7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_ready;
38 .float prevjumpbutton;
44 When you press the jump key
47 void PlayerJump (void)
55 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
56 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
60 mjumpheight = cvar("sv_jumpvelocity");
61 if (self.waterlevel >= WATERLEVEL_SWIMMING)
63 if (self.watertype == CONTENT_WATER)
64 self.velocity_z = 200;
65 else if (self.watertype == CONTENT_SLIME)
73 if (cvar("g_multijump"))
75 if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
76 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
78 self.multijump_ready = FALSE;
81 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
83 // doublejump = FALSE; // checked above in the if
84 if (cvar("g_multijump") > 0)
86 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
88 if (self.velocity_z < mjumpheight)
99 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
102 vector wishvel, wishdir;
105 vlen(vec2(self.velocity)), // current xy speed
106 vlen(vec2(antilag_takebackavgvelocity(self, time - 0.25, time))) // average xy topspeed over the last 0.25 secs
108 makevectors(self.v_angle); // this always is '0 y 0'
109 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
110 wishdir = normalize(wishvel);
112 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
113 self.velocity_y = wishdir_y * curspeed;
114 // keep velocity_z unchanged!
116 self.multijump_count += 1;
119 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
123 if (!(self.flags & FL_ONGROUND))
127 if (!(self.flags & FL_JUMPRELEASED))
130 if(self.health <= g_bloodloss)
135 if(self.runes & RUNE_SPEED)
137 if(self.runes & CURSE_SLOW)
138 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
140 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
142 else if(self.runes & CURSE_SLOW)
144 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
148 if(g_minstagib && (self.items & IT_INVINCIBLE))
150 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
153 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
154 // velocity bounds. Final velocity is bound between (jumpheight *
155 // min + jumpheight) and (jumpheight * max + jumpheight);
157 if(cvar_string("sv_jumpspeedcap_min") != "")
161 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
163 if (self.velocity_z < minjumpspeed)
164 mjumpheight += minjumpspeed - self.velocity_z;
167 if(cvar_string("sv_jumpspeedcap_max") != "")
169 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
170 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
172 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
176 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
178 if (self.velocity_z > maxjumpspeed)
179 mjumpheight -= self.velocity_z - maxjumpspeed;
183 if(!(self.lastflags & FL_ONGROUND))
185 if(cvar("speedmeter"))
186 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
187 if(self.lastground < time - 0.3)
189 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
190 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
192 if(self.jumppadcount > 1)
193 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
194 self.jumppadcount = 0;
197 self.velocity_z = self.velocity_z + mjumpheight;
198 self.oldvelocity_z = self.velocity_z;
200 self.flags &~= FL_ONGROUND;
201 self.flags &~= FL_JUMPRELEASED;
204 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
206 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
209 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
211 self.restart_jump = -1; // restart jump anim next time
212 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
215 void CheckWaterJump()
217 local vector start, end;
219 // check for a jump-out-of-water
220 makevectors (self.angles);
222 start_z = start_z + 8;
224 normalize(v_forward);
225 end = start + v_forward*24;
226 traceline (start, end, TRUE, self);
227 if (trace_fraction < 1)
229 start_z = start_z + self.maxs_z - 8;
230 end = start + v_forward*24;
231 self.movedir = trace_plane_normal * -50;
232 traceline (start, end, TRUE, self);
233 if (trace_fraction == 1)
234 { // open at eye level
235 self.flags |= FL_WATERJUMP;
236 self.velocity_z = 225;
237 self.flags &~= FL_JUMPRELEASED;
238 self.teleport_time = time + 2; // safety net
244 float racecar_angle(float forward, float down)
246 float ret, angle_mult;
254 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
256 angle_mult = forward / (800 + forward);
259 return ret * angle_mult + 360 * (1 - angle_mult);
261 return ret * angle_mult;
264 void RaceCarPhysics()
266 // using this move type for "big rigs"
267 // the engine does not push the entity!
269 float accel, steer, f;
270 vector angles_save, rigvel;
272 angles_save = self.angles;
273 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
274 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
276 if(g_bugrigs_reverse_speeding)
280 // back accel is DIGITAL
281 // to prevent speedhack
291 makevectors(self.angles); // new forward direction!
