3 // Client/server mappings
12 .float swamp_slowdown;
17 .float spectatorspeed = _STAT(SPECTATORSPEED);
19 .float spectatorspeed;
25 .string lastclassname;
27 .float(entity,float) PlayerPhysplug;
28 float AdjustAirAccelQW(float accelqw, float factor);
30 bool IsFlying(entity a);
32 #define BUFFS_STAT(s) STAT(BUFFS, s)
34 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s) STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, s)
35 #define GAMEPLAYFIX_EASIERWATERJUMP(s) STAT(GAMEPLAYFIX_EASIERWATERJUMP, s)
36 #define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN, s)
37 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, s)
38 #define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS, s)
39 #define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION, s)
41 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
42 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
43 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
44 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
45 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
46 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
47 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
48 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
49 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
50 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
51 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
52 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
53 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
55 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
57 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
59 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
60 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
61 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
63 #define PHYS_FROZEN(s) STAT(FROZEN, s)
65 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
67 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
68 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
69 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
70 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
71 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
72 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
73 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
75 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
76 #define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP, s)
77 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
79 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
80 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
81 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
83 #define PHYS_NOSTEP(s) STAT(NOSTEP, s)
84 #define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT, s)
86 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
88 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
90 #define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION, s)
92 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
93 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
94 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
95 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
96 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
98 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, s)
100 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY, s)
102 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
103 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
104 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
105 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
106 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
107 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
110 STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
112 localcmd("alias +hook +button6\n");
113 localcmd("alias -hook -button6\n");
117 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
118 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
119 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
120 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
121 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
122 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
123 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
124 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
127 STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
129 localcmd("alias +jetpack +button10\n");
130 localcmd("alias -jetpack -button10\n");
133 STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
135 localcmd("alias +dodge +button11\n");
136 localcmd("alias -dodge -button11\n");
140 // if more buttons are needed, start using impulse bits as buttons
142 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
143 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
144 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
145 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
147 // used for special commands and idle checking, not from the engine
149 #define PHYS_INPUT_BUTTON_MASK(s) ( \
150 (1 << 0) * PHYS_INPUT_BUTTON_ATCK(s) \
151 | (1 << 1) * PHYS_INPUT_BUTTON_JUMP(s) \
152 | (1 << 2) * PHYS_INPUT_BUTTON_ATCK2(s) \
153 | (1 << 3) * PHYS_INPUT_BUTTON_ZOOM(s) \
154 | (1 << 4) * PHYS_INPUT_BUTTON_CROUCH(s) \
155 | (1 << 5) * PHYS_INPUT_BUTTON_HOOK(s) \
156 | (1 << 6) * PHYS_INPUT_BUTTON_USE(s) \
157 | (1 << 7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
158 | (1 << 8) * PHYS_INPUT_BUTTON_FORWARD(s) \
159 | (1 << 9) * PHYS_INPUT_BUTTON_LEFT(s) \
160 | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
163 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
164 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
165 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
167 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
