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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_physics.qc
1 .float race_penalty;
2 .float restart_jump;
3
4 .float ladder_time;
5 .entity ladder_entity;
6 .float gravity;
7 .float swamp_slowdown;
8 .float lastflags;
9 .float lastground;
10 .float wasFlying;
11 .float spectatorspeed;
12
13 .float multijump_count;
14 .float multijump_ready;
15 .float prevjumpbutton;
16
17 /*
18 =============
19 PlayerJump
20
21 When you press the jump key
22 =============
23 */
24 void PlayerJump (void)
25 {
26         if(self.freezetag_frozen)
27                 return; // no jumping in freezetag when frozen
28
29         float mjumpheight;
30         float doublejump;
31
32         doublejump = FALSE;
33         if (autocvar_sv_doublejump)
34         {
35                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
36                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
37                 {
38                         doublejump = TRUE;
39
40                         // we MUST clip velocity here!
41                         float f;
42                         f = self.velocity * trace_plane_normal;
43                         if(f < 0)
44                                 self.velocity -= f * trace_plane_normal;
45                 }
46         }
47
48         mjumpheight = autocvar_sv_jumpvelocity;
49         if (self.waterlevel >= WATERLEVEL_SWIMMING)
50         {
51                 if (self.watertype == CONTENT_WATER)
52                         self.velocity_z = 200;
53                 else if (self.watertype == CONTENT_SLIME)
54                         self.velocity_z = 80;
55                 else
56                         self.velocity_z = 50;
57
58                 return;
59         }
60
61         if (autocvar_g_multijump)
62         {
63                 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
64                         self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again
65                 else
66                         self.multijump_ready = FALSE;
67         }
68
69         if(!doublejump && self.multijump_ready && self.multijump_count < autocvar_g_multijump && self.velocity_z > autocvar_g_multijump_speed)
70         {
71                 // doublejump = FALSE; // checked above in the if
72                 if (autocvar_g_multijump)
73                 {
74                         if (autocvar_g_multijump_add == 0) // in this case we make the z velocity == jumpvelocity
75                         {
76                                 if (self.velocity_z < mjumpheight)
77                                 {
78                                         doublejump = TRUE;
79                                         self.velocity_z = 0;
80                                 }
81                         }
82                         else
83                                 doublejump = TRUE;
84
85                         if(doublejump)
86                         {
87                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
88                                 {
89                                         float curspeed;
90                                         vector wishvel, wishdir;
91
92                                         curspeed = max(
93                                                 vlen(vec2(self.velocity)), // current xy speed
94                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
95                                         );
96                                         makevectors(self.v_angle_y * '0 1 0');
97                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;
98                                         wishdir = normalize(wishvel);
99
100                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
101                                         self.velocity_y = wishdir_y * curspeed;
102                                         // keep velocity_z unchanged!
103                                 }
104                                 if (autocvar_g_multijump > 0)
105                                         self.multijump_count += 1;
106                         }
107                 }
108                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
109         }
110
111         if (!doublejump)
112                 if (!(self.flags & FL_ONGROUND))
113                         return;
114
115         if(self.cvar_cl_movement_track_canjump)
116                 if (!(self.flags & FL_JUMPRELEASED))
117                         return;
118
119         if(self.health <= g_bloodloss)
120                 return;
121
122         // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
123         // velocity bounds.  Final velocity is bound between (jumpheight *
124         // min + jumpheight) and (jumpheight * max + jumpheight);
125
126         if(autocvar_sv_jumpspeedcap_min != "")
127         {
128                 float minjumpspeed;
129
130                 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
131
132                 if (self.velocity_z < minjumpspeed)
133                         mjumpheight += minjumpspeed - self.velocity_z;
134         }
135
136         if(autocvar_sv_jumpspeedcap_max != "")
137         {
138                 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
139                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
140
141                 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
142                 {
143                         float maxjumpspeed;
144
145                         maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
146
147                         if (self.velocity_z > maxjumpspeed)
148                                 mjumpheight -= self.velocity_z - maxjumpspeed;
149                 }
150         }
151
152         if(!(self.lastflags & FL_ONGROUND))
153         {
154                 if(autocvar_speedmeter)
155                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
156                 if(self.lastground < time - 0.3)
157                 {
158                         self.velocity_x *= (1 - autocvar_sv_friction_on_land);
159                         self.velocity_y *= (1 - autocvar_sv_friction_on_land);
160                 }
161                 if(self.jumppadcount > 1)
162                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
163                 self.jumppadcount = 0;
164         }
165
166         self.velocity_z = self.velocity_z + mjumpheight;
167         self.oldvelocity_z = self.velocity_z;
168
169         self.flags &~= FL_ONGROUND;
170         self.flags &~= FL_JUMPRELEASED;
171
172         if (self.crouch)
173                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
174         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)
175                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
176
177         if(g_jump_grunt)
178                 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
179
180         self.restart_jump = -1; // restart jump anim next time
181         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
182 }
183 void CheckWaterJump()
184 {
