1 #ifndef COMMON_PHYSICS_H
2 #define COMMON_PHYSICS_H
4 // Client/server mappings
11 .float swamp_slowdown;
16 .float spectatorspeed = _STAT(SPECTATORSPEED);
18 .float spectatorspeed;
24 .string lastclassname;
26 .float() PlayerPhysplug;
27 float AdjustAirAccelQW(float accelqw, float factor);
29 bool IsFlying(entity a);
31 #define BUFFS_STAT(s) STAT(BUFFS, s)
33 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s) STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, s)
34 #define GAMEPLAYFIX_EASIERWATERJUMP(s) STAT(GAMEPLAYFIX_EASIERWATERJUMP, s)
35 #define GAMEPLAYFIX_STEPDOWN(s) STAT(GAMEPLAYFIX_STEPDOWN, s)
36 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s) STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, s)
37 #define GAMEPLAYFIX_UNSTICKPLAYERS(s) STAT(GAMEPLAYFIX_UNSTICKPLAYERS, s)
39 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
40 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
41 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
42 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
43 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
44 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
45 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
46 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
47 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
48 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
49 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
50 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
52 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
54 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
56 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
57 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
58 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
60 #define PHYS_FROZEN(s) STAT(FROZEN, s)
62 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
64 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
65 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
66 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
67 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
68 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
69 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
71 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
72 #define PHYS_JUMPSTEP(s) STAT(MOVEVARS_JUMPSTEP, s)
73 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
75 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
76 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
77 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
79 #define PHYS_NOSTEP(s) STAT(NOSTEP, s)
80 #define PHYS_STEPHEIGHT(s) STAT(MOVEVARS_STEPHEIGHT, s)
82 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
84 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
86 #define PHYS_WALLFRICTION(s) STAT(MOVEVARS_WALLFRICTION, s)
88 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
89 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
90 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
91 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
92 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
94 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s) STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, s)
96 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
97 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
98 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
99 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
100 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
101 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
102 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
103 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
104 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
105 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
106 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
107 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
108 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
110 // if more buttons are needed, start using impulse bits as buttons
112 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
113 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
114 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
115 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
117 // used for special commands and idle checking, not from the engine
119 #define PHYS_INPUT_BUTTON_MASK(s) ( \
120 (1 << 0) * PHYS_INPUT_BUTTON_ATCK(s) \
121 | (1 << 1) * PHYS_INPUT_BUTTON_JUMP(s) \
122 | (1 << 2) * PHYS_INPUT_BUTTON_ATCK2(s) \
123 | (1 << 3) * PHYS_INPUT_BUTTON_ZOOM(s) \
124 | (1 << 4) * PHYS_INPUT_BUTTON_CROUCH(s) \
125 | (1 << 5) * PHYS_INPUT_BUTTON_HOOK(s) \
126 | (1 << 6) * PHYS_INPUT_BUTTON_USE(s) \
127 | (1 << 7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
128 | (1 << 8) * PHYS_INPUT_BUTTON_FORWARD(s) \
129 | (1 << 9) * PHYS_INPUT_BUTTON_LEFT(s) \
130 | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
133 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
134 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
135 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
137 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
139 #define ITEMS_STAT(s) ((s).items)
143 string autocvar_cl_jumpspeedcap_min;
144 string autocvar_cl_jumpspeedcap_max;
146 noref float pmove_waterjumptime;
148 const int FL_WATERJUMP = 2048; // player jumping out of water
149 const int FL_JUMPRELEASED = 4096; // for jump debouncing