293 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
295 float myspeed, upspeed, steerfactor, accelfactor;
297 myspeed = self.velocity * v_forward;
298 upspeed = self.velocity * v_up;
300 // responsiveness factor for steering and acceleration
301 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
302 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
304 if(myspeed < 0 && g_bugrigs_reverse_spinning)
305 steerfactor = -myspeed * g_bugrigs_steer;
307 steerfactor = -myspeed * f * g_bugrigs_steer;
309 if(myspeed < 0 && g_bugrigs_reverse_speeding)
310 accelfactor = g_bugrigs_accel;
312 accelfactor = f * g_bugrigs_accel;
313 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
319 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
323 if(!g_bugrigs_reverse_speeding)
324 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
331 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
335 if(g_bugrigs_reverse_stopping)
338 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
341 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
342 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
344 self.angles_y += steer * frametime * steerfactor; // apply steering
345 makevectors(self.angles); // new forward direction!
347 myspeed += accel * accelfactor * frametime;
349 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
353 myspeed = vlen(self.velocity);
355 // responsiveness factor for steering and acceleration
356 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
357 steerfactor = -myspeed * f;
358 self.angles_y += steer * frametime * steerfactor; // apply steering
360 rigvel = self.velocity;
361 makevectors(self.angles); // new forward direction!
364 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
365 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
366 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
367 //MAXIMA: solve(total_acceleration(v) = 0, v);
369 if(g_bugrigs_planar_movement)
371 vector rigvel_xy, neworigin, up;
374 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
375 rigvel_xy = vec2(rigvel);
377 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
380 mt = MOVE_NOMONSTERS;
382 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
383 up = trace_endpos - self.origin;
385 // BUG RIGS: align the move to the surface instead of doing collision testing
387 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
390 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
392 if(trace_fraction < 0.5)
395 neworigin = self.origin;
398 neworigin = trace_endpos;
400 if(trace_fraction < 1)
402 // now set angles_x so that the car points parallel to the surface
403 self.angles = vectoangles(
404 '1 0 0' * v_forward_x * trace_plane_normal_z
406 '0 1 0' * v_forward_y * trace_plane_normal_z
408 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
410 self.flags |= FL_ONGROUND;
414 // now set angles_x so that the car points forward, but is tilted in velocity direction
415 self.flags &~= FL_ONGROUND;
418 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
419 self.movetype = MOVETYPE_NOCLIP;
423 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
424 self.velocity = rigvel;
425 self.movetype = MOVETYPE_FLY;
429 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
430 if(trace_fraction != 1)
432 self.angles = vectoangles2(
433 '1 0 0' * v_forward_x * trace_plane_normal_z
435 '0 1 0' * v_forward_y * trace_plane_normal_z
437 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
445 vel_local_x = v_forward * self.velocity;
446 vel_local_y = v_right * self.velocity;
447 vel_local_z = v_up * self.velocity;
449 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
450 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
454 vector vf1, vu1, smoothangles;
455 makevectors(self.angles);
456 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
461 makevectors(angles_save);
462 vf1 = vf1 + v_forward * (1 - f);
463 vu1 = vu1 + v_up * (1 - f);
464 smoothangles = vectoangles2(vf1, vu1);
465 self.angles_x = -smoothangles_x;
466 self.angles_z = smoothangles_z;
469 float IsMoveInDirection(vector mv, float angle) // key mix factor
471 if(mv_x == 0 && mv_y == 0)
472 return 0; // avoid division by zero
473 angle -= RAD2DEG * atan2(mv_y, mv_x);
474 angle = remainder(angle, 360) / 45;
479 return 1 - fabs(angle);
482 float GeomLerp(float a, float lerp, float b)
498 return a * pow(fabs(b / a), lerp);
501 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
503 float zspeed, xyspeed, dot, k;
506 // this doesn't play well with analog input
507 if(self.movement_x == 0 || self.movement_y != 0)