185         vector start, end;
186
187 // check for a jump-out-of-water
188         makevectors (self.angles);
189         start = self.origin;
190         start_z = start_z + 8;
191         v_forward_z = 0;
192         normalize(v_forward);
193         end = start + v_forward*24;
194         traceline (start, end, TRUE, self);
195         if (trace_fraction < 1)
196         {       // solid at waist
197                 start_z = start_z + self.maxs_z - 8;
198                 end = start + v_forward*24;
199                 self.movedir = trace_plane_normal * -50;
200                 traceline (start, end, TRUE, self);
201                 if (trace_fraction == 1)
202                 {       // open at eye level
203                         self.flags |= FL_WATERJUMP;
204                         self.velocity_z = 225;
205                         self.flags &~= FL_JUMPRELEASED;
206                         self.teleport_time = time + 2;  // safety net
207                         return;
208                 }
209         }
210 }
211 void CheckPlayerJump()
212 {
213         if(self.flags & FL_ONGROUND)
214         {
215                 if (autocvar_g_multijump > 0)
216                         self.multijump_count = 0;
217                 else
218                         self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
219         }
220
221         if (self.BUTTON_JUMP)
222                 PlayerJump ();
223         else
224                 self.flags |= FL_JUMPRELEASED;
225
226         if (self.waterlevel == WATERLEVEL_SWIMMING)
227                 CheckWaterJump ();
228         self.prevjumpbutton = self.BUTTON_JUMP;
229 }
230
231 float racecar_angle(float forward, float down)
232 {
233         float ret, angle_mult;
234
235         if(forward < 0)
236         {
237                 forward = -forward;
238                 down = -down;
239         }
240
241         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
242
243         angle_mult = forward / (800 + forward);
244
245         if(ret > 180)
246                 return ret * angle_mult + 360 * (1 - angle_mult);
247         else
248                 return ret * angle_mult;
249 }
250
251 void RaceCarPhysics()
252 {
253         // using this move type for "big rigs"
254         // the engine does not push the entity!
255
256         float accel, steer, f, myspeed, steerfactor;
257         vector angles_save, rigvel;
258
259         angles_save = self.angles;
260         accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
261         steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
262
263         if(g_bugrigs_reverse_speeding)
264         {
265                 if(accel < 0)
266                 {
267                         // back accel is DIGITAL
268                         // to prevent speedhack
269                         if(accel < -0.5)
270                                 accel = -1;
271                         else
272                                 accel = 0;
273                 }
274         }
275
276         self.angles_x = 0;
277         self.angles_z = 0;
278         makevectors(self.angles); // new forward direction!
279
280         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
281         {
282                 float upspeed, accelfactor;
283
284                 myspeed = self.velocity * v_forward;
285                 upspeed = self.velocity * v_up;
286
287                 // responsiveness factor for steering and acceleration
288                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
289                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
290
291                 if(myspeed < 0 && g_bugrigs_reverse_spinning)
292                         steerfactor = -myspeed * g_bugrigs_steer;
293                 else
294                         steerfactor = -myspeed * f * g_bugrigs_steer;
295
296                 if(myspeed < 0 && g_bugrigs_reverse_speeding)
297                         accelfactor = g_bugrigs_accel;
298                 else
299                         accelfactor = f * g_bugrigs_accel;
300                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
301
302                 if(accel < 0)
303                 {
304                         if(myspeed > 0)
305                         {
306                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
307                         }
308                         else
309                         {
310                                 if(!g_bugrigs_reverse_speeding)
311                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
312                         }
313                 }
314                 else
315                 {
316                         if(myspeed >= 0)
317                         {
318                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
319                         }
320                         else
321                         {
322                                 if(g_bugrigs_reverse_stopping)
323                                         myspeed = 0;
324                                 else
325                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
326                         }
327                 }
328                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
329                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
330
331                 self.angles_y += steer * frametime * steerfactor; // apply steering
332                 makevectors(self.angles); // new forward direction!
333
334                 myspeed += accel * accelfactor * frametime;
335
336                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
337         }
338         else
339         {
340                 myspeed = vlen(self.velocity);
341
342                 // responsiveness factor for steering and acceleration
343                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
344                 steerfactor = -myspeed * f;
345                 self.angles_y += steer * frametime * steerfactor; // apply steering
346
347                 rigvel = self.velocity;
348                 makevectors(self.angles); // new forward direction!
349         }
350
351         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
352         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
353         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
354         //MAXIMA: solve(total_acceleration(v) = 0, v);
355
356         if(g_bugrigs_planar_movement)
357         {
358                 vector rigvel_xy, neworigin, up;
359                 float mt;
360
361                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
362                 rigvel_xy = vec2(rigvel);
363
364                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
365                         mt = MOVE_NORMAL;
366                 else
367                         mt = MOVE_NOMONSTERS;
368
369                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
370                 up = trace_endpos - self.origin;
371
372                 // BUG RIGS: align the move to the surface instead of doing collision testing
373                 // can we move?