168 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
170 #define ITEMS_STAT(s) ((s).items)
172 .float teleport_time;
173 #define PHYS_TELEPORT_TIME(s) ((s).teleport_time)
175 .float waterjump_time;
176 #define PHYS_WATERJUMP_TIME(s) ((s).waterjump_time)
180 #define PHYS_FIXANGLE(s) ('0 0 0')
182 string autocvar_cl_jumpspeedcap_min;
183 string autocvar_cl_jumpspeedcap_max;
185 const int FL_WATERJUMP = 2048; // player jumping out of water
186 const int FL_JUMPRELEASED = 4096; // for jump debouncing
198 #define IS_CLIENT(s) ((s).isplayermodel || (s) == csqcplayer)
199 #define IS_PLAYER(s) ((s).isplayermodel)
200 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
201 #define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
203 //float player_multijump;
204 //float player_jumpheight;
206 #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s)
208 #define TICRATE ticrate
210 #define PHYS_INPUT_ANGLES(s) input_angles
212 #define PHYS_WORLD_ANGLES(s) input_angles
214 #define PHYS_INPUT_TIMELENGTH input_timelength
215 #define PHYS_INPUT_FRAMETIME serverdeltatime
217 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
219 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
220 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
221 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
222 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
223 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
224 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
225 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
226 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
227 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
228 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
229 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
230 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
231 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
232 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
233 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
234 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
235 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
236 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
237 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
239 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
240 #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
241 #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
243 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
244 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
245 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
247 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
248 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
250 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
251 // FIXME: 0 doesn't mean zero gravity
252 #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s)
256 #define PHYS_FIXANGLE(s) ((s).fixangle)
258 bool Physics_Valid(string thecvar);
260 void Physics_UpdateStats(entity this, float maxspd_mod);
262 .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
263 .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
265 /** Not real stats */
266 .string jumpspeedcap_min;
267 .string jumpspeedcap_max;
269 #define PHYS_GRAVITY(s) autocvar_sv_gravity
271 #define TICRATE sys_frametime
273 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
274 #define PHYS_WORLD_ANGLES(s) ((s).angles)
276 #define PHYS_INPUT_TIMELENGTH frametime
277 #define PHYS_INPUT_FRAMETIME sys_frametime
279 #define PHYS_INPUT_MOVEVALUES(s) ((s).movement)
281 #define PHYS_INPUT_BUTTON_BUTTON1(s) ((s).button0)
282 #define PHYS_INPUT_BUTTON_BUTTON2(s) ((s).button2)
283 #define PHYS_INPUT_BUTTON_BUTTON3(s) ((s).button3)
284 #define PHYS_INPUT_BUTTON_BUTTON4(s) ((s).button4)
285 #define PHYS_INPUT_BUTTON_BUTTON5(s) ((s).button5)
286 #define PHYS_INPUT_BUTTON_BUTTON6(s) ((s).button6)
287 #define PHYS_INPUT_BUTTON_BUTTON7(s) ((s).button7)
288 #define PHYS_INPUT_BUTTON_BUTTON8(s) ((s).button8)
289 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) ((s).buttonuse)
290 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) ((s).buttonchat)
291 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) ((s).cursor_active)
292 #define PHYS_INPUT_BUTTON_BUTTON9(s) ((s).button9)
293 #define PHYS_INPUT_BUTTON_BUTTON10(s) ((s).button10)
294 #define PHYS_INPUT_BUTTON_BUTTON11(s) ((s).button11)
295 #define PHYS_INPUT_BUTTON_BUTTON12(s) ((s).button12)
296 #define PHYS_INPUT_BUTTON_BUTTON13(s) ((s).button13)
297 #define PHYS_INPUT_BUTTON_BUTTON14(s) ((s).button14)
298 #define PHYS_INPUT_BUTTON_BUTTON15(s) ((s).button15)
299 #define PHYS_INPUT_BUTTON_BUTTON16(s) ((s).button16)
301 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
302 #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground
303 #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
305 #define IS_DUCKED(s) ((s).crouch)
306 #define SET_DUCKED(s) ((s).crouch = true)
307 #define UNSET_DUCKED(s) ((s).crouch = false)
309 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
310 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
312 #define PHYS_CL_TRACK_CANJUMP(s) ((s).cvar_cl_movement_track_canjump)
313 #define PHYS_ENTGRAVITY(s) ((s).gravity)
317 REGISTER_NET_C2S(setpause)
319 void unpause_update()
321 static bool waspaused;
322 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
323 if (ispaused == waspaused) return;
324 waspaused = ispaused;
325 // if (!serverispaused) return; // TODO: find out somehow
326 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
327 int channel = MSG_C2S;
328 WriteHeader(channel, setpause);
329 WriteByte(channel, ispaused);
333 NET_HANDLE(setpause, bool)
335 bool ispaused = boolean(ReadByte());
336 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;