]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/player.qc
Merge branch 'master' into martin-t/echo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
index 20e2d4cc32f16d0b736e421d0a1172262492ff7c..5ba6e82685b3204ce2caa5da04c5862253f0c974 100644 (file)
@@ -1,28 +1,32 @@
 #include "player.qh"
-#include "../triggers/include.qh"
+#include "../mapobjects/_mod.qh"
 #include "../viewloc.qh"
 
 #ifdef SVQC
 
 #include <server/miscfunctions.qh>
-#include "../triggers/trigger/viewloc.qh"
+#include "../mapobjects/trigger/viewloc.qh"
 
 // client side physics
 bool Physics_Valid(string thecvar)
 {
-       return autocvar_g_physics_clientselect && thecvar != "" && thecvar && thecvar != "default" && strhasword(autocvar_g_physics_clientselect_options, thecvar);
+       return thecvar != "" && thecvar && thecvar != "default" && strhasword(autocvar_g_physics_clientselect_options, thecvar);
 }
 
 float Physics_ClientOption(entity this, string option, float defaultval)
 {
+       if(!autocvar_g_physics_clientselect)
+               return defaultval;
+
        if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
        {
                string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
-       if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
+       if(autocvar_g_physics_clientselect_default && autocvar_g_physics_clientselect_default != "" && autocvar_g_physics_clientselect_default != "default")
        {
+               // NOTE: not using Physics_Valid here, so the default can be forced to something normally unavailable
                string s = strcat("g_physics_", autocvar_g_physics_clientselect_default, "_", option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
@@ -37,26 +41,36 @@ void Physics_UpdateStats(entity this)
 
        MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
        float maxspd_mod = PHYS_HIGHSPEED(this);
-
-       STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
-       STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
-               ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
-               : 0;
-       STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
-       STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
-
-       STAT(PL_MIN, this) = autocvar_sv_player_mins;
-       STAT(PL_MAX, this) = autocvar_sv_player_maxs;
-       STAT(PL_VIEW_OFS, this) = autocvar_sv_player_viewoffset;
-       STAT(PL_CROUCH_MIN, this) = autocvar_sv_player_crouch_mins;
-       STAT(PL_CROUCH_MAX, this) = autocvar_sv_player_crouch_maxs;
-       STAT(PL_CROUCH_VIEW_OFS, this) = autocvar_sv_player_crouch_viewoffset;
+        STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
+        if (autocvar_g_movement_highspeed_q3_compat) {
+          STAT(MOVEVARS_AIRACCEL_QW, this) = Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw);
+          STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw);
+          STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw);
+        } else {
+          STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
+          STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
+            ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
+            : 0;
+          STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
+        }
+       bool vq3compat = autocvar_sv_vq3compat && autocvar_sv_vq3compat_changehitbox; // NOTE: these hitboxes are off by 1 due to engine differences
+       STAT(PL_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_mins;
+       STAT(PL_MAX, this) = (vq3compat) ? '15 15 32' : autocvar_sv_player_maxs;
+       STAT(PL_VIEW_OFS, this) = (vq3compat) ? '0 0 26' : autocvar_sv_player_viewoffset;
+       STAT(PL_CROUCH_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_crouch_mins;
+       STAT(PL_CROUCH_MAX, this) = (vq3compat) ? '15 15 16' : autocvar_sv_player_crouch_maxs;
+       STAT(PL_CROUCH_VIEW_OFS, this) = (vq3compat) ? '0 0 12' : autocvar_sv_player_crouch_viewoffset;
 
        // old stats
        // fix some new settings
        STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
        STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
-       STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+        if (autocvar_g_movement_highspeed_q3_compat) {
+          STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed) * maxspd_mod;
+        } else {
+          STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
+        }
+
        STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
        STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
        STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
@@ -75,7 +89,10 @@ void Physics_UpdateStats(entity this)
        STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
        STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
        STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+       STAT(MOVEVARS_JUMPVELOCITY_CROUCH, this) = Physics_ClientOption(this, "jumpvelocity_crouch", autocvar_sv_jumpvelocity_crouch);
        STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
+
+       MUTATOR_CALLHOOK(PlayerPhysics_PostUpdateStats, this, maxspd_mod);
 }
 #endif
 