374                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
375
376                 // align to surface
377                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
378
379                 if(trace_fraction < 0.5)
380                 {
381                         trace_fraction = 1;
382                         neworigin = self.origin;
383                 }
384                 else
385                         neworigin = trace_endpos;
386
387                 if(trace_fraction < 1)
388                 {
389                         // now set angles_x so that the car points parallel to the surface
390                         self.angles = vectoangles(
391                                         '1 0 0' * v_forward_x * trace_plane_normal_z
392                                         +
393                                         '0 1 0' * v_forward_y * trace_plane_normal_z
394                                         +
395                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
396                                         );
397                         self.flags |= FL_ONGROUND;
398                 }
399                 else
400                 {
401                         // now set angles_x so that the car points forward, but is tilted in velocity direction
402                         self.flags &~= FL_ONGROUND;
403                 }
404
405                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
406                 self.movetype = MOVETYPE_NOCLIP;
407         }
408         else
409         {
410                 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
411                 self.velocity = rigvel;
412                 self.movetype = MOVETYPE_FLY;
413         }
414
415         trace_fraction = 1;
416         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
417         if(trace_fraction != 1)
418         {
419                 self.angles = vectoangles2(
420                                 '1 0 0' * v_forward_x * trace_plane_normal_z
421                                 +
422                                 '0 1 0' * v_forward_y * trace_plane_normal_z
423                                 +
424                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
425                                 trace_plane_normal
426                                 );
427         }
428         else
429         {
430                 vector vel_local;
431
432                 vel_local_x = v_forward * self.velocity;
433                 vel_local_y = v_right * self.velocity;
434                 vel_local_z = v_up * self.velocity;
435
436                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
437                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
438         }
439
440         // smooth the angles
441         vector vf1, vu1, smoothangles;
442         makevectors(self.angles);
443         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
444         if(f == 0)
445                 f = 1;
446         vf1 = v_forward * f;
447         vu1 = v_up * f;
448         makevectors(angles_save);
449         vf1 = vf1 + v_forward * (1 - f);
450         vu1 = vu1 + v_up * (1 - f);
451         smoothangles = vectoangles2(vf1, vu1);
452         self.angles_x = -smoothangles_x;
453         self.angles_z =  smoothangles_z;
454 }
455
456 float IsMoveInDirection(vector mv, float angle) // key mix factor
457 {
458         if(mv_x == 0 && mv_y == 0)
459                 return 0; // avoid division by zero
460         angle -= RAD2DEG * atan2(mv_y, mv_x);
461         angle = remainder(angle, 360) / 45;
462         if(angle >  1)
463                 return 0;
464         if(angle < -1)
465                 return 0;
466         return 1 - fabs(angle);
467 }
468
469 float GeomLerp(float a, float lerp, float b)
470 {
471         if(a == 0)
472         {
473                 if(lerp < 1)
474                         return 0;
475                 else
476                         return b;
477         }
478         if(b == 0)
479         {
480                 if(lerp > 0)
481                         return 0;
482                 else
483                         return a;
484         }
485         return a * pow(fabs(b / a), lerp);
486 }
487
488 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
489 {
490         float zspeed, xyspeed, dot, k;
491
492 #if 0
493         // this doesn't play well with analog input
494         if(self.movement_x == 0 || self.movement_y != 0)
495                 return; // can't control movement if not moving forward or backward
496         k = 32;
497 #else
498         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
499         if(k <= 0)
500                 return;
501 #endif
502
503         k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
504
505         zspeed = self.velocity_z;
506         self.velocity_z = 0;
507         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
508
509         dot = self.velocity * wishdir;
510
511         if(dot > 0) // we can't change direction while slowing down
512         {
513                 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
514                 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
515                 k *= autocvar_sv_aircontrol;
516                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
517         }
518
519         self.velocity = self.velocity * xyspeed;
520         self.velocity_z = zspeed;
521 }
522
523 float AdjustAirAccelQW(float accelqw, float factor)
524 {
525         return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
526 }
527
528 // example config for alternate speed clamping:
529 //   sv_airaccel_qw 0.8
530 //   sv_airaccel_sideways_friction 0
531 //   prvm_globalset server speedclamp_mode 1
532 //     (or 2)
533 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
534 {
535         float vel_straight;
536         float vel_z;
537         vector vel_perpend;
538         float step;
539
540         vector vel_xy;
541         float vel_xy_current;
542         float vel_xy_backward, vel_xy_forward;
543         float speedclamp;
544
545         if(stretchfactor > 0)
546                 speedclamp = stretchfactor;
547         else if(accelqw < 0)
548                 speedclamp = 1; // full clamping, no stretch
549         else
550                 speedclamp = -1; // no clamping
551
552         if(accelqw < 0)
553                 accelqw = -accelqw;
554
555         if(autocvar_sv_gameplayfix_q2airaccelerate)
556                 wishspeed0 = wishspeed;
557
558         vel_straight = self.velocity * wishdir;
559         vel_z = self.velocity_z;
560         vel_xy = vec2(self.velocity);
561         vel_perpend = vel_xy - vel_straight * wishdir;
562
563         step = accel * frametime * wishspeed0;
564
565         vel_xy_current  = vlen(vel_xy);
566         if(speedlimit)
