7 float sv_airaccelerate;
\r
8 float sv_maxairspeed;
\r
11 float sv_airaccel_sideways_friction;
\r
12 float sv_airaccel_qw;
\r
13 float sv_airstopaccelerate;
\r
14 float sv_airstrafeaccelerate;
\r
15 float sv_maxairstrafespeed;
\r
16 float sv_aircontrol;
\r
17 float sv_warsowbunny_airforwardaccel;
\r
18 float sv_warsowbunny_accel;
\r
19 float sv_warsowbunny_topspeed;
\r
20 float sv_warsowbunny_turnaccel;
\r
21 float sv_warsowbunny_backtosideratio;
\r
24 .entity ladder_entity;
\r
26 .float swamp_slowdown;
\r
30 .float spectatorspeed;
\r
32 .float multijump_count;
\r
33 .float multijump_ready;
\r
34 .float prevjumpbutton;
\r
35 .float prevlastteleporttime;
\r
41 When you press the jump key
\r
44 void PlayerJump (void)
\r
50 if (cvar("sv_doublejump"))
\r
52 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
\r
53 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
\r
57 mjumpheight = cvar("sv_jumpvelocity");
\r
58 if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher
\r
59 mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;
\r
60 if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey
\r
61 mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));
\r
62 if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds
\r
63 mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));
\r
65 if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
67 if (self.watertype == CONTENT_WATER)
\r
68 self.velocity_z = 200;
\r
69 else if (self.watertype == CONTENT_SLIME)
\r
70 self.velocity_z = 80;
\r
72 self.velocity_z = 50;
\r
77 if (cvar("g_multijump"))
\r
79 if(self.prevlastteleporttime != self.lastteleporttime)
\r
81 // if we teleported above the ground, require touching the ground again to multi-jump
\r
82 self.multijump_ready = FALSE;
\r
83 if(self.flags & FL_ONGROUND)
\r
84 self.prevlastteleporttime = self.lastteleporttime;
\r
86 else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
\r
87 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
\r
89 self.multijump_ready = FALSE;
\r
92 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
\r
94 // doublejump = FALSE; // checked above in the if
\r
95 if (cvar("g_multijump"))
\r
97 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
\r
99 if (self.velocity_z < mjumpheight)
\r
102 self.velocity_z = 0;
\r
110 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
\r
113 vector wishvel, wishdir;
\r
116 vlen(vec2(self.velocity)), // current xy speed
\r
117 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
\r
119 makevectors(self.v_angle_y * '0 1 0');
\r
120 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
121 wishdir = normalize(wishvel);
\r
123 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
\r
124 self.velocity_y = wishdir_y * curspeed;
\r
125 // keep velocity_z unchanged!
\r
127 if (cvar("g_multijump") > 0)
\r
128 self.multijump_count += 1;
\r
131 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
\r
135 if (!(self.flags & FL_ONGROUND))
\r
139 if (!(self.flags & FL_JUMPRELEASED))
\r
142 if(self.health <= g_bloodloss)
\r
145 if(cvar_string("sv_jumpspeedcap_min") != "")
\r
146 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
\r
147 if(cvar_string("sv_jumpspeedcap_max") != "") {
\r
148 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
\r
149 // don't do jump speedcaps on ramps to preserve old voretournament ramjump style
\r
150 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
\r
153 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
\r
156 if(!(self.lastflags & FL_ONGROUND))
\r
158 if(cvar("speedmeter"))
\r
159 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
160 if(self.lastground < time - 0.3)
\r
162 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
\r
163 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
\r
165 if(self.jumppadcount > 1)
\r
166 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
167 self.jumppadcount = 0;
\r
170 self.velocity_z = self.velocity_z + mjumpheight;
\r
171 self.oldvelocity_z = self.velocity_z;
\r
173 self.flags &~= FL_ONGROUND;
\r
174 self.flags &~= FL_JUMPRELEASED;
\r
177 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
\r
179 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
\r
182 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
184 self.restart_jump = -1; // restart jump anim next time
\r
185 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
\r
192 When you double-press a movement key rapidly to leap in that direction
\r
197 float common_factor;
\r
198 float new_velocity_gain;
\r
199 float velocity_difference;
\r
201 // make sure v_up, v_right and v_forward are sane
\r
202 makevectors(self.angles);
\r
204 // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code
\r
205 // will be called ramp_time/frametime times = 2 times. so, we need to
\r
206 // add 0.5 * the total speed each frame until the dodge action is done..
