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Cleanup and improve dodging code implementation
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1 .float race_penalty;\r
2 .float restart_jump;\r
3 \r
4 float sv_accelerate;\r
5 float sv_friction;\r
6 float sv_maxspeed;\r
7 float sv_airaccelerate;\r
8 float sv_maxairspeed;\r
9 float sv_stopspeed;\r
10 float sv_gravity;\r
11 float sv_airaccel_sideways_friction;\r
12 float sv_airaccel_qw;\r
13 float sv_airstopaccelerate;\r
14 float sv_airstrafeaccelerate;\r
15 float sv_maxairstrafespeed;\r
16 float sv_aircontrol;\r
17 float sv_warsowbunny_airforwardaccel;\r
18 float sv_warsowbunny_accel;\r
19 float sv_warsowbunny_topspeed;\r
20 float sv_warsowbunny_turnaccel;\r
21 float sv_warsowbunny_backtosideratio;\r
22 \r
23 .float ladder_time;\r
24 .entity ladder_entity;\r
25 .float gravity;\r
26 .float swamp_slowdown;\r
27 .float lastflags;\r
28 .float lastground;\r
29 .float wasFlying;\r
30 .float spectatorspeed;\r
31 \r
32 .float multijump_count;\r
33 .float multijump_ready;\r
34 .float prevjumpbutton;\r
35 .float prevlastteleporttime;\r
36 \r
37 /*\r
38 =============\r
39 PlayerJump\r
40 \r
41 When you press the jump key\r
42 =============\r
43 */\r
44 void PlayerJump (void)\r
45 {\r
46         float mjumpheight;\r
47         float doublejump;\r
48 \r
49         doublejump = FALSE;\r
50         if (cvar("sv_doublejump"))\r
51         {\r
52                 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);\r
53                 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)\r
54                         doublejump = TRUE;\r
55         }\r
56 \r
57         mjumpheight = cvar("sv_jumpvelocity");\r
58         if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
59                 mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
60         if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
61                 mjumpheight *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
62         if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
63                 mjumpheight *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
64 \r
65         if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
66         {\r
67                 if (self.watertype == CONTENT_WATER)\r
68                         self.velocity_z = 200;\r
69                 else if (self.watertype == CONTENT_SLIME)\r
70                         self.velocity_z = 80;\r
71                 else\r
72                         self.velocity_z = 50;\r
73 \r
74                 return;\r
75         }\r
76 \r
77         if (cvar("g_multijump"))\r
78         {\r
79                 if(self.prevlastteleporttime != self.lastteleporttime)\r
80                 {\r
81                         // if we teleported above the ground, require touching the ground again to multi-jump\r
82                         self.multijump_ready = FALSE;\r
83                         if(self.flags & FL_ONGROUND)\r
84                                 self.prevlastteleporttime = self.lastteleporttime;\r
85                 }\r
86                 else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair\r
87                         self.multijump_ready = TRUE;  // this is necessary to check that we released the jump button and pressed it again\r
88                 else\r
89                         self.multijump_ready = FALSE;\r
90         }\r
91 \r
92         if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))\r
93         {\r
94                 // doublejump = FALSE; // checked above in the if\r
95                 if (cvar("g_multijump"))\r
96                 {\r
97                         if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity\r
98                         {\r
99                                 if (self.velocity_z < mjumpheight)\r
100                                 {\r
101                                         doublejump = TRUE;\r
102                                         self.velocity_z = 0;\r
103                                 }\r
104                         }\r
105                         else\r
106                                 doublejump = TRUE;\r
107 \r
108                         if(doublejump)\r
109                         {\r
110                                 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys\r
111                                 {\r
112                                         float curspeed;\r
113                                         vector wishvel, wishdir;\r
114 \r
115                                         curspeed = max(\r
116                                                 vlen(vec2(self.velocity)), // current xy speed\r
117                                                 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs\r
