2 #include "../mapobjects/_mod.qh"
3 #include "../viewloc.qh"
7 #include <server/miscfunctions.qh>
8 #include "../mapobjects/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return thecvar != "" && thecvar && thecvar != "default" && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity this, string option, float defaultval)
18 if(!autocvar_g_physics_clientselect)
21 if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
23 string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
24 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
27 if(autocvar_g_physics_clientselect_default && autocvar_g_physics_clientselect_default != "" && autocvar_g_physics_clientselect_default != "default")
29 // NOTE: not using Physics_Valid here, so the default can be forced to something normally unavailable
30 string s = strcat("g_physics_", autocvar_g_physics_clientselect_default, "_", option);
31 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
37 void Physics_UpdateStats(entity this)
39 // update this first, as it's used on all stats (wouldn't want to update them all manually from a mutator hook now, would we?)
40 STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
42 MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
43 float maxspd_mod = PHYS_HIGHSPEED(this);
44 STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
45 if (autocvar_g_movement_highspeed_q3_compat) {
46 STAT(MOVEVARS_AIRACCEL_QW, this) = Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw);
47 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw);
48 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw);
50 STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
51 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
52 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
54 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
56 bool vq3compat = autocvar_sv_vq3compat && autocvar_sv_vq3compat_changehitbox; // NOTE: these hitboxes are off by 1 due to engine differences
57 STAT(PL_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_mins;
58 STAT(PL_MAX, this) = (vq3compat) ? '15 15 32' : autocvar_sv_player_maxs;
59 STAT(PL_VIEW_OFS, this) = (vq3compat) ? '0 0 26' : autocvar_sv_player_viewoffset;
60 STAT(PL_CROUCH_MIN, this) = (vq3compat) ? '-15 -15 -24' : autocvar_sv_player_crouch_mins;
61 STAT(PL_CROUCH_MAX, this) = (vq3compat) ? '15 15 16' : autocvar_sv_player_crouch_maxs;
62 STAT(PL_CROUCH_VIEW_OFS, this) = (vq3compat) ? '0 0 12' : autocvar_sv_player_crouch_viewoffset;
65 // fix some new settings
66 STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
67 STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
68 if (autocvar_g_movement_highspeed_q3_compat) {
69 STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed) * maxspd_mod;
71 STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
74 STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
75 STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
76 STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
77 STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
78 STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
79 STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
80 STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, this) = Physics_ClientOption(this, "aircontrol_sidewards", autocvar_sv_aircontrol_sidewards);
81 STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
82 STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
83 STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
84 STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
85 STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
86 STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
87 STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
88 STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
89 STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
90 STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
91 STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
92 STAT(MOVEVARS_JUMPVELOCITY_CROUCH, this) = Physics_ClientOption(this, "jumpvelocity_crouch", autocvar_sv_jumpvelocity_crouch);
93 STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
95 MUTATOR_CALLHOOK(PlayerPhysics_PostUpdateStats, this, maxspd_mod);
99 float IsMoveInDirection(vector mv, float ang) // key mix factor
101 if (mv_x == 0 && mv_y == 0)
102 return 0; // avoid division by zero
103 ang -= RAD2DEG * atan2(mv_y, mv_x);
104 ang = remainder(ang, 360) / 45;
105 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
108 float GeomLerp(float a, float _lerp, float b)
110 return a == 0 ? (_lerp < 1 ? 0 : b)
111 : b == 0 ? (_lerp > 0 ? 0 : a)
112 : a * (fabs(b / a) ** _lerp);
115 void PM_ClientMovement_UpdateStatus(entity this)
120 bool have_hook = false;
121 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124 entity wepent = viewmodels[slot];
126 .entity weaponentity = weaponentities[slot];
127 entity wepent = this.(weaponentity);
129 if(wepent.hook && !wasfreed(wepent.hook))
135 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
136 if(this.viewloc && !(this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && PHYS_CS(this).movement.x < 0)
140 //} else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
142 } else if (PHYS_INVEHICLE(this)) {
144 } else if (STAT(FROZEN, this) || IS_DEAD(this)) {
149 if (!IS_DUCKED(this)) {
151 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
152 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