\r
207 common_factor = sys_frametime / cvar("sv_dodging_ramp_time");
\r
209 // if ramp time is smaller than frametime we get problems ;D
\r
210 if (common_factor > 1)
\r
213 new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));
\r
214 if (new_velocity_gain < 0)
\r
215 new_velocity_gain = 0;
\r
217 velocity_difference = self.dodging_velocity_gain - new_velocity_gain;
\r
218 if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher
\r
219 velocity_difference *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;
\r
220 if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey
\r
221 velocity_difference *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));
\r
222 if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds
\r
223 velocity_difference *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));
\r
225 // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D
\r
226 if (self.dodging_action == 1) {
\r
227 //disable jump key during dodge accel phase
\r
228 if (self.movement_z > 0) self.movement_z = 0;
\r
232 + ((self.dodging_direction_y * velocity_difference) * v_right)
\r
233 + ((self.dodging_direction_x * velocity_difference) * v_forward);
\r
235 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;
\r
238 // the up part of the dodge is a single shot action
\r
239 if (self.dodging_single_action == 1) {
\r
240 self.flags &~= FL_ONGROUND;
\r
244 + (cvar("sv_dodging_up_speed") * v_up);
\r
246 if (cvar("sv_dodging_sound"))
\r
247 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
249 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);
\r
251 self.dodging_single_action = 0;
\r
254 // are we done with the dodging ramp yet?
\r
255 if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))
\r
257 // reset state so next dodge can be done correctly
\r
258 self.dodging_action = 0;
\r
259 self.dodging_direction_x = 0;
\r
260 self.dodging_direction_y = 0;
\r
264 void CheckWaterJump()
\r
266 local vector start, end;
\r
268 // check for a jump-out-of-water
\r
269 makevectors (self.angles);
\r
270 start = self.origin;
\r
271 start_z = start_z + 8;
\r
273 normalize(v_forward);
\r
274 end = start + v_forward*24;
\r
275 traceline (start, end, TRUE, self);
\r
276 if (trace_fraction < 1)
\r
277 { // solid at waist
\r
278 start_z = start_z + self.maxs_z - 8;
\r
279 end = start + v_forward*24;
\r
280 self.movedir = trace_plane_normal * -50;
\r
281 traceline (start, end, TRUE, self);
\r
282 if (trace_fraction == 1)
\r
283 { // open at eye level
\r
284 self.flags |= FL_WATERJUMP;
\r
285 self.velocity_z = 225;
\r
286 self.flags &~= FL_JUMPRELEASED;
\r
287 self.teleport_time = time + 2; // safety net
\r
293 float racecar_angle(float forward, float down)
\r
295 float ret, angle_mult;
\r
299 forward = -forward;
\r
303 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
\r
305 angle_mult = forward / (800 + forward);
\r
308 return ret * angle_mult + 360 * (1 - angle_mult);
\r
310 return ret * angle_mult;
\r
313 void RaceCarPhysics()
\r
315 // using this move type for "big rigs"
\r
316 // the engine does not push the entity!
\r
318 float accel, steer, f;
\r
319 vector angles_save, rigvel;
\r
321 angles_save = self.angles;
\r
322 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
\r
323 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
\r
325 if(g_bugrigs_reverse_speeding)
\r
329 // back accel is DIGITAL
\r
330 // to prevent speedhack
\r
340 makevectors(self.angles); // new forward direction!
\r
342 float myspeed, upspeed, steerfactor, accelfactor;
\r
343 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
\r
345 myspeed = self.velocity * v_forward;
\r
346 upspeed = self.velocity * v_up;
\r
348 // responsiveness factor for steering and acceleration
\r
349 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
\r
350 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
\r
352 if(myspeed < 0 && g_bugrigs_reverse_spinning)
\r
353 steerfactor = -myspeed * g_bugrigs_steer;
\r
355 steerfactor = -myspeed * f * g_bugrigs_steer;
\r
357 if(myspeed < 0 && g_bugrigs_reverse_speeding)
\r
358 accelfactor = g_bugrigs_accel;
\r
360 accelfactor = f * g_bugrigs_accel;
\r
361 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
\r
367 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
\r
371 if(!g_bugrigs_reverse_speeding)
\r
372 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
\r
379 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
\r
383 if(g_bugrigs_reverse_stopping)
\r
386 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
\r
389 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
\r
390 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
\r
392 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
393 makevectors(self.angles); // new forward direction!