508 return; // can't control movement if not moving forward or backward
511 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
516 k *= bound(0, wishspeed / sv_maxairspeed, 1);
518 zspeed = self.velocity_z;
520 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
522 dot = self.velocity * wishdir;
524 if(dot > 0) // we can't change direction while slowing down
526 k *= pow(dot, sv_aircontrol_power)*frametime;
527 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
529 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
532 self.velocity = self.velocity * xyspeed;
533 self.velocity_z = zspeed;
536 float AdjustAirAccelQW(float accelqw, float factor)
538 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
541 // example config for alternate speed clamping:
542 // sv_airaccel_qw 0.8
543 // sv_airaccel_sideways_friction 0
544 // prvm_globalset server speedclamp_mode 1
546 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
554 float vel_xy_current;
555 float vel_xy_backward, vel_xy_forward;
558 speedclamp = (accelqw < 0);
562 if(cvar("sv_gameplayfix_q2airaccelerate"))
563 wishspeed0 = wishspeed;
565 vel_straight = self.velocity * wishdir;
566 vel_z = self.velocity_z;
567 vel_xy = vec2(self.velocity);
568 vel_perpend = vel_xy - vel_straight * wishdir;
570 step = accel * frametime * wishspeed0;
572 vel_xy_current = vlen(vel_xy);
574 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
575 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
576 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
577 if(vel_xy_backward < 0)
578 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
580 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
582 if(sidefric < 0 && (vel_perpend*vel_perpend))
583 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
586 f = max(0, 1 + frametime * wishspeed * sidefric);
587 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
588 // this cannot be > 1
590 vel_perpend = vel_perpend * max(0, f);
593 fminimum = sqrt(fminimum);
594 vel_perpend = vel_perpend * max(fminimum, f);
598 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
600 vel_xy = vel_straight * wishdir + vel_perpend;
604 // ensure we don't get too fast or decelerate faster than we should
605 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
606 if(vel_xy_current > 0) // prevent division by zero
607 vel_xy = normalize(vel_xy) * vel_xy_current;
610 self.velocity = vel_xy + vel_z * '0 0 1';
613 void PM_AirAccelerate(vector wishdir, float wishspeed)
615 vector curvel, wishvel, acceldir, curdir;
616 float addspeed, accelspeed, curspeed, f;
622 curvel = self.velocity;
624 curspeed = vlen(curvel);
626 if(wishspeed > curspeed * 1.01)
628 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
632 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
633 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
635 wishvel = wishdir * wishspeed;
636 acceldir = wishvel - curvel;
637 addspeed = vlen(acceldir);
638 acceldir = normalize(acceldir);
640 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
642 if(sv_warsowbunny_backtosideratio < 1)
644 curdir = normalize(curvel);
645 dot = acceldir * curdir;
647 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
650 self.velocity += accelspeed * acceldir;
653 .vector movement_old;
656 .string lastclassname;
658 .float() PlayerPhysplug;
660 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
661 .float specialcommand_pos;
662 void SpecialCommand()
667 if(!CheatImpulse(99))
668 print("A hollow voice says \"Plugh\".\n");
672 float speedaward_speed;
673 string speedaward_holder;
674 void race_send_speedaward(float msg)
676 // send the best speed of the round
677 WriteByte(msg, SVC_TEMPENTITY);
678 WriteByte(msg, TE_CSQC_RACE);
679 WriteByte(msg, RACE_NET_SPEED_AWARD);
680 WriteInt24_t(msg, floor(speedaward_speed+0.5));
681 WriteString(msg, speedaward_holder);
684 float speedaward_alltimebest;
685 string speedaward_alltimebest_holder;
686 void race_send_speedaward_alltimebest(float msg)
688 // send the best speed
689 WriteByte(msg, SVC_TEMPENTITY);
690 WriteByte(msg, TE_CSQC_RACE);
691 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
692 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
693 WriteString(msg, speedaward_alltimebest_holder);
696 string GetMapname(void);
697 float speedaward_lastupdate;
698 float speedaward_lastsent;
699 void SV_PlayerPhysics()
701 local vector wishvel, wishdir, v;
702 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
705 float not_allowed_to_move;