153 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
155 } else if (IS_DUCKED(this)) {
156 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
157 if (!trace_startsolid) {
159 this.view_ofs = STAT(PL_VIEW_OFS, this);
160 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
165 if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
166 PHYS_WATERJUMP_TIME(this) = 0;
170 void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
172 float movity = IsMoveInDirection(PHYS_CS(this).movement, 0);
173 if(PHYS_AIRCONTROL_BACKWARDS(this))
174 movity += IsMoveInDirection(PHYS_CS(this).movement, 180);
175 if(PHYS_AIRCONTROL_SIDEWARDS(this))
177 movity += IsMoveInDirection(PHYS_CS(this).movement, 90);
178 movity += IsMoveInDirection(PHYS_CS(this).movement, -90);
181 float k = 32 * (2 * movity - 1);
185 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
187 float zspeed = this.velocity_z;
189 float xyspeed = vlen(this.velocity);
190 this.velocity = normalize(this.velocity);
192 float dot = this.velocity * wishdir;
194 if (dot > 0) // we can't change direction while slowing down
196 k *= (dot ** PHYS_AIRCONTROL_POWER(this)) * dt;
197 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
198 k *= PHYS_AIRCONTROL(this);
199 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
202 this.velocity = this.velocity * xyspeed;
203 this.velocity_z = zspeed;
206 float AdjustAirAccelQW(float accelqw, float factor)
208 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
211 // example config for alternate speed clamping:
212 // sv_airaccel_qw 0.8
213 // sv_airaccel_sideways_friction 0
214 // prvm_globalset server speedclamp_mode 1
216 void PM_Accelerate(entity this, float dt, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
218 float speedclamp = stretchfactor > 0 ? stretchfactor
219 : accelqw < 0 ? 1 // full clamping, no stretch
222 accelqw = fabs(accelqw);
224 if (GAMEPLAYFIX_Q2AIRACCELERATE)
225 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
227 float vel_straight = this.velocity * wishdir;
228 float vel_z = this.velocity_z;
229 vector vel_xy = vec2(this.velocity);
230 vector vel_perpend = vel_xy - vel_straight * wishdir;
232 float step = accel * dt * wishspeed0;
234 float vel_xy_current = vlen(vel_xy);
236 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
237 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
238 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
239 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
240 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
242 if (sidefric < 0 && (vel_perpend*vel_perpend))
243 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
245 float f = max(0, 1 + dt * wishspeed * sidefric);
246 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
247 // assume: themin > 1
248 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
249 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
250 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
251 // obviously, this cannot be
256 themin = sqrt(themin);
257 vel_perpend *= max(themin, f);
261 vel_perpend *= max(0, 1 - dt * wishspeed * sidefric);
263 vel_xy = vel_straight * wishdir + vel_perpend;
267 float vel_xy_preclamp;
268 vel_xy_preclamp = vlen(vel_xy);
269 if (vel_xy_preclamp > 0) // prevent division by zero
271 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
272 if (vel_xy_current < vel_xy_preclamp)
273 vel_xy *= (vel_xy_current / vel_xy_preclamp);
277 this.velocity = vel_xy + vel_z * '0 0 1';
280 void PM_AirAccelerate(entity this, float dt, vector wishdir, float wishspeed)
285 vector curvel = this.velocity;
287 float curspeed = vlen(curvel);
289 if (wishspeed > curspeed * 1.01)
290 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * dt);
293 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
294 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * dt;
296 vector wishvel = wishdir * wishspeed;
297 vector acceldir = wishvel - curvel;
298 float addspeed = vlen(acceldir);
299 acceldir = normalize(acceldir);
301 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * dt);
303 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
305 vector curdir = normalize(curvel);
306 float dot = acceldir * curdir;
308 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
311 this.velocity += accelspeed * acceldir;
319 When you press the jump key
320 returns true if handled
323 bool PlayerJump(entity this)
325 if (PHYS_FROZEN(this))
326 return true; // no jumping in freezetag when frozen
329 if (this.player_blocked)
330 return true; // no jumping while blocked
333 bool doublejump = false;
334 float mjumpheight = ((PHYS_JUMPVELOCITY_CROUCH(this) && IS_DUCKED(this)) ? PHYS_JUMPVELOCITY_CROUCH(this) : PHYS_JUMPVELOCITY(this));
335 bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
337 if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
340 mjumpheight = M_ARGV(1, float);
341 doublejump = M_ARGV(2, bool);
343 if (this.waterlevel >= WATERLEVEL_SWIMMING)
353 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
359 if (!IS_ONGROUND(this) && !IS_ONSLICK(this))
360 return IS_JUMP_HELD(this);
362 if(PHYS_TRACK_CANJUMP(this))
366 if (IS_JUMP_HELD(this))
369 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
370 // velocity bounds. Final velocity is bound between (jumpheight *
371 // min + jumpheight) and (jumpheight * max + jumpheight);
373 if(PHYS_JUMPSPEEDCAP_MIN != "")
375 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
377 if (this.velocity_z < minjumpspeed)
378 mjumpheight += minjumpspeed - this.velocity_z;