\r
395 myspeed += accel * accelfactor * frametime;
\r
397 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
\r
401 myspeed = vlen(self.velocity);
\r
403 // responsiveness factor for steering and acceleration
\r
404 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
\r
405 steerfactor = -myspeed * f;
\r
406 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
408 rigvel = self.velocity;
\r
409 makevectors(self.angles); // new forward direction!
\r
412 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
\r
413 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
\r
414 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
\r
415 //MAXIMA: solve(total_acceleration(v) = 0, v);
\r
417 if(g_bugrigs_planar_movement)
\r
419 vector rigvel_xy, neworigin, up;
\r
422 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
423 rigvel_xy = rigvel;
\r
426 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
\r
429 mt = MOVE_NOMONSTERS;
\r
431 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
\r
432 up = trace_endpos - self.origin;
\r
434 // BUG RIGS: align the move to the surface instead of doing collision testing
\r
436 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
\r
438 // align to surface
\r
439 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
\r
441 if(trace_fraction < 0.5)
\r
443 trace_fraction = 1;
\r
444 neworigin = self.origin;
\r
447 neworigin = trace_endpos;
\r
449 if(trace_fraction < 1)
\r
451 // now set angles_x so that the car points parallel to the surface
\r
452 self.angles = vectoangles(
\r
453 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
455 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
457 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
\r
459 self.flags |= FL_ONGROUND;
\r
463 // now set angles_x so that the car points forward, but is tilted in velocity direction
\r
464 self.flags &~= FL_ONGROUND;
\r
467 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
\r
468 self.movetype = MOVETYPE_NOCLIP;
\r
472 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
473 self.velocity = rigvel;
\r
474 self.movetype = MOVETYPE_FLY;
\r
477 trace_fraction = 1;
\r
478 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
\r
479 if(trace_fraction != 1)
\r
481 self.angles = vectoangles2(
\r
482 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
484 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
486 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
\r
494 vel_local_x = v_forward * self.velocity;
\r
495 vel_local_y = v_right * self.velocity;
\r
496 vel_local_z = v_up * self.velocity;
\r
498 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
\r
499 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
\r
502 // smooth the angles
\r
503 vector vf1, vu1, smoothangles;
\r
504 makevectors(self.angles);
\r
505 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
\r
508 vf1 = v_forward * f;
\r
510 makevectors(angles_save);
\r
511 vf1 = vf1 + v_forward * (1 - f);
\r
512 vu1 = vu1 + v_up * (1 - f);
\r
513 smoothangles = vectoangles2(vf1, vu1);
\r
514 self.angles_x = -smoothangles_x;
\r
515 self.angles_z = smoothangles_z;
\r
518 float IsMoveInDirection(vector mv, float angle) // key mix factor
\r
520 if(mv_x == 0 && mv_y == 0)
\r
521 return 0; // avoid division by zero
\r
522 angle = RAD2DEG * atan2(mv_y, mv_x);
\r
523 angle = remainder(angle, 360) / 45;
\r
528 return 1 - fabs(angle);
\r
531 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
\r
533 float zspeed, xyspeed, dot, k;
\r
536 // this doesn't play well with analog input
\r
537 if(self.movement_x == 0 || self.movement_y != 0)
\r
538 return; // can't control movement if not moving forward or backward
\r
541 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
\r
546 k *= bound(0, wishspeed / sv_maxairspeed, 1);
\r
548 zspeed = self.velocity_z;
\r
549 self.velocity_z = 0;
\r
550 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
\r
552 dot = self.velocity * wishdir;
\r
553 k *= sv_aircontrol*dot*dot*frametime;
\r
555 if(dot > 0) // we can't change direction while slowing down
\r
557 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
\r
560 self.velocity = self.velocity * xyspeed;
\r
561 self.velocity_z = zspeed;
\r
564 // example config for alternate speed clamping:
\r
565 // sv_airaccel_qw 0.8
\r
566 // sv_airaccel_sideways_friction 0
\r
567 // prvm_globalset server speedclamp_mode 1
\r
569 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
\r
571 float vel_straight;
\r
573 vector vel_perpend;
\r
577 float vel_xy_current;
\r
578 float vel_xy_backward, vel_xy_forward;