708 // fix physics stats for g_movement_highspeed
709 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
710 if(sv_airstrafeaccel_qw)
711 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
713 self.stat_sv_airstrafeaccel_qw = 0;
714 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
716 if(self.PlayerPhysplug)
717 if(self.PlayerPhysplug())
720 self.race_movetime_frac += frametime;
721 f = floor(self.race_movetime_frac);
722 self.race_movetime_frac -= f;
723 self.race_movetime_count += f;
724 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
728 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);
732 else if(buttons == 1)
734 else if(buttons == 2)
736 else if(buttons == 128)
738 else if(buttons == 256)
740 else if(buttons == 512)
742 else if(buttons == 1024)
747 if(c == substring(specialcommand, self.specialcommand_pos, 1))
749 self.specialcommand_pos += 1;
750 if(self.specialcommand_pos >= strlen(specialcommand))
752 self.specialcommand_pos = 0;
757 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
758 self.specialcommand_pos = 0;
760 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
762 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
763 self.parm_idlesince = time;
765 buttons_prev = self.buttons_old;
766 self.buttons_old = buttons;
767 self.movement_old = self.movement;
768 self.v_angle_old = self.v_angle;
770 if(time < self.nickspamtime)
771 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
773 // slight annoyance for nick change scripts
774 self.movement = -1 * self.movement;
775 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
777 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
779 self.angles_x = random() * 360;
780 self.angles_y = random() * 360;
781 // at least I'm not forcing retardedview by also assigning to angles_z
786 if (self.punchangle != '0 0 0')
788 f = vlen(self.punchangle) - 10 * frametime;
790 self.punchangle = normalize(self.punchangle) * f;
792 self.punchangle = '0 0 0';
795 if (self.punchvector != '0 0 0')
797 f = vlen(self.punchvector) - 30 * frametime;
799 self.punchvector = normalize(self.punchvector) * f;
801 self.punchvector = '0 0 0';
804 if (clienttype(self) == CLIENTTYPE_BOT)
806 if(playerdemo_read())
811 MUTATOR_CALLHOOK(PlayerPhysics);
813 self.items &~= IT_USING_JETPACK;
815 if(self.classname == "player")
817 if(self.race_penalty)
818 if(time > self.race_penalty)
819 self.race_penalty = 0;
821 not_allowed_to_move = 0;
822 if(self.race_penalty)
823 not_allowed_to_move = 1;
824 if(!cvar("sv_ready_restart_after_countdown"))
825 if(time < game_starttime)
826 not_allowed_to_move = 1;
828 if(not_allowed_to_move)
830 self.velocity = '0 0 0';
831 self.movetype = MOVETYPE_NONE;
832 self.disableclientprediction = 2;
834 else if(self.disableclientprediction == 2)
836 if(self.movetype == MOVETYPE_NONE)
837 self.movetype = MOVETYPE_WALK;
838 self.disableclientprediction = 0;
842 if (self.movetype == MOVETYPE_NONE)
849 if(self.runes & RUNE_SPEED)
851 if(self.runes & CURSE_SLOW)
852 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
854 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
856 else if(self.runes & CURSE_SLOW)
858 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
862 if(g_minstagib && (self.items & IT_INVINCIBLE))
864 maxspd_mod = cvar("g_minstagib_speed_moverate");
867 if(g_nexball && self.ballcarried)
869 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
874 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
877 if(self.classname != "player")
879 maxspd_mod = cvar("sv_spectator_speed_multiplier");
880 if(!self.spectatorspeed)
881 self.spectatorspeed = maxspd_mod;
882 if(self.impulse && self.impulse <= 19)
884 if(self.lastclassname != "player")
886 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
887 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
888 else if(self.impulse == 11)
889 self.spectatorspeed = maxspd_mod;
890 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
891 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
892 else if(self.impulse >= 1 && self.impulse <= 9)
893 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
894 } // otherwise just clear
897 maxspd_mod = self.spectatorspeed;
900 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
901 if(self.speed != spd)
905 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
906 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
907 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
908 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
911 maxspd_mod *= swampspd_mod; // only one common speed modder please!