381 if(PHYS_JUMPSPEEDCAP_MAX != "")
383 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
384 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
386 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
388 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
390 if (this.velocity_z > maxjumpspeed)
391 mjumpheight -= this.velocity_z - maxjumpspeed;
395 if (!WAS_ONGROUND(this) && !WAS_ONSLICK(this))
398 if(autocvar_speedmeter)
399 LOG_TRACE("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")");
401 if(this.lastground < time - 0.3)
403 float f = (1 - PHYS_FRICTION_ONLAND(this));
404 this.velocity_x *= f;
405 this.velocity_y *= f;
408 if(this.jumppadcount > 1)
409 LOG_TRACE(ftos(this.jumppadcount), "x jumppad combo");
410 this.jumppadcount = 0;
414 this.velocity_z += mjumpheight;
416 UNSET_ONGROUND(this);
422 this.oldvelocity_z = this.velocity_z;
424 animdecide_setaction(this, ANIMACTION_JUMP, true);
426 if (autocvar_g_jump_grunt)
427 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
432 void CheckWaterJump(entity this)
434 // check for a jump-out-of-water
435 makevectors(this.v_angle);
436 vector start = this.origin;
439 normalize(v_forward);
440 vector end = start + v_forward*24;
441 traceline (start, end, true, this);
442 if (trace_fraction < 1)
444 start_z = start_z + this.maxs_z - 8;
445 end = start + v_forward*24;
446 this.movedir = trace_plane_normal * -50;
447 traceline(start, end, true, this);
448 if (trace_fraction == 1)
449 { // open at eye level
450 this.velocity_z = 225;
451 this.flags |= FL_WATERJUMP;
454 PHYS_TELEPORT_TIME(this) = time + 2; // safety net
456 PHYS_WATERJUMP_TIME(this) = 2;
464 #define JETPACK_JUMP(s) CS(s).cvar_cl_jetpack_jump
466 float autocvar_cl_jetpack_jump;
467 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
469 .float jetpack_stopped;
470 void CheckPlayerJump(entity this)
473 bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
475 if (JETPACK_JUMP(this) < 2)
476 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
478 if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
480 bool playerjump = PlayerJump(this); // required
482 bool air_jump = !playerjump || M_ARGV(2, bool);
483 bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
484 bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_AMMO);
486 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
487 else if (this.jetpack_stopped) { }
491 if (was_flying) // TODO: ran out of fuel message
492 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
494 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
496 this.jetpack_stopped = true;
497 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
499 else if (activate && !PHYS_FROZEN(this))
500 ITEMS_STAT(this) |= IT_USING_JETPACK;
504 this.jetpack_stopped = false;
505 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
507 if (!PHYS_INPUT_BUTTON_JUMP(this))
508 UNSET_JUMP_HELD(this);
510 if (this.waterlevel == WATERLEVEL_SWIMMING)
511 CheckWaterJump(this);
515 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
516 .float specialcommand_pos;
517 void SpecialCommand(entity this)
519 if(autocvar_sv_cheats || this.maycheat)
521 if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
522 LOG_INFO("A hollow voice says \"Plugh\".");
525 STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
529 bool PM_check_specialcommand(entity this, int buttons)
535 else if (buttons == 1)
537 else if (buttons == 2)
539 else if (buttons == 128)
541 else if (buttons == 256)
543 else if (buttons == 512)
545 else if (buttons == 1024)
550 if (c == substring(specialcommand, CS(this).specialcommand_pos, 1))
552 CS(this).specialcommand_pos += 1;
553 if (CS(this).specialcommand_pos >= strlen(specialcommand))
555 CS(this).specialcommand_pos = 0;
556 SpecialCommand(this);
560 else if (CS(this).specialcommand_pos && (c != substring(specialcommand, CS(this).specialcommand_pos - 1, 1)))
561 CS(this).specialcommand_pos = 0;
566 void PM_check_nickspam(entity this)
569 if (time >= this.nickspamtime)
571 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
573 // slight annoyance for nick change scripts
574 PHYS_CS(this).movement = -1 * PHYS_CS(this).movement;
575 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
577 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
579 this.v_angle_x = random() * 360;
580 this.v_angle_y = random() * 360;
581 // at least I'm not forcing retardedview by also assigning to angles_z
582 this.fixangle = true;
588 void PM_check_punch(entity this, float dt)
591 if (this.punchangle != '0 0 0')
593 float f = vlen(this.punchangle) - 10 * dt;
595 this.punchangle = normalize(this.punchangle) * f;
597 this.punchangle = '0 0 0';
600 if (this.punchvector != '0 0 0')
602 float f = vlen(this.punchvector) - 30 * dt;
604 this.punchvector = normalize(this.punchvector) * f;
606 this.punchvector = '0 0 0';
611 // predict frozen movement, as frozen players CAN move in some cases
612 void PM_check_frozen(entity this)
614 if (!PHYS_FROZEN(this))
616 if (PHYS_DODGING_FROZEN(this)
618 && IS_REAL_CLIENT(this)
622 PHYS_CS(this).movement_x = bound(-5, PHYS_CS(this).movement.x, 5);
623 PHYS_CS(this).movement_y = bound(-5, PHYS_CS(this).movement.y, 5);
624 PHYS_CS(this).movement_z = bound(-5, PHYS_CS(this).movement.z, 5);
627 PHYS_CS(this).movement = '0 0 0';
629 vector midpoint = ((this.absmin + this.absmax) * 0.5);
630 if (pointcontents(midpoint) == CONTENT_WATER)
632 this.velocity = this.velocity * 0.5;
634 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