\r
581 speedclamp = (accelqw < 0);
\r
583 accelqw = -accelqw;
\r
585 if(self.classname == "player")
\r
587 if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight
\r
588 wishspeed /= 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_speed");
\r
589 if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster
\r
590 wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;
\r
591 if(self.swallow_progress_prey) // cut speed based on swallow progress for prey
\r
592 wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));
\r
593 if(self.swallow_progress_pred) // cut speed based on swallow progress for preds
\r
594 wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));
\r
595 if(self.grabber_stunned > time && random() <= cvar("g_balance_grabber_secondary_stun_rate")) // randomly cut speed while the player is stunned
\r
599 if(cvar("sv_gameplayfix_q2airaccelerate"))
\r
600 wishspeed0 = wishspeed;
\r
602 vel_straight = self.velocity * wishdir;
\r
603 vel_z = self.velocity_z;
\r
604 vel_xy = self.velocity - vel_z * '0 0 1';
\r
605 vel_perpend = vel_xy - vel_straight * wishdir;
\r
607 step = accel * frametime * wishspeed0;
\r
609 vel_xy_current = vlen(vel_xy);
\r
610 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
\r
611 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
\r
612 if(vel_xy_backward < 0)
\r
613 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
\r
615 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
\r
617 if(sidefric < 0 && (vel_perpend*vel_perpend))
\r
618 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
\r
621 f = max(0, 1 + frametime * wishspeed * sidefric);
\r
622 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
\r
623 // this cannot be > 1
\r
625 vel_perpend = vel_perpend * max(0, f);
\r
628 fminimum = sqrt(fminimum);
\r
629 vel_perpend = vel_perpend * max(fminimum, f);
\r
633 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
\r
635 vel_xy = vel_straight * wishdir + vel_perpend;
\r
639 // ensure we don't get too fast or decelerate faster than we should
\r
640 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
\r
641 if(vel_xy_current > 0) // prevent division by zero
\r
642 vel_xy = normalize(vel_xy) * vel_xy_current;
\r
645 self.velocity = vel_xy + vel_z * '0 0 1';
\r
648 void PM_AirAccelerate(vector wishdir, float wishspeed)
\r
650 vector curvel, wishvel, acceldir, curdir;
\r
651 float addspeed, accelspeed, curspeed, f;
\r
657 curvel = self.velocity;
\r
659 curspeed = vlen(curvel);
\r
661 if(wishspeed > curspeed * 1.01)
\r
663 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
\r
667 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
\r
668 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
\r
670 wishvel = wishdir * wishspeed;
\r
671 acceldir = wishvel - curvel;
\r
672 addspeed = vlen(acceldir);
\r
673 acceldir = normalize(acceldir);
\r
675 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
\r
677 if(sv_warsowbunny_backtosideratio < 1)
\r
679 curdir = normalize(curvel);
\r
680 dot = acceldir * curdir;
\r
682 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
\r
685 self.velocity += accelspeed * acceldir;
\r
688 .vector movement_old;
\r
689 .float buttons_old;
\r
690 .vector v_angle_old;
\r
691 .string lastclassname;
\r
693 .float() PlayerPhysplug;
\r
695 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
\r
696 .float specialcommand_pos;
\r
697 void SpecialCommand()
\r
702 if(!CheatImpulse(99))
\r
703 print("A hollow voice says \"Plugh\".\n");
\r
707 float speedaward_speed;
\r
708 string speedaward_holder;
\r
709 void race_send_speedaward(float msg)
\r
711 // send the best speed of the round
\r
712 WriteByte(msg, SVC_TEMPENTITY);
\r
713 WriteByte(msg, TE_CSQC_RACE);
\r
714 WriteByte(msg, RACE_NET_SPEED_AWARD);
\r
715 WriteInt24_t(msg, floor(speedaward_speed+0.5));
\r
716 WriteString(msg, speedaward_holder);
\r
719 float speedaward_alltimebest;
\r
720 string speedaward_alltimebest_holder;
\r
721 void race_send_speedaward_alltimebest(float msg)
\r
723 // send the best speed
\r
724 WriteByte(msg, SVC_TEMPENTITY);
\r
725 WriteByte(msg, TE_CSQC_RACE);
\r
726 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
\r
727 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
\r
728 WriteString(msg, speedaward_alltimebest_holder);
\r
731 string GetMapname(void);
\r
732 float speedaward_lastupdate;
\r
733 float speedaward_lastsent;
\r
734 .float jumppadusetime;
\r
735 void SV_PlayerPhysics()
\r
737 local vector wishvel, wishdir, v;
\r
738 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
\r