914 // if dead, behave differently
918 if (!self.fixangle && !g_bugrigs)
921 self.angles_y = self.v_angle_y;
925 if(self.flags & FL_ONGROUND)
930 if(self.waterlevel < WATERLEVEL_SWIMMING)
931 if(time >= self.ladder_time)
934 self.nextstep = time + 0.3 + random() * 0.1;
935 trace_dphitq3surfaceflags = 0;
936 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
937 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
939 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
940 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
942 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
950 if(self.classname == "player")
952 if(self.flags & FL_ONGROUND)
954 if (cvar("g_multijump") > 0)
955 self.multijump_count = 0;
957 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
960 if (self.BUTTON_JUMP)
963 self.flags |= FL_JUMPRELEASED;
965 if (self.waterlevel == WATERLEVEL_SWIMMING)
967 self.prevjumpbutton = self.BUTTON_JUMP;
970 if (self.flags & FL_WATERJUMP )
972 self.velocity_x = self.movedir_x;
973 self.velocity_y = self.movedir_y;
974 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
976 self.flags &~= FL_WATERJUMP;
977 self.teleport_time = 0;
980 else if (g_bugrigs && self.classname == "player")
984 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
986 // noclipping or flying
987 self.flags &~= FL_ONGROUND;
989 self.velocity = self.velocity * (1 - frametime * 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;
994 wishdir = normalize(wishvel);
995 wishspeed = vlen(wishvel);
996 if (wishspeed > sv_maxspeed*maxspd_mod)
997 wishspeed = sv_maxspeed*maxspd_mod;
998 if (time >= self.teleport_time)
999 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1001 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1004 self.flags &~= FL_ONGROUND;
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
1012 wishdir = normalize(wishvel);
1013 wishspeed = vlen(wishvel);
1014 if (wishspeed > sv_maxspeed*maxspd_mod)
1015 wishspeed = sv_maxspeed*maxspd_mod;
1016 wishspeed = wishspeed * 0.7;
1019 self.velocity = self.velocity * (1 - frametime * sv_friction);
1021 // water acceleration
1022 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1024 else if (time < self.ladder_time)
1026 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1027 self.flags &~= FL_ONGROUND;
1029 self.velocity = self.velocity * (1 - frametime * sv_friction);
1030 makevectors(self.v_angle);
1031 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1032 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1034 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1036 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1037 if (self.ladder_entity.classname == "func_water")
1040 if (f > self.ladder_entity.speed)
1041 wishvel = wishvel * (self.ladder_entity.speed / f);
1043 self.watertype = self.ladder_entity.skin;
1044 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1045 if ((self.origin_z + self.view_ofs_z) < f)
1046 self.waterlevel = WATERLEVEL_SUBMERGED;
1047 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1048 self.waterlevel = WATERLEVEL_SWIMMING;
1049 else if ((self.origin_z + self.mins_z + 1) < f)
1050 self.waterlevel = WATERLEVEL_WETFEET;
1053 self.waterlevel = WATERLEVEL_NONE;
1054 self.watertype = CONTENT_EMPTY;
1058 wishdir = normalize(wishvel);
1059 wishspeed = vlen(wishvel);
1060 if (wishspeed > sv_maxspeed*maxspd_mod)
1061 wishspeed = sv_maxspeed*maxspd_mod;
1062 if (time >= self.teleport_time)
1064 // water acceleration
1065 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1068 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1070 //makevectors(self.v_angle_y * '0 1 0');
1071 makevectors(self.v_angle);
1072 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1073 // add remaining speed as Z component
1074 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1075 // fix speedhacks :P
1076 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1077 // add the unused velocity as up component
1080 // if(self.BUTTON_JUMP)
1081 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1083 // it is now normalized, so...
1084 float a_side, a_up, a_add, a_diff;
1085 a_side = cvar("g_jetpack_acceleration_side");
1086 a_up = cvar("g_jetpack_acceleration_up");
1087 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1089 wishvel_x *= a_side;
1090 wishvel_y *= a_side;
1096 //////////////////////////////////////////////////////////////////////////////////////
1097 // finding the maximum over all vectors of above form
1098 // with wishvel having an absolute value of 1
1099 //////////////////////////////////////////////////////////////////////////////////////
1100 // we're finding the maximum over
1101 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1102 // for z in the range from -1 to 1
1103 //////////////////////////////////////////////////////////////////////////////////////
1104 // maximum is EITHER attained at the single extreme point:
1105 a_diff = a_side * a_side - a_up * a_up;
1108 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1109 if(f > -1 && f < 1) // can it be attained?