567                 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
568         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
569         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
570         if(vel_xy_backward < 0)
571                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
572
573         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
574
575         if(sidefric < 0 && (vel_perpend*vel_perpend))
576                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
577         {
578                 float f, fminimum;
579                 f = max(0, 1 + frametime * wishspeed * sidefric);
580                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
581                 // this cannot be > 1
582                 if(fminimum <= 0)
583                         vel_perpend = vel_perpend * max(0, f);
584                 else
585                 {
586                         fminimum = sqrt(fminimum);
587                         vel_perpend = vel_perpend * max(fminimum, f);
588                 }
589         }
590         else
591                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
592         
593         vel_xy = vel_straight * wishdir + vel_perpend;
594         
595         if(speedclamp >= 0)
596         {
597                 float vel_xy_preclamp;
598                 vel_xy_preclamp = vlen(vel_xy);
599                 if(vel_xy_preclamp > 0) // prevent division by zero
600                 {
601                         vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
602                         if(vel_xy_current < vel_xy_preclamp)
603                                 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
604                 }
605         }
606
607         self.velocity = vel_xy + vel_z * '0 0 1';
608 }
609
610 void PM_AirAccelerate(vector wishdir, float wishspeed)
611 {
612         vector curvel, wishvel, acceldir, curdir;
613         float addspeed, accelspeed, curspeed, f;
614         float dot;
615
616         if(wishspeed == 0)
617                 return;
618
619         curvel = self.velocity;
620         curvel_z = 0;
621         curspeed = vlen(curvel);
622
623         if(wishspeed > curspeed * 1.01)
624         {
625                 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
626         }
627         else
628         {
629                 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
630                 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
631         }
632         wishvel = wishdir * wishspeed;
633         acceldir = wishvel - curvel;
634         addspeed = vlen(acceldir);
635         acceldir = normalize(acceldir);
636
637         accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
638
639         if(autocvar_sv_warsowbunny_backtosideratio < 1)
640         {
641                 curdir = normalize(curvel);
642                 dot = acceldir * curdir;
643                 if(dot < 0)
644                         acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
645         }
646
647         self.velocity += accelspeed * acceldir;
648 }
649
650 .vector movement_old;
651 .float buttons_old;
652 .vector v_angle_old;
653 .string lastclassname;
654
655 .float() PlayerPhysplug;
656
657 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
658 .float specialcommand_pos;
659 void SpecialCommand()
660 {
661 #ifdef TETRIS
662         TetrisImpulse();
663 #else
664         if(!CheatImpulse(99))
665                 print("A hollow voice says \"Plugh\".\n");
666 #endif
667 }
668
669 float speedaward_speed;
670 string speedaward_holder;
671 string speedaward_uid;
672 void race_send_speedaward(float msg)
673 {
674         // send the best speed of the round
675         WriteByte(msg, SVC_TEMPENTITY);
676         WriteByte(msg, TE_CSQC_RACE);
677         WriteByte(msg, RACE_NET_SPEED_AWARD);
678         WriteInt24_t(msg, floor(speedaward_speed+0.5));
679         WriteString(msg, speedaward_holder);
680 }
681
682 float speedaward_alltimebest;
683 string speedaward_alltimebest_holder;
684 string speedaward_alltimebest_uid;
685 void race_send_speedaward_alltimebest(float msg)
686 {
687         // send the best speed
688         WriteByte(msg, SVC_TEMPENTITY);
689         WriteByte(msg, TE_CSQC_RACE);
690         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
691         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
692         WriteString(msg, speedaward_alltimebest_holder);
693 }
694
695 string GetMapname(void);
696 float speedaward_lastupdate;
697 float speedaward_lastsent;
698 void SV_PlayerPhysics()
699 {
700         vector wishvel, wishdir, v;
701         float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
702         string temps;
703         float buttons_prev;
704         float not_allowed_to_move;
705         string c;
706
707         WarpZone_PlayerPhysics_FixVAngle();
708         
709         maxspd_mod = 1;
710         if(self.ballcarried)
711                 if(g_nexball)
712                         maxspd_mod *= autocvar_g_nexball_basketball_carrier_highspeed;
713                 else if(g_keepaway)
714                         maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
715
716         if(g_runematch)
717         {
718                 if(self.runes & RUNE_SPEED)
719                 {
720                         if(self.runes & CURSE_SLOW)
721                                 maxspd_mod *= autocvar_g_balance_rune_speed_combo_highspeed;
722                         else
723                                 maxspd_mod *= autocvar_g_balance_rune_speed_highspeed;
724                 }
725                 else if(self.runes & CURSE_SLOW)
726                 {
727                         maxspd_mod *= autocvar_g_balance_curse_slow_highspeed;
728                 }
729         }
730         maxspd_mod *= autocvar_g_movement_highspeed;
731
732         // fix physics stats for g_movement_highspeed
733         // TODO maybe rather use maxairspeed? needs testing
734         self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
735         if(autocvar_sv_airstrafeaccel_qw)
736                 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
737         else
738                 self.stat_sv_airstrafeaccel_qw = 0;
739         self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
740         self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
741
742     if(self.PlayerPhysplug)
743         if(self.PlayerPhysplug())
744             return;
745
746         self.race_movetime_frac += frametime;
747         f = floor(self.race_movetime_frac);
748         self.race_movetime_frac -= f;
749         self.race_movetime_count += f;
750         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
751
752         anticheat_physics();
753
754         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);
755
756         if(!buttons)
757                 c = "x";