740 float buttons_prev;
\r
741 float not_allowed_to_move;
\r
744 if(self.PlayerPhysplug)
\r
745 if(self.PlayerPhysplug())
\r
748 self.race_movetime_frac += frametime;
\r
749 f = floor(self.race_movetime_frac);
\r
750 self.race_movetime_frac -= f;
\r
751 self.race_movetime_count += f;
\r
752 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
\r
754 anticheat_physics();
\r
756 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_JETPACK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
\r
760 else if(buttons == 1)
\r
762 else if(buttons == 2)
\r
764 else if(buttons == 128)
\r
766 else if(buttons == 256)
\r
768 else if(buttons == 512)
\r
770 else if(buttons == 1024)
\r
775 if(c == substring(specialcommand, self.specialcommand_pos, 1))
\r
777 self.specialcommand_pos += 1;
\r
778 if(self.specialcommand_pos >= strlen(specialcommand))
\r
780 self.specialcommand_pos = 0;
\r
785 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
\r
786 self.specialcommand_pos = 0;
\r
788 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
\r
790 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
\r
791 self.parm_idlesince = time;
\r
793 buttons_prev = self.buttons_old;
\r
794 self.buttons_old = buttons;
\r
795 self.movement_old = self.movement;
\r
796 self.v_angle_old = self.v_angle;
\r
798 if(time < self.nickspamtime)
\r
799 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
\r
801 // slight annoyance for nick change scripts
\r
802 self.movement = -1 * self.movement;
\r
803 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;
\r
805 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
\r
807 self.angles_x = random() * 360;
\r
808 self.angles_y = random() * 360;
\r
809 // at least I'm not forcing retardedview by also assigning to angles_z
\r
814 if (self.punchangle != '0 0 0')
\r
816 float speed = cvar("sv_punchangle_speed");
\r
817 if (self.punchangle_speed)
\r
818 speed *= self.punchangle_speed + 1;
\r
820 f = vlen(self.punchangle) - speed * frametime;
\r
822 self.punchangle = normalize(self.punchangle) * f;
\r
824 self.punchangle = '0 0 0';
\r
827 self.punchangle_speed = 0;
\r
829 if (self.punchvector != '0 0 0')
\r
831 float speed = cvar("sv_punchvector_speed");
\r
832 if (self.punchvector_speed)
\r
833 speed *= self.punchvector_speed + 1;
\r
835 f = vlen(self.punchvector) - speed * frametime;
\r
837 self.punchvector = normalize(self.punchvector) * f;
\r
839 self.punchvector = '0 0 0';
\r
842 self.punchvector_speed = 0;
\r
844 if (clienttype(self) == CLIENTTYPE_BOT)
\r
846 if(playerdemo_read())
\r
851 self.items &~= IT_USING_JETPACK;
\r
853 if(self.classname == "player")
\r
855 if(self.race_penalty)
\r
856 if(time > self.race_penalty)
\r
857 self.race_penalty = 0;
\r
859 not_allowed_to_move = 0;
\r
860 if(self.race_penalty)
\r
861 not_allowed_to_move = 1;
\r
862 if(!cvar("sv_ready_restart_after_countdown"))
\r
863 if(time < game_starttime)
\r
864 not_allowed_to_move = 1;
\r
866 if(not_allowed_to_move)
\r
868 self.velocity = '0 0 0';
\r
869 self.movetype = MOVETYPE_NONE;
\r
870 self.disableclientprediction = 2;
\r
872 else if(self.disableclientprediction == 2)
\r
874 if(self.movetype == MOVETYPE_NONE)
\r
875 self.movetype = MOVETYPE_WALK;
\r
876 self.disableclientprediction = 0;
\r
880 if(self.stat_eaten)
\r
883 if (self.movetype == MOVETYPE_NONE)
\r
889 if(self.in_swamp) {
\r
890 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
\r
893 if(self.classname != "player")
\r
895 maxspd_mod = cvar("sv_spectator_speed_multiplier");
\r
896 if(!self.spectatorspeed)
\r
897 self.spectatorspeed = maxspd_mod;
\r
898 if(self.impulse && self.impulse <= 19)
\r
900 if(self.lastclassname != "player")
\r
902 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
\r
903 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
\r
904 else if(self.impulse == 11)
\r
905 self.spectatorspeed = maxspd_mod;
\r
906 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
\r
907 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
\r
908 else if(self.impulse >= 1 && self.impulse <= 9)
\r
909 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
\r
910 } // otherwise just clear
\r
913 maxspd_mod = self.spectatorspeed;
\r
916 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
\r
917 if(self.speed != spd)
\r
921 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
\r
922 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
\r
923 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
\r
924 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
\r
927 maxspd_mod *= swampspd_mod; // only one common speed modder please!