118                                         );\r
119                                         makevectors(self.v_angle_y * '0 1 0');\r
120                                         wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
121                                         wishdir = normalize(wishvel);\r
122 \r
123                                         self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump\r
124                                         self.velocity_y = wishdir_y * curspeed;\r
125                                         // keep velocity_z unchanged!\r
126                                 }\r
127                                 if (cvar("g_multijump") > 0)\r
128                                         self.multijump_count += 1;\r
129                         }\r
130                 }\r
131                 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump\r
132         }\r
133 \r
134         if (!doublejump)\r
135                 if (!(self.flags & FL_ONGROUND))\r
136                         return;\r
137 \r
138         if(!sv_pogostick)\r
139                 if (!(self.flags & FL_JUMPRELEASED))\r
140                         return;\r
141 \r
142         if(self.health <= g_bloodloss)\r
143                 return;\r
144 \r
145         if(cvar_string("sv_jumpspeedcap_min") != "")\r
146                 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);\r
147         if(cvar_string("sv_jumpspeedcap_max") != "") {\r
148                 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {\r
149                         // don't do jump speedcaps on ramps to preserve old voretournament ramjump style\r
150                         //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");\r
151                 }\r
152                 else\r
153                         self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;\r
154         }\r
155 \r
156         if(!(self.lastflags & FL_ONGROUND))\r
157         {\r
158                 if(cvar("speedmeter"))\r
159                         dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));\r
160                 if(self.lastground < time - 0.3)\r
161                 {\r
162                         self.velocity_x *= (1 - cvar("sv_friction_on_land"));\r
163                         self.velocity_y *= (1 - cvar("sv_friction_on_land"));\r
164                 }\r
165                 if(self.jumppadcount > 1)\r
166                         dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));\r
167                 self.jumppadcount = 0;\r
168         }\r
169 \r
170         self.velocity_z = self.velocity_z + mjumpheight;\r
171         self.oldvelocity_z = self.velocity_z;\r
172 \r
173         self.flags &~= FL_ONGROUND;\r
174         self.flags &~= FL_JUMPRELEASED;\r
175 \r
176         if (self.crouch)\r
177                 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);\r
178         else\r
179                 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);\r
180 \r
181         if(g_jump_grunt)\r
182                 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
183 \r
184         self.restart_jump = -1; // restart jump anim next time\r
185         // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)\r
186 }\r
187 \r
188 /*\r
189 =============\r
190 PlayerDodge\r
191 \r
192 When you double-press a movement key rapidly to leap in that direction\r
193 =============\r
194 */\r
195 void PlayerDodge()\r
196 {\r
197         float common_factor;\r
198         float new_velocity_gain;\r
199         float velocity_difference;\r
200 \r
201         // make sure v_up, v_right and v_forward are sane\r
202         makevectors(self.angles);\r
203 \r
204         // if we have e.g. 0.5 sec ramptime and a frametime of 0.25, then the ramp code \r
205         // will be called ramp_time/frametime times = 2 times. so, we need to \r
206         // add 0.5 * the total speed each frame until the dodge action is done..\r
207         common_factor = sys_frametime / cvar("sv_dodging_ramp_time");\r
208 \r
209         // if ramp time is smaller than frametime we get problems ;D\r
210         if (common_factor > 1) \r
211                 common_factor = 1;\r
212 \r
213         new_velocity_gain = self.dodging_velocity_gain - (common_factor * cvar("sv_dodging_horiz_speed"));\r
214 \r
215         if(cvar("g_healthsize")) // if we are smaller or larger, we jump lower or higher\r
216                 new_velocity_gain *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;\r
217         if(self.swallow_progress_prey) // cut jumping based on swallow progress for prey\r
218                 new_velocity_gain *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