@@ -97,42 +114,53 @@ float GeomLerp(float a, float _lerp, float b)
 
 void PM_ClientMovement_UpdateStatus(entity this)
 {
-#ifdef CSQC
        if(!IS_PLAYER(this))
                return;
 
-       // set crouched
-       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+       bool have_hook = false;
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               entity wep = viewmodels[slot];
-               if(wep.hook && !wasfreed(wep.hook))
+       #if defined(CSQC)
+               entity wepent = viewmodels[slot];
+       #elif defined(SVQC)
+               .entity weaponentity = weaponentities[slot];
+               entity wepent = this.(weaponentity);
+       #endif
+               if(wepent.hook && !wasfreed(wepent.hook))
                {
-                       do_crouch = false;
-                       break; // don't bother checking the others
+                       have_hook = true;
+                       break;
                }
        }
-       if(this.waterlevel >= WATERLEVEL_SWIMMING)
+       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+       if(this.viewloc && !(this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && PHYS_CS(this).movement.x < 0)
+               do_crouch = true;
+       if (have_hook) {
                do_crouch = false;
-       if(hud != HUD_NORMAL)
+       //} else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+               //do_crouch = false;
+       } else if (PHYS_INVEHICLE(this)) {
                do_crouch = false;
-       if(STAT(FROZEN, this))
+       } else if (STAT(FROZEN, this) || IS_DEAD(this)) {
                do_crouch = false;
+    }
 
-       if (do_crouch)
-       {
-               // wants to crouch, this always works
-               if (!IS_DUCKED(this)) SET_DUCKED(this);
-       }
-       else
-       {
-               // wants to stand, if currently crouching we need to check for a low ceiling first
-               if (IS_DUCKED(this))
-               {
-                       tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, MOVE_NORMAL, this);
-                       if (!trace_startsolid) UNSET_DUCKED(this);
+       if (do_crouch) {
+               if (!IS_DUCKED(this)) {
+                       SET_DUCKED(this);
+                       this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+                       setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+                       // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
                }
+       } else if (IS_DUCKED(this)) {
+        tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+        if (!trace_startsolid) {
+            UNSET_DUCKED(this);
+            this.view_ofs = STAT(PL_VIEW_OFS, this);
+            setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+        }
        }
+#ifdef CSQC
 
        if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
                PHYS_WATERJUMP_TIME(this) = 0;
@@ -303,7 +331,7 @@ bool PlayerJump(entity this)
 #endif
 
        bool doublejump = false;
-       float mjumpheight = PHYS_JUMPVELOCITY(this);
+       float mjumpheight = ((PHYS_JUMPVELOCITY_CROUCH(this) && IS_DUCKED(this)) ? PHYS_JUMPVELOCITY_CROUCH(this) : PHYS_JUMPVELOCITY(this));
        bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
 
        if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
@@ -453,7 +481,7 @@ void CheckPlayerJump(entity this)
 
                bool air_jump = !playerjump || M_ARGV(2, bool);
                bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
-               bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
+               bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_AMMO);
 
                if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
                else if (this.jetpack_stopped) { }
@@ -766,7 +794,7 @@ void PM_jetpack(entity this, float maxspd_mod, float dt)
        wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
 
        fvel = min(1, vlen(wishvel) / best);
-       if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
+       if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
                f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * dt * fvel));
        else
                f = 1;
@@ -779,8 +807,8 @@ void PM_jetpack(entity this, float maxspd_mod, float dt)
                UNSET_ONGROUND(this);
 
 #ifdef SVQC
-               if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
-                       this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * dt * fvel * f;
+               if (!(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
+                       TakeResource(this, RES_FUEL, PHYS_JETPACK_FUEL(this) * dt * fvel * f);
 
                ITEMS_STAT(this) |= IT_USING_JETPACK;
 
@@ -797,7 +825,8 @@ bool IsFlying(entity this)
                return false;
        if(this.waterlevel >= WATERLEVEL_SWIMMING)
                return false;
-       traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
+       tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 24', MOVE_NORMAL, this);
+       //traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
        if(trace_fraction < 1)
                return false;
        return true;