\r
930 // if dead, behave differently
\r
934 if (!self.fixangle && !g_bugrigs)
\r
937 self.angles_y = self.v_angle_y;
\r
941 if(self.flags & FL_ONGROUND)
\r
944 self.wasFlying = 0;
\r
946 if(self.classname == "player")
\r
947 if(self.waterlevel < WATERLEVEL_SWIMMING)
\r
948 if(time >= self.ladder_time)
\r
949 if not(self.grabber)
\r
951 self.nextstep = time + 0.3 + random() * 0.1;
\r
952 trace_dphitq3surfaceflags = 0;
\r
953 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
\r
954 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
\r
956 if(cvar("g_healthsize"))
\r
958 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
960 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));
\r
961 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));
\r
965 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));
\r
966 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));
\r
968 sound(self, CHAN_AUTO, "misc/macro_hitground.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);
\r
970 // earthquake effect for nearby players when a macro falls
\r
971 if(cvar("g_healthsize_quake_fall"))
\r
974 for(head = findradius(self.origin, cvar("g_healthsize_quake_fall_radius")); head; head = head.chain)
\r
976 if not(head.classname == "player" || head.classname == "spectator")
\r
978 if(head == self || head.spectatee_status == num_for_edict(self))
\r
979 continue; // not for self
\r
980 if not(head.flags & FL_ONGROUND)
\r
981 continue; // we only feel the ground shaking if we are sitting on it
\r
982 if(head.stat_eaten)
\r
983 continue; // not for prey
\r
986 shake = vlen(head.origin - self.origin);
\r
988 shake = 1 - bound(0, shake / cvar("g_healthsize_quake_fall_radius"), 1);
\r
989 shake *= playersize_macro(self) * cvar("g_healthsize_quake_fall");
\r
991 head.punchvector_x += crandom() * shake;
\r
992 head.punchvector_y += crandom() * shake;
\r
993 head.punchvector_z += crandom() * shake;
\r
999 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
1001 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);
\r
1002 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);
\r
1006 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);
\r
1007 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);
\r
1014 if(IsFlying(self))
\r
1015 self.wasFlying = 1;
\r
1017 if(self.classname == "player")
\r
1019 if(self.flags & FL_ONGROUND)
\r
1021 if (cvar("g_multijump") > 0)
\r
1022 self.multijump_count = 0;
\r
1024 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
\r
1027 if (self.BUTTON_JUMP)
\r
1030 self.flags |= FL_JUMPRELEASED;
\r
1032 if (self.waterlevel == WATERLEVEL_SWIMMING)
\r
1033 CheckWaterJump ();
\r
1034 self.prevjumpbutton = self.BUTTON_JUMP;
\r
1037 if (self.flags & FL_WATERJUMP )
\r
1039 self.velocity_x = self.movedir_x;
\r
1040 self.velocity_y = self.movedir_y;
\r
1041 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
\r
1043 self.flags &~= FL_WATERJUMP;
\r
1044 self.teleport_time = 0;
\r
1047 else if (g_bugrigs && self.classname == "player")
\r
1051 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
\r
1053 // noclipping or flying
\r
1054 self.flags &~= FL_ONGROUND;
\r
1056 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
1057 makevectors(self.v_angle);
\r
1058 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
1059 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
1061 wishdir = normalize(wishvel);
\r
1062 wishspeed = vlen(wishvel);
\r
1063 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1064 wishspeed = sv_maxspeed*maxspd_mod;
\r
1065 if (time >= self.teleport_time)
\r
1066 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1068 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
1071 self.flags &~= FL_ONGROUND;
\r
1073 makevectors(self.v_angle);
\r
1074 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
1075 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
1076 if (wishvel == '0 0 0')
\r
1077 wishvel = '0 0 -60'; // drift towards bottom
\r
1079 wishdir = normalize(wishvel);
\r
1080 wishspeed = vlen(wishvel);
\r
1081 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1082 wishspeed = sv_maxspeed*maxspd_mod;
\r
1083 wishspeed = wishspeed * 0.7;
\r
1086 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
1088 // water acceleration
\r
1089 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1091 else if (time < self.ladder_time)
\r
1093 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
\r
1094 self.flags &~= FL_ONGROUND;
\r