219         if(self.swallow_progress_pred) // cut jumping based on swallow progress for preds\r
220                 new_velocity_gain *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
221 \r
222         if (new_velocity_gain < 0)\r
223                 new_velocity_gain = 0;\r
224 \r
225         velocity_difference = self.dodging_velocity_gain - new_velocity_gain;\r
226 \r
227         // ramp up dodging speed by adding some velocity each frame.. TODO: do it! :D\r
228         if (self.dodging_action == 1) {\r
229                 //disable jump key during dodge accel phase\r
230                 if (self.movement_z > 0) self.movement_z = 0;\r
231 \r
232                 self.velocity = \r
233                           self.velocity \r
234                         + ((self.dodging_direction_y * velocity_difference) * v_right)\r
235                         + ((self.dodging_direction_x * velocity_difference) * v_forward);\r
236 \r
237                 self.dodging_velocity_gain = self.dodging_velocity_gain - velocity_difference;\r
238         }\r
239 \r
240         // the up part of the dodge is a single shot action\r
241         if (self.dodging_single_action == 1) {\r
242                 self.flags &~= FL_ONGROUND;\r
243 \r
244                 self.velocity = \r
245                           self.velocity \r
246                         + (cvar("sv_dodging_up_speed") * v_up);\r
247 \r
248                 if (cvar("sv_dodging_sound"))\r
249                         PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);\r
250 \r
251                 setanim(self, self.anim_jump, TRUE, FALSE, TRUE);\r
252 \r
253                 self.dodging_single_action = 0;\r
254         }\r
255 \r
256         // are we done with the dodging ramp yet?\r
257         if((self.dodging_action == 1) && ((time - self.last_dodging_time) > cvar("sv_dodging_ramp_time")))\r
258         {\r
259                 // reset state so next dodge can be done correctly\r
260                 self.dodging_action = 0;\r
261                 self.dodging_direction_x = 0;\r
262                 self.dodging_direction_y = 0;\r
263         }\r
264 }\r
265 \r
266 void CheckWaterJump()\r
267 {\r
268         local vector start, end;\r
269 \r
270 // check for a jump-out-of-water\r
271         makevectors (self.angles);\r
272         start = self.origin;\r
273         start_z = start_z + 8;\r
274         v_forward_z = 0;\r
275         normalize(v_forward);\r
276         end = start + v_forward*24;\r
277         traceline (start, end, TRUE, self);\r
278         if (trace_fraction < 1)\r
279         {       // solid at waist\r
280                 start_z = start_z + self.maxs_z - 8;\r
281                 end = start + v_forward*24;\r
282                 self.movedir = trace_plane_normal * -50;\r
283                 traceline (start, end, TRUE, self);\r
284                 if (trace_fraction == 1)\r
285                 {       // open at eye level\r
286                         self.flags |= FL_WATERJUMP;\r
287                         self.velocity_z = 225;\r
288                         self.flags &~= FL_JUMPRELEASED;\r
289                         self.teleport_time = time + 2;  // safety net\r
290                         return;\r
291                 }\r
292         }\r
293 };\r
294 \r
295 float racecar_angle(float forward, float down)\r
296 {\r
297         float ret, angle_mult;\r
298 \r
299         if(forward < 0)\r
300         {\r
301                 forward = -forward;\r
302                 down = -down;\r
303         }\r
304 \r
305         ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);\r
306 \r
307         angle_mult = forward / (800 + forward);\r
308 \r
309         if(ret > 180)\r
310                 return ret * angle_mult + 360 * (1 - angle_mult);\r
311         else\r
312                 return ret * angle_mult;\r
313 }\r
314 \r
315 void RaceCarPhysics()\r
316 {\r
317         // using this move type for "big rigs"\r
318         // the engine does not push the entity!\r
319 \r
320         float accel, steer, f;\r
321         vector angles_save, rigvel;\r
322 \r
323         angles_save = self.angles;\r
324         accel = bound(-1, self.movement_x / sv_maxspeed, 1);\r
325         steer = bound(-1, self.movement_y / sv_maxspeed, 1);\r
326 \r
327         if(g_bugrigs_reverse_speeding)\r
328         {\r
329                 if(accel < 0)\r
330                 {\r
331                         // back accel is DIGITAL\r
332                         // to prevent speedhack\r
333                         if(accel < -0.5)\r
334                                 accel = -1;\r
335                         else\r
336                                 accel = 0;\r
337                 }\r