159 #define IS_CLIENT(s) ((s).isplayermodel)
160 #define IS_PLAYER(s) ((s).isplayermodel)
161 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel)
162 #define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
164 //float player_multijump;
165 //float player_jumpheight;
167 #define PHYS_GRAVITY(s) STAT(MOVEVARS_GRAVITY, s)
169 #define PHYS_TELEPORT_TIME(s) ((s).teleport_time)
171 #define TICRATE ticrate
173 #define PHYS_INPUT_ANGLES(s) input_angles
175 #define PHYS_WORLD_ANGLES(s) input_angles
177 #define PHYS_INPUT_TIMELENGTH input_timelength
178 #define PHYS_INPUT_FRAMETIME serverdeltatime
180 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
182 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
183 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
184 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
185 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
186 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
187 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
188 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
189 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
190 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
191 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
192 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
193 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
194 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
195 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
196 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
197 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
198 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
199 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
200 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
202 #define PHYS_DEAD(s) ((s).csqcmodel_isdead)
204 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
205 #define GAMEPLAYFIX_NOGRAVITYONGROUND (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
206 #define GAMEPLAYFIX_Q2AIRACCELERATE (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
208 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
209 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
210 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
212 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
213 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
215 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
216 // FIXME: 0 doesn't mean zero gravity
217 #define PHYS_ENTGRAVITY(s) STAT(MOVEVARS_ENTGRAVITY, s)
221 bool Physics_Valid(string thecvar);
223 .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
224 .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
226 /** Not real stats */
227 .string jumpspeedcap_min;
228 .string jumpspeedcap_max;
230 #define PHYS_TELEPORT_TIME(s) ((s).teleport_time)
232 #define PHYS_GRAVITY(s) autocvar_sv_gravity
234 #define TICRATE sys_frametime
236 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
237 #define PHYS_WORLD_ANGLES(s) ((s).angles)
239 #define PHYS_INPUT_TIMELENGTH frametime
240 #define PHYS_INPUT_FRAMETIME sys_frametime
242 #define PHYS_INPUT_MOVEVALUES(s) ((s).movement)
244 #define PHYS_INPUT_BUTTON_BUTTON1(s) ((s).button0)
245 #define PHYS_INPUT_BUTTON_BUTTON2(s) ((s).button2)
246 #define PHYS_INPUT_BUTTON_BUTTON3(s) ((s).button3)
247 #define PHYS_INPUT_BUTTON_BUTTON4(s) ((s).button4)
248 #define PHYS_INPUT_BUTTON_BUTTON5(s) ((s).button5)
249 #define PHYS_INPUT_BUTTON_BUTTON6(s) ((s).button6)
250 #define PHYS_INPUT_BUTTON_BUTTON7(s) ((s).button7)
251 #define PHYS_INPUT_BUTTON_BUTTON8(s) ((s).button8)
252 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) ((s).buttonuse)
253 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) ((s).buttonchat)
254 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) ((s).cursor_active)
255 #define PHYS_INPUT_BUTTON_BUTTON9(s) ((s).button9)
256 #define PHYS_INPUT_BUTTON_BUTTON10(s) ((s).button10)
257 #define PHYS_INPUT_BUTTON_BUTTON11(s) ((s).button11)
258 #define PHYS_INPUT_BUTTON_BUTTON12(s) ((s).button12)
259 #define PHYS_INPUT_BUTTON_BUTTON13(s) ((s).button13)
260 #define PHYS_INPUT_BUTTON_BUTTON14(s) ((s).button14)
261 #define PHYS_INPUT_BUTTON_BUTTON15(s) ((s).button15)
262 #define PHYS_INPUT_BUTTON_BUTTON16(s) ((s).button16)
264 #define PHYS_DEAD(s) ((s).deadflag != DEAD_NO)
266 #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE autocvar_sv_gameplayfix_gravityunaffectedbyticrate
267 #define GAMEPLAYFIX_NOGRAVITYONGROUND autocvar_sv_gameplayfix_nogravityonground
268 #define GAMEPLAYFIX_Q2AIRACCELERATE autocvar_sv_gameplayfix_q2airaccelerate
270 #define IS_DUCKED(s) ((s).crouch)
271 #define SET_DUCKED(s) ((s).crouch = true)
272 #define UNSET_DUCKED(s) ((s).crouch = false)
274 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
275 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
277 #define PHYS_CL_TRACK_CANJUMP(s) ((s).cvar_cl_movement_track_canjump)
278 #define PHYS_ENTGRAVITY(s) ((s).gravity)
282 REGISTER_NET_C2S(setpause)
284 void unpause_update()
286 static bool waspaused;
287 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
288 if (ispaused == waspaused) return;
289 waspaused = ispaused;
290 // if (!serverispaused) return; // TODO: find out somehow
291 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
292 int channel = MSG_C2S;
293 WriteHeader(channel, setpause);
294 WriteByte(channel, ispaused);
298 NET_HANDLE(setpause, bool)
300 bool ispaused = boolean(ReadByte());
301 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;