758         else if(buttons == 1)
759                 c = "1";
760         else if(buttons == 2)
761                 c = " ";
762         else if(buttons == 128)
763                 c = "s";
764         else if(buttons == 256)
765                 c = "w";
766         else if(buttons == 512)
767                 c = "a";
768         else if(buttons == 1024)
769                 c = "d";
770         else
771                 c = "?";
772
773         if(c == substring(specialcommand, self.specialcommand_pos, 1))
774         {
775                 self.specialcommand_pos += 1;
776                 if(self.specialcommand_pos >= strlen(specialcommand))
777                 {
778                         self.specialcommand_pos = 0;
779                         SpecialCommand();
780                         return;
781                 }
782         }
783         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
784                 self.specialcommand_pos = 0;
785
786         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
787         {
788                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
789                         self.parm_idlesince = time;
790         }
791         buttons_prev = self.buttons_old;
792         self.buttons_old = buttons;
793         self.movement_old = self.movement;
794         self.v_angle_old = self.v_angle;
795
796         if(time < self.nickspamtime)
797         if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
798         {
799                 // slight annoyance for nick change scripts
800                 self.movement = -1 * self.movement;
801                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
802
803                 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!
804                 {
805                         self.angles_x = random() * 360;
806                         self.angles_y = random() * 360;
807                         // at least I'm not forcing retardedview by also assigning to angles_z
808                         self.fixangle = TRUE;
809                 }
810         }
811
812         if (self.punchangle != '0 0 0')
813         {
814                 f = vlen(self.punchangle) - 10 * frametime;
815                 if (f > 0)
816                         self.punchangle = normalize(self.punchangle) * f;
817                 else
818                         self.punchangle = '0 0 0';
819         }
820
821         if (self.punchvector != '0 0 0')
822         {
823                 f = vlen(self.punchvector) - 30 * frametime;
824                 if (f > 0)
825                         self.punchvector = normalize(self.punchvector) * f;
826                 else
827                         self.punchvector = '0 0 0';
828         }
829
830         if (clienttype(self) == CLIENTTYPE_BOT)
831         {
832                 if(playerdemo_read())
833                         return;
834                 bot_think();
835         }
836         
837         self.items &~= IT_USING_JETPACK;
838
839         if(self.classname == "player")
840         {
841                 if(self.race_penalty)
842                         if(time > self.race_penalty)
843                                 self.race_penalty = 0;
844
845                 not_allowed_to_move = 0;
846                 if(self.race_penalty)
847                         not_allowed_to_move = 1;
848                 if(!autocvar_sv_ready_restart_after_countdown)
849                 if(time < game_starttime)
850                         not_allowed_to_move = 1;
851
852                 if(not_allowed_to_move)
853                 {
854                         self.velocity = '0 0 0';
855                         self.movetype = MOVETYPE_NONE;
856                         self.disableclientprediction = 2;
857                 }
858                 else if(self.disableclientprediction == 2)
859                 {
860                         if(self.movetype == MOVETYPE_NONE)
861                                 self.movetype = MOVETYPE_WALK;
862                         self.disableclientprediction = 0;
863                 }
864         }
865
866         if (self.movetype == MOVETYPE_NONE)
867                 return;
868
869         // when we get here, disableclientprediction cannot be 2
870         self.disableclientprediction = 0;
871         if(time < self.ladder_time)
872                 self.disableclientprediction = 1;
873
874         MUTATOR_CALLHOOK(PlayerPhysics);
875
876         if(self.player_blocked)
877         {
878                 self.movement = '0 0 0';
879                 self.disableclientprediction = 1;
880         }
881
882         maxspd_mod = 1;
883
884         swampspd_mod = 1;
885         if(self.in_swamp) {
886                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
887         }
888
889         // conveyors: first fix velocity
890         if(self.conveyor.state)
891                 self.velocity -= self.conveyor.movedir;
892
893         if(self.classname != "player")
894         {
895                 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
896                 if(!self.spectatorspeed)
897                         self.spectatorspeed = maxspd_mod;
898                 if(self.impulse && self.impulse <= 19 || self.impulse >= 200 && self.impulse <= 209 || self.impulse >= 220 && self.impulse <= 229)
899                 {
900                         if(self.lastclassname != "player")
901                         {
902                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || self.impulse >= 200 && self.impulse <= 209)
903                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
904                                 else if(self.impulse == 11)
905                                         self.spectatorspeed = maxspd_mod;
906                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || self.impulse >= 220 && self.impulse <= 229)
907                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
908                                 else if(self.impulse >= 1 && self.impulse <= 9)
909                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
910                         } // otherwise just clear
911                         self.impulse = 0;
912                 }
913                 maxspd_mod = self.spectatorspeed;
914         }
915
916         spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
917         if(self.speed != spd)
918         {
919                 self.speed = spd;
920                 temps = ftos(spd);
921                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
922                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
923                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
924                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
925         }
926
927         maxspd_mod *= swampspd_mod; // only one common speed modder please!