338         }\r
339 \r
340         self.angles_x = 0;\r
341         self.angles_z = 0;\r
342         makevectors(self.angles); // new forward direction!\r
343 \r
344         if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)\r
345         {\r
346                 float myspeed, upspeed, steerfactor, accelfactor;\r
347 \r
348                 myspeed = self.velocity * v_forward;\r
349                 upspeed = self.velocity * v_up;\r
350 \r
351                 // responsiveness factor for steering and acceleration\r
352                 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));\r
353                 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);\r
354 \r
355                 if(myspeed < 0 && g_bugrigs_reverse_spinning)\r
356                         steerfactor = -myspeed * g_bugrigs_steer;\r
357                 else\r
358                         steerfactor = -myspeed * f * g_bugrigs_steer;\r
359 \r
360                 if(myspeed < 0 && g_bugrigs_reverse_speeding)\r
361                         accelfactor = g_bugrigs_accel;\r
362                 else\r
363                         accelfactor = f * g_bugrigs_accel;\r
364                 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;\r
365 \r
366                 if(accel < 0)\r
367                 {\r
368                         if(myspeed > 0)\r
369                         {\r
370                                 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));\r
371                         }\r
372                         else\r
373                         {\r
374                                 if(!g_bugrigs_reverse_speeding)\r
375                                         myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);\r
376                         }\r
377                 }\r
378                 else\r
379                 {\r
380                         if(myspeed >= 0)\r
381                         {\r
382                                 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);\r
383                         }\r
384                         else\r
385                         {\r
386                                 if(g_bugrigs_reverse_stopping)\r
387                                         myspeed = 0;\r
388                                 else\r
389                                         myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));\r
390                         }\r
391                 }\r
392                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec\r
393                 //MAXIMA: friction(v) := g_bugrigs_friction_floor;\r
394 \r
395                 self.angles_y += steer * frametime * steerfactor; // apply steering\r
396                 makevectors(self.angles); // new forward direction!\r
397 \r
398                 myspeed += accel * accelfactor * frametime;\r
399 \r
400                 rigvel = myspeed * v_forward + '0 0 1' * upspeed;\r
401         }\r
402         else\r
403         {\r
404                 myspeed = vlen(self.velocity);\r
405 \r
406                 // responsiveness factor for steering and acceleration\r
407                 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));\r
408                 steerfactor = -myspeed * f;\r
409                 self.angles_y += steer * frametime * steerfactor; // apply steering\r
410 \r
411                 rigvel = self.velocity;\r
412                 makevectors(self.angles); // new forward direction!\r
413         }\r
414 \r
415         rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);\r
416         //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;\r
417         //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);\r
418         //MAXIMA: solve(total_acceleration(v) = 0, v);\r
419 \r
420         if(g_bugrigs_planar_movement)\r
421         {\r
422                 vector rigvel_xy, neworigin, up;\r
423                 float mt;\r
424 \r
425                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better\r
426                 rigvel_xy = rigvel;\r
427                 rigvel_xy_z = 0;\r
428 \r
429                 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions\r
430                         mt = MOVE_NORMAL;\r
431                 else\r
432                         mt = MOVE_NOMONSTERS;\r
433 \r
434                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);\r
435                 up = trace_endpos - self.origin;\r
436 \r
437                 // BUG RIGS: align the move to the surface instead of doing collision testing\r
438                 // can we move?\r
439                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);\r
440 \r
441                 // align to surface\r