635 this.velocity_z = 200;
639 void PM_check_hitground(entity this)
642 if (!this.wasFlying) return;
643 this.wasFlying = false;
644 if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
645 if (time < this.ladder_time) return;
646 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
648 .entity weaponentity = weaponentities[slot];
649 if(this.(weaponentity).hook)
652 this.nextstep = time + 0.3 + random() * 0.1;
653 trace_dphitq3surfaceflags = 0;
654 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
655 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
656 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
659 float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
660 GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
664 void PM_Footsteps(entity this)
667 if (!g_footsteps) return;
668 if (IS_DUCKED(this)) return;
669 if (time >= this.lastground + 0.2) return;
670 if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
671 if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
673 this.nextstep = time + 0.3 + random() * 0.1;
674 trace_dphitq3surfaceflags = 0;
675 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
676 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
677 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
680 GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
685 void PM_check_slick(entity this)
687 if(!IS_ONGROUND(this))
690 if(!PHYS_SLICK_APPLYGRAVITY(this))
693 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
694 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
696 UNSET_ONGROUND(this);
703 void PM_check_blocked(entity this)
706 if (!this.player_blocked)
708 PHYS_CS(this).movement = '0 0 0';
709 this.disableclientprediction = 1;
713 void PM_jetpack(entity this, float maxspd_mod, float dt)
715 //makevectors(this.v_angle.y * '0 1 0');
716 makevectors(this.v_angle);
717 vector wishvel = v_forward * PHYS_CS(this).movement_x
718 + v_right * PHYS_CS(this).movement_y;
719 // add remaining speed as Z component
720 float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
722 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
723 // add the unused velocity as up component
726 // if (PHYS_INPUT_BUTTON_JUMP(this))
727 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
729 // it is now normalized, so...
730 float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
731 float a_up = PHYS_JETPACK_ACCEL_UP(this);
732 float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
734 if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
741 if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { wishvel_z *= -1; }
744 //////////////////////////////////////////////////////////////////////////////////////
745 // finding the maximum over all vectors of above form
746 // with wishvel having an absolute value of 1
747 //////////////////////////////////////////////////////////////////////////////////////
748 // we're finding the maximum over
749 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
750 // for z in the range from -1 to 1
751 //////////////////////////////////////////////////////////////////////////////////////
752 // maximum is EITHER attained at the single extreme point:
753 float a_diff = a_side * a_side - a_up * a_up;
757 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
758 if (f > -1 && f < 1) // can it be attained?
760 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
764 // OR attained at z = 1:
765 f = (a_up + a_add) * (a_up + a_add);
771 // OR attained at z = -1:
772 f = (a_up - a_add) * (a_up - a_add);
779 //////////////////////////////////////////////////////////////////////////////////////
781 //print("best possible acceleration: ", ftos(best), "\n");
784 fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
785 if (wishvel_z - PHYS_GRAVITY(this) > 0)
786 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
788 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
791 fvel = vlen(wishvel);
794 wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
796 fvel = min(1, vlen(wishvel) / best);
797 if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
798 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * dt * fvel));
802 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
804 if (f > 0 && wishvel != '0 0 0')
806 this.velocity = this.velocity + wishvel * f * dt;
807 UNSET_ONGROUND(this);
810 if (!(ITEMS_STAT(this) & IT_UNLIMITED_AMMO))
811 TakeResource(this, RES_FUEL, PHYS_JETPACK_FUEL(this) * dt * fvel * f);
813 ITEMS_STAT(this) |= IT_USING_JETPACK;
815 // jetpack also inhibits health regeneration, but only for 1 second
816 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
821 // used for calculating airshots
822 bool IsFlying(entity this)
824 if(IS_ONGROUND(this))
826 if(this.waterlevel >= WATERLEVEL_SWIMMING)
828 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 24', MOVE_NORMAL, this);
829 //traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
830 if(trace_fraction < 1)
836 void sys_phys_update(entity this, float dt);
838 void SV_PlayerPhysics(entity this)
840 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
844 // needs to be called before physics are run!
845 if(IS_REAL_CLIENT(this))
846 PM_UpdateButtons(this, CS(this));
849 sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
852 CS(this).pm_frametime = frametime;
854 if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
855 this.csqcmodel_modelflags |= MF_ROCKET;
857 this.csqcmodel_modelflags &= ~MF_ROCKET;