928         swampspd_mod = 1;
929
930         // if dead, behave differently
931         if (self.deadflag)
932                 goto end;
933
934         if (!self.fixangle && !g_bugrigs)
935         {
936                 self.angles_x = 0;
937                 self.angles_y = self.v_angle_y;
938                 self.angles_z = 0;
939         }
940
941         if(self.flags & FL_ONGROUND)
942         if(self.classname == "player") // no fall sounds for observers thank you very much
943         if(self.wasFlying)
944         {
945                 self.wasFlying = 0;
946
947                 if(self.waterlevel < WATERLEVEL_SWIMMING)
948                 if(time >= self.ladder_time)
949                 if not(self.hook)
950                 {
951                         self.nextstep = time + 0.3 + random() * 0.1;
952                         trace_dphitq3surfaceflags = 0;
953                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
954                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
955                         {
956                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
957                                         GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
958                                 else
959                                         GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
960                         }
961                 }
962         }
963
964         if(IsFlying(self))
965                 self.wasFlying = 1;
966
967         if(self.classname == "player")
968                 CheckPlayerJump();
969
970         if (self.flags & FL_WATERJUMP )
971         {
972                 self.velocity_x = self.movedir_x;
973                 self.velocity_y = self.movedir_y;
974                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
975                 {
976                         self.flags &~= FL_WATERJUMP;
977                         self.teleport_time = 0;
978                 }
979         }
980         else if (g_bugrigs && self.classname == "player")
981         {
982                 RaceCarPhysics();
983         }
984         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
985         {
986                 // noclipping or flying
987                 self.flags &~= FL_ONGROUND;
988
989                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
990                 makevectors(self.v_angle);
991                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
992                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
993                 // acceleration
994                 wishdir = normalize(wishvel);
995                 wishspeed = vlen(wishvel);
996                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
997                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
998                 if (time >= self.teleport_time)
999                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1000         }
1001         else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1002         {
1003                 // swimming
1004                 self.flags &~= FL_ONGROUND;
1005
1006                 makevectors(self.v_angle);
1007                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1008                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1009                 if (wishvel == '0 0 0')
1010                         wishvel = '0 0 -60'; // drift towards bottom
1011
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                 wishspeed = wishspeed * 0.7;
1017
1018                 // water friction
1019                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1020
1021                 // water acceleration
1022                 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1023         }
1024         else if (time < self.ladder_time)
1025         {
1026                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1027                 self.flags &~= FL_ONGROUND;
1028
1029                 float g;
1030                 g = autocvar_sv_gravity * frametime;
1031                 if(self.gravity)
1032                         g *= self.gravity;
1033                 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1034                 {
1035                         g *= 0.5;
1036                         self.velocity_z += g;
1037                 }
1038
1039                 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1040                 makevectors(self.v_angle);
1041                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1042                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1043                 self.velocity_z += g;
1044                 if (self.ladder_entity.classname == "func_water")
1045                 {
1046                         f = vlen(wishvel);
1047                         if (f > self.ladder_entity.speed)
1048                                 wishvel = wishvel * (self.ladder_entity.speed / f);
1049
1050                         self.watertype = self.ladder_entity.skin;
1051                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1052                         if ((self.origin_z + self.view_ofs_z) < f)
1053                                 self.waterlevel = WATERLEVEL_SUBMERGED;
1054                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1055                                 self.waterlevel = WATERLEVEL_SWIMMING;
1056                         else if ((self.origin_z + self.mins_z + 1) < f)
1057                                 self.waterlevel = WATERLEVEL_WETFEET;
1058                         else
1059                         {
1060                                 self.waterlevel = WATERLEVEL_NONE;
1061                                 self.watertype = CONTENT_EMPTY;
1062                         }
1063                 }
1064                 // acceleration
1065                 wishdir = normalize(wishvel);
1066                 wishspeed = vlen(wishvel);
1067                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1068                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1069                 if (time >= self.teleport_time)
1070                 {
1071                         // water acceleration
1072                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1073                 }
1074         }
1075         else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!autocvar_g_jetpack_fuel || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.freezetag_frozen)
1076         {
1077                 //makevectors(self.v_angle_y * '0 1 0');
1078                 makevectors(self.v_angle);
1079                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1080                 // add remaining speed as Z component
1081                 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1082                 // fix speedhacks :P
1083                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1084                 // add the unused velocity as up component
1085                 wishvel_z = 0;
1086
1087                 // if(self.BUTTON_JUMP)
1088                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1089
1090                 // it is now normalized, so...
