = wishspeed * 0.5; if (time >= self.teleport_time) - PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0); + PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0); } else { @@ -1269,7 +1318,7 @@ void SV_PlayerPhysics() if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0) PM_AirAccelerate(wishdir, wishspeed); else - PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw); + PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw); if(autocvar_sv_aircontrol) CPM_PM_Aircontrol(wishdir, wishspeed2); @@ -1316,6 +1365,10 @@ void SV_PlayerPhysics() if(self.flags & FL_ONGROUND) self.lastground = time; + // conveyors: then break velocity again + if(self.conveyor.state) + self.velocity += self.conveyor.movedir; + self.lastflags = self.flags; self.lastclassname = self.classname; -}; +}