1096 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
1097 makevectors(self.v_angle);
\r
1098 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
1099 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
1101 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
\r
1103 self.velocity_z = self.velocity_z + sv_gravity * frametime;
\r
1104 if (self.ladder_entity.classname == "func_water")
\r
1106 f = vlen(wishvel);
\r
1107 if (f > self.ladder_entity.speed)
\r
1108 wishvel = wishvel * (self.ladder_entity.speed / f);
\r
1110 self.watertype = self.ladder_entity.skin;
\r
1111 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
\r
1112 if ((self.origin_z + self.view_ofs_z) < f)
\r
1113 self.waterlevel = WATERLEVEL_SUBMERGED;
\r
1114 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
\r
1115 self.waterlevel = WATERLEVEL_SWIMMING;
\r
1116 else if ((self.origin_z + self.mins_z + 1) < f)
\r
1117 self.waterlevel = WATERLEVEL_WETFEET;
\r
1120 self.waterlevel = WATERLEVEL_NONE;
\r
1121 self.watertype = CONTENT_EMPTY;
\r
1125 wishdir = normalize(wishvel);
\r
1126 wishspeed = vlen(wishvel);
\r
1127 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1128 wishspeed = sv_maxspeed*maxspd_mod;
\r
1129 if (time >= self.teleport_time)
\r
1131 // water acceleration
\r
1132 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1135 else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.stat_eaten)
\r
1137 //makevectors(self.v_angle_y * '0 1 0');
\r
1138 makevectors(self.v_angle);
\r
1139 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1140 // add remaining speed as Z component
\r
1141 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
\r
1142 // fix speedhacks :P
\r
1143 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
\r
1144 // add the unused velocity as up component
\r
1147 // if(self.BUTTON_JUMP)
\r
1148 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
\r
1150 // it is now normalized, so...
\r
1151 float a_side, a_up, a_add, a_diff;
\r
1152 a_side = cvar("g_jetpack_acceleration_side");
\r
1153 a_up = cvar("g_jetpack_acceleration_up");
\r
1154 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
\r
1156 wishvel_x *= a_side;
\r
1157 wishvel_y *= a_side;
\r
1158 wishvel_z *= a_up;
\r
1159 wishvel_z += a_add;
\r
1163 //////////////////////////////////////////////////////////////////////////////////////
\r
1164 // finding the maximum over all vectors of above form
\r
1165 // with wishvel having an absolute value of 1
\r
1166 //////////////////////////////////////////////////////////////////////////////////////
\r
1167 // we're finding the maximum over
\r
1168 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
\r
1169 // for z in the range from -1 to 1
\r
1170 //////////////////////////////////////////////////////////////////////////////////////
\r
1171 // maximum is EITHER attained at the single extreme point:
\r
1172 a_diff = a_side * a_side - a_up * a_up;
\r
1175 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
\r
1176 if(f > -1 && f < 1) // can it be attained?
\r
1178 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
\r
1179 //print("middle\n");
\r
1182 // OR attained at z = 1:
\r
1183 f = (a_up + a_add) * (a_up + a_add);
\r
1189 // OR attained at z = -1:
\r
1190 f = (a_up - a_add) * (a_up - a_add);
\r
1194 //print("bottom\n");
\r
1196 best = sqrt(best);
\r
1197 //////////////////////////////////////////////////////////////////////////////////////
\r
1199 //print("best possible acceleration: ", ftos(best), "\n");
\r
1202 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
\r
1203 if(wishvel_z - sv_gravity > 0)
\r
1204 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1206 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1209 fvel = vlen(wishvel);
\r
1212 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
\r
1214 fvel = min(1, vlen(wishvel) / best);
\r
1215 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
\r
1216 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
\r
1220 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
\r
1222 if (f > 0 && wishvel != '0 0 0')
\r
1224 self.velocity = self.velocity + wishvel * f * frametime;
\r
1225 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1226 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
\r
1227 self.flags &~= FL_ONGROUND;
\r
1228 self.items |= IT_USING_JETPACK;
\r
1230 // jetpack also inhibits health regeneration, but only for 1 second
\r
1231 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