1091                 float a_side, a_up, a_add, a_diff;
1092                 a_side = autocvar_g_jetpack_acceleration_side;
1093                 a_up = autocvar_g_jetpack_acceleration_up;
1094                 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1095
1096                 wishvel_x *= a_side;
1097                 wishvel_y *= a_side;
1098                 wishvel_z *= a_up;
1099                 wishvel_z += a_add;
1100
1101                 float best;
1102                 best = 0;
1103                 //////////////////////////////////////////////////////////////////////////////////////
1104                 // finding the maximum over all vectors of above form
1105                 // with wishvel having an absolute value of 1
1106                 //////////////////////////////////////////////////////////////////////////////////////
1107                 // we're finding the maximum over
1108                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1109                 // for z in the range from -1 to 1
1110                 //////////////////////////////////////////////////////////////////////////////////////
1111                 // maximum is EITHER attained at the single extreme point:
1112                 a_diff = a_side * a_side - a_up * a_up;
1113                 if(a_diff != 0)
1114                 {
1115                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1116                         if(f > -1 && f < 1) // can it be attained?
1117                         {
1118                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1119                                 //print("middle\n");
1120                         }
1121                 }
1122                 // OR attained at z = 1:
1123                 f = (a_up + a_add) * (a_up + a_add);
1124                 if(f > best)
1125                 {
1126                         best = f;
1127                         //print("top\n");
1128                 }
1129                 // OR attained at z = -1:
1130                 f = (a_up - a_add) * (a_up - a_add);
1131                 if(f > best)
1132                 {
1133                         best = f;
1134                         //print("bottom\n");
1135                 }
1136                 best = sqrt(best);
1137                 //////////////////////////////////////////////////////////////////////////////////////
1138
1139                 //print("best possible acceleration: ", ftos(best), "\n");
1140
1141                 float fxy, fz;
1142                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1143                 if(wishvel_z - autocvar_sv_gravity > 0)
1144                         fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1145                 else
1146                         fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1147
1148                 float fvel;
1149                 fvel = vlen(wishvel);
1150                 wishvel_x *= fxy;
1151                 wishvel_y *= fxy;
1152                 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1153
1154                 fvel = min(1, vlen(wishvel) / best);
1155                 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1156                         f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1157                 else
1158                         f = 1;
1159
1160                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1161
1162                 if (f > 0 && wishvel != '0 0 0')
1163                 {
1164                         self.velocity = self.velocity + wishvel * f * frametime;
1165                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1166                                 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1167                         self.flags &~= FL_ONGROUND;
1168                         self.items |= IT_USING_JETPACK;
1169
1170                         // jetpack also inhibits health regeneration, but only for 1 second
1171                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1172                 }
1173         }
1174         else if (self.flags & FL_ONGROUND)
1175         {
1176                 // we get here if we ran out of ammo
1177                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1178                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1179
1180                 // walking
1181                 makevectors(self.v_angle_y * '0 1 0');
1182                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1183
1184                 if(!(self.lastflags & FL_ONGROUND))
1185                 {
1186                         if(autocvar_speedmeter)
1187                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1188                         if(self.lastground < time - 0.3)
1189                                 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1190                         if(self.jumppadcount > 1)
1191                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1192                         self.jumppadcount = 0;
1193                 }
1194
1195 #ifdef LETS_TEST_FTEQCC
1196                 if(self.velocity_x || self.velocity_y)
1197                 {
1198                         // good
1199                 }
1200                 else
1201                 {
1202                         if(self.velocity_x)
1203                                 checkclient();
1204                         if(self.velocity_y)
1205                                 checkclient();
1206                 }
1207 #endif
1208
1209                 v = self.velocity;
1210                 v_z = 0;
1211                 f = vlen(v);
1212                 if(f > 0)
1213                 {
1214                         if (f < autocvar_sv_stopspeed)
1215                                 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1216                         else
1217                                 f = 1 - frametime * autocvar_sv_friction;
1218                         if (f > 0)
1219                                 self.velocity = self.velocity * f;
1220                         else
1221                                 self.velocity = '0 0 0';