1111 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1112 //print("middle\n");
1115 // OR attained at z = 1:
1116 f = (a_up + a_add) * (a_up + a_add);
1122 // OR attained at z = -1:
1123 f = (a_up - a_add) * (a_up - a_add);
1127 //print("bottom\n");
1130 //////////////////////////////////////////////////////////////////////////////////////
1132 //print("best possible acceleration: ", ftos(best), "\n");
1135 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1136 if(wishvel_z - sv_gravity > 0)
1137 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1139 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1142 fvel = vlen(wishvel);
1145 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1147 fvel = min(1, vlen(wishvel) / best);
1148 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1149 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1153 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1155 if (f > 0 && wishvel != '0 0 0')
1157 self.velocity = self.velocity + wishvel * f * frametime;
1158 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1159 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1160 self.flags &~= FL_ONGROUND;
1161 self.items |= IT_USING_JETPACK;
1163 // jetpack also inhibits health regeneration, but only for 1 second
1164 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1167 else if (self.flags & FL_ONGROUND)
1169 // we get here if we ran out of ammo
1170 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1171 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1174 makevectors(self.v_angle_y * '0 1 0');
1175 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1177 if(!(self.lastflags & FL_ONGROUND))
1179 if(cvar("speedmeter"))
1180 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1181 if(self.lastground < time - 0.3)
1182 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1183 if(self.jumppadcount > 1)
1184 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1185 self.jumppadcount = 0;
1188 #ifdef LETS_TEST_FTEQCC
1189 if(self.velocity_x || self.velocity_y)
1207 if (f < sv_stopspeed)
1208 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1210 f = 1 - frametime * sv_friction;
1212 self.velocity = self.velocity * f;
1214 self.velocity = '0 0 0';
1218 wishdir = normalize(wishvel);
1219 wishspeed = vlen(wishvel);
1220 if (wishspeed > sv_maxspeed*maxspd_mod)
1221 wishspeed = sv_maxspeed*maxspd_mod;
1223 wishspeed = wishspeed * 0.5;
1224 if (time >= self.teleport_time)
1225 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1230 // we get here if we ran out of ammo
1231 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1232 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1236 maxairspd = sv_maxairspeed*maxspd_mod;
1237 airaccel = sv_airaccelerate*maxspd_mod;
1241 maxairspd = sv_maxairspeed;
1242 airaccel = sv_airaccelerate;
1245 makevectors(self.v_angle_y * '0 1 0');
1246 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1248 wishdir = normalize(wishvel);
1249 wishspeed = wishspeed0 = vlen(wishvel);
1250 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1251 wishspeed0 = sv_maxspeed*maxspd_mod;
1252 if (wishspeed > maxairspd)
1253 wishspeed = maxairspd;
1255 wishspeed = wishspeed * 0.5;
1256 if (time >= self.teleport_time)
1263 airaccelqw = self.stat_sv_airaccel_qw;
1264 accelerating = (self.velocity * wishdir > 0);
1265 wishspeed2 = wishspeed;
1268 if(sv_airstopaccelerate)
1271 curdir = self.velocity;
1273 curdir = normalize(curdir);
1274 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1276 // note that for straight forward jumping:
1277 // step = accel * frametime * wishspeed0;
1278 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1280 // dv/dt = accel * maxspeed (when slow)
1281 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1282 // log dv/dt = logaccel + logmaxspeed (when slow)
1283 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1284 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1285 if(sv_maxairstrafespeed)
1286 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1287 if(sv_airstrafeaccelerate)
1288 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1289 if(self.stat_sv_airstrafeaccel_qw)
1290 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));
1293 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1294 PM_AirAccelerate(wishdir, wishspeed);
1296 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1299 CPM_PM_Aircontrol(wishdir, wishspeed2);
1303 if((g_cts || g_race) && self.classname != "observer") {
1304 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1305 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1306 speedaward_holder = self.netname;
1307 speedaward_lastupdate = time;
1309 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1315 race_send_speedaward(MSG_ALL);
1316 speedaward_lastsent = speedaward_speed;
1317 if (speedaward_speed > speedaward_alltimebest) {
1318 speedaward_alltimebest = speedaward_speed;
1319 speedaward_alltimebest_holder = speedaward_holder;
1320 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1321 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1322 race_send_speedaward_alltimebest(MSG_ALL);
1327 if(self.flags & FL_ONGROUND)
1328 self.lastground = time;
1330 self.lastflags = self.flags;
1331 self.lastclassname = self.classname;