1234 else if (self.flags & FL_ONGROUND)
\r
1236 // we get here if we ran out of ammo
\r
1237 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)
\r
1238 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1241 makevectors(self.v_angle_y * '0 1 0');
\r
1242 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1244 if(!(self.lastflags & FL_ONGROUND))
\r
1246 if(cvar("speedmeter"))
\r
1247 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
1248 if(self.lastground < time - 0.3)
\r
1249 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
\r
1250 if(self.jumppadcount > 1)
\r
1251 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
1252 self.jumppadcount = 0;
\r
1255 #ifdef LETS_TEST_FTEQCC
\r
1256 if(self.velocity_x || self.velocity_y)
\r
1262 if(self.velocity_x)
\r
1264 if(self.velocity_y)
\r
1269 v = self.velocity;
\r
1274 if (f < sv_stopspeed)
\r
1275 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
\r
1277 f = 1 - frametime * sv_friction;
\r
1279 self.velocity = self.velocity * f;
\r
1281 self.velocity = '0 0 0';
\r
1285 wishdir = normalize(wishvel);
\r
1286 wishspeed = vlen(wishvel);
\r
1287 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1288 wishspeed = sv_maxspeed*maxspd_mod;
\r
1290 wishspeed = wishspeed * cvar("sv_crouchvelocity");
\r
1291 if (time >= self.teleport_time)
\r
1292 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1297 // we get here if we ran out of ammo
\r
1298 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)
\r
1299 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1301 if(maxspd_mod < 1)
\r
1303 maxairspd = sv_maxairspeed*maxspd_mod;
\r
1304 airaccel = sv_airaccelerate*maxspd_mod;
\r
1308 maxairspd = sv_maxairspeed;
\r
1309 airaccel = sv_airaccelerate;
\r
1312 makevectors(self.v_angle_y * '0 1 0');
\r
1313 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1315 wishdir = normalize(wishvel);
\r
1316 wishspeed = wishspeed0 = vlen(wishvel);
\r
1317 if (wishspeed0 > sv_maxspeed*maxspd_mod)
\r
1318 wishspeed0 = sv_maxspeed*maxspd_mod;
\r
1319 if (wishspeed > maxairspd)
\r
1320 wishspeed = maxairspd;
\r
1322 wishspeed = wishspeed * cvar("sv_crouchvelocity");
\r
1323 if (time >= self.teleport_time)
\r
1325 float accelerating;
\r
1329 airaccelqw = sv_airaccel_qw;
\r
1330 accelerating = (self.velocity * wishdir > 0);
\r
1331 wishspeed2 = wishspeed;
\r
1334 if(sv_airstopaccelerate)
\r
1335 if(self.velocity * wishdir < 0)
\r
1336 airaccel = sv_airstopaccelerate*maxspd_mod;
\r
1337 // this doesn't play well with analog input, but can't r
\r
1338 // fixed like the AirControl can. So, don't set the maxa
\r
1339 // cvars when you want to support analog input.
\r
1340 if(self.movement_x == 0 && self.movement_y != 0)
\r
1342 if(sv_maxairstrafespeed)
\r
1344 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
\r
1345 if(sv_maxairstrafespeed < sv_maxairspeed)
\r
1348 if(sv_airstrafeaccelerate)
\r
1350 airaccel = sv_airstrafeaccelerate*maxspd_mod;
\r
1351 if(sv_airstrafeaccelerate > sv_airaccelerate)
\r
1357 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
\r
1358 PM_AirAccelerate(wishdir, wishspeed);
\r
1360 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
\r
1363 CPM_PM_Aircontrol(wishdir, wishspeed2);
\r
1368 if (cvar("g_dodging") == 0 || self.waterlevel >= WATERLEVEL_SWIMMING) // when swimming, no dodging allowed..
\r
1370 self.dodging_action = 0;
\r
1371 self.dodging_direction_x = 0;
\r
1372 self.dodging_direction_y = 0;
\r
1377 if((g_cts || g_race) && self.classname != "observer") {
\r
1378 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
\r
1379 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
\r
1380 speedaward_holder = self.netname;
\r
1381 speedaward_lastupdate = time;
\r
1383 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
\r
1389 race_send_speedaward(MSG_ALL);
\r
1390 speedaward_lastsent = speedaward_speed;
\r
1391 if (speedaward_speed > speedaward_alltimebest) {
\r
1392 speedaward_alltimebest = speedaward_speed;
\r
1393 speedaward_alltimebest_holder = speedaward_holder;
\r
1394 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
\r
1395 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
\r
1396 race_send_speedaward_alltimebest(MSG_ALL);
\r
1401 if(vlen(self.velocity) > cvar("g_deathspeed"))
\r
1402 Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');
\r
1405 if(self.flags & FL_ONGROUND)
\r
1406 self.lastground = time;
\r
1408 self.lastflags = self.flags;
\r
1409 self.lastclassname = self.classname;
\r