1222                         /*
1223                            Mathematical analysis time!
1224
1225                            Our goal is to invert this mess.
1226
1227                            For the two cases we get:
1228                                 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1229                                   = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1230                                 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1231                            and
1232                                 v = v0 * (1 - frametime * autocvar_sv_friction)
1233                                 v0 = v / (1 - frametime * autocvar_sv_friction)
1234
1235                            These cases would be chosen ONLY if:
1236                                 v0 < autocvar_sv_stopspeed
1237                                 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1238                                 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1239                            and, respectively:
1240                                 v0 >= autocvar_sv_stopspeed
1241                                 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1242                                 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1243                          */
1244                 }
1245
1246                 // acceleration
1247                 wishdir = normalize(wishvel);
1248                 wishspeed = vlen(wishvel);
1249                 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1250                         wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1251                 if (self.crouch)
1252                         wishspeed = wishspeed * 0.5;
1253                 if (time >= self.teleport_time)
1254                         PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1255         }
1256         else
1257         {
1258                 float wishspeed0;
1259                 // we get here if we ran out of ammo
1260                 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1261                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1262
1263                 if(maxspd_mod < 1)
1264                 {
1265                         maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1266                         airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1267                 }
1268                 else
1269                 {
1270                         maxairspd = autocvar_sv_maxairspeed;
1271                         airaccel = autocvar_sv_airaccelerate;
1272                 }
1273                 // airborn
1274                 makevectors(self.v_angle_y * '0 1 0');
1275                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1276                 // acceleration
1277                 wishdir = normalize(wishvel);
1278                 wishspeed = wishspeed0 = vlen(wishvel);
1279                 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1280                         wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1281                 if (wishspeed > maxairspd)
1282                         wishspeed = maxairspd;
1283                 if (self.crouch)
1284                         wishspeed = wishspeed * 0.5;
1285                 if (time >= self.teleport_time)
1286                 {
1287                         float accelerating;
1288                         float wishspeed2;
1289                         float airaccelqw;
1290                         float strafity;
1291
1292                         airaccelqw = self.stat_sv_airaccel_qw;
1293                         accelerating = (self.velocity * wishdir > 0);
1294                         wishspeed2 = wishspeed;
1295
1296                         // CPM
1297                         if(autocvar_sv_airstopaccelerate)
1298                         {
1299                                 vector curdir;
1300                                 curdir = self.velocity;
1301                                 curdir_z = 0;
1302                                 curdir = normalize(curdir);
1303                                 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1304                         }
1305                         // note that for straight forward jumping:
1306                         // step = accel * frametime * wishspeed0;
1307                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1308                         // -->
1309                         // dv/dt = accel * maxspeed (when slow)
1310                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1311                         // log dv/dt = logaccel + logmaxspeed (when slow)
1312                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1313                         strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1314                         if(autocvar_sv_maxairstrafespeed)
1315                                 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1316                         if(autocvar_sv_airstrafeaccelerate)
1317                                 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1318                         if(self.stat_sv_airstrafeaccel_qw)
1319                                 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));
1320                         // !CPM
1321
1322                         if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1323                                 PM_AirAccelerate(wishdir, wishspeed);
1324                         else
1325                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1326
1327                         if(autocvar_sv_aircontrol)
1328                                 CPM_PM_Aircontrol(wishdir, wishspeed2);
1329                 }
1330         }
1331
1332         if((g_cts || g_race) && self.classname != "observer") {
1333                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1334                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1335                         speedaward_holder = self.netname;
1336                         speedaward_uid = self.crypto_idfp;
1337                         speedaward_lastupdate = time;
1338                 }
1339                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1340                         string rr;
1341                         if(g_cts)
1342                                 rr = CTS_RECORD;
1343                         else
1344                                 rr = RACE_RECORD;
1345                         race_send_speedaward(MSG_ALL);
1346                         speedaward_lastsent = speedaward_speed;
1347                         if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "") {
1348                                 speedaward_alltimebest = speedaward_speed;
1349                                 speedaward_alltimebest_holder = speedaward_holder;
1350                                 speedaward_alltimebest_uid = speedaward_uid;
1351                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1352                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1353                                 race_send_speedaward_alltimebest(MSG_ALL);
1354                         }
1355                 }
1356         }
1357
1358         float xyspeed;
1359         xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1360         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge && autocvar_g_balance_nex_charge_velocity_rate && xyspeed > autocvar_g_balance_nex_charge_minspeed)
1361         {
1362                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1363                 xyspeed = min(xyspeed, autocvar_g_balance_nex_charge_maxspeed);
1364                 f = (xyspeed - autocvar_g_balance_nex_charge_minspeed) / (autocvar_g_balance_nex_charge_maxspeed - autocvar_g_balance_nex_charge_minspeed);
1365                 // add the extra charge
1366                 self.nex_charge = min(1, self.nex_charge + autocvar_g_balance_nex_charge_velocity_rate * f * frametime);
1367         }
1368 :end
1369         if(self.flags & FL_ONGROUND)
1370                 self.lastground = time;
1371
1372         // conveyors: then break velocity again
1373         if(self.conveyor.state)
1374                 self.velocity += self.conveyor.movedir;
1375
1376         self.lastflags = self.flags;
1377         self.lastclassname = self.classname;
1378 }