442                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);\r
443 \r
444                 if(trace_fraction < 0.5)\r
445                 {\r
446                         trace_fraction = 1;\r
447                         neworigin = self.origin;\r
448                 }\r
449                 else\r
450                         neworigin = trace_endpos;\r
451 \r
452                 if(trace_fraction < 1)\r
453                 {\r
454                         // now set angles_x so that the car points parallel to the surface\r
455                         self.angles = vectoangles(\r
456                                         '1 0 0' * v_forward_x * trace_plane_normal_z\r
457                                         +\r
458                                         '0 1 0' * v_forward_y * trace_plane_normal_z\r
459                                         +\r
460                                         '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)\r
461                                         );\r
462                         self.flags |= FL_ONGROUND;\r
463                 }\r
464                 else\r
465                 {\r
466                         // now set angles_x so that the car points forward, but is tilted in velocity direction\r
467                         self.flags &~= FL_ONGROUND;\r
468                 }\r
469 \r
470                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);\r
471                 self.movetype = MOVETYPE_NOCLIP;\r
472         }\r
473         else\r
474         {\r
475                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better\r
476                 self.velocity = rigvel;\r
477                 self.movetype = MOVETYPE_FLY;\r
478         }\r
479 \r
480         trace_fraction = 1;\r
481         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);\r
482         if(trace_fraction != 1)\r
483         {\r
484                 self.angles = vectoangles2(\r
485                                 '1 0 0' * v_forward_x * trace_plane_normal_z\r
486                                 +\r
487                                 '0 1 0' * v_forward_y * trace_plane_normal_z\r
488                                 +\r
489                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),\r
490                                 trace_plane_normal\r
491                                 );\r
492         }\r
493         else\r
494         {\r
495                 vector vel_local;\r
496 \r
497                 vel_local_x = v_forward * self.velocity;\r
498                 vel_local_y = v_right * self.velocity;\r
499                 vel_local_z = v_up * self.velocity;\r
500 \r
501                 self.angles_x = racecar_angle(vel_local_x, vel_local_z);\r
502                 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);\r
503         }\r
504 \r
505         // smooth the angles\r
506         vector vf1, vu1, smoothangles;\r
507         makevectors(self.angles);\r
508         f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);\r
509         if(f == 0)\r
510                 f = 1;\r
511         vf1 = v_forward * f;\r
512         vu1 = v_up * f;\r
513         makevectors(angles_save);\r
514         vf1 = vf1 + v_forward * (1 - f);\r
515         vu1 = vu1 + v_up * (1 - f);\r
516         smoothangles = vectoangles2(vf1, vu1);\r
517         self.angles_x = -smoothangles_x;\r
518         self.angles_z =  smoothangles_z;\r
519 }\r
520 \r
521 float IsMoveInDirection(vector mv, float angle) // key mix factor\r
522 {\r
523         if(mv_x == 0 && mv_y == 0)\r
524                 return 0; // avoid division by zero\r
525         angle = RAD2DEG * atan2(mv_y, mv_x);\r
526         angle = remainder(angle, 360) / 45;\r
527         if(angle >  1)\r
528                 return 0;\r
529         if(angle < -1)\r
530                 return 0;\r
531         return 1 - fabs(angle);\r
532 }\r
533 \r
534 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)\r
535 {\r
536         float zspeed, xyspeed, dot, k;\r
537 \r
538 #if 0\r
539         // this doesn't play well with analog input\r
540         if(self.movement_x == 0 || self.movement_y != 0)\r
541                 return; // can't control movement if not moving forward or backward\r
542         k = 32;\r
543 #else\r
544         k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);\r
545         if(k <= 0)\r
546                 return;\r
547 #endif\r
548 \r
549         k *= bound(0, wishspeed / sv_maxairspeed, 1);\r
550 \r
551         zspeed = self.velocity_z;\r
552         self.velocity_z = 0;\r
553         xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);\r
554 \r
555         dot = self.velocity * wishdir;\r
556         k *= sv_aircontrol*dot*dot*frametime;\r
557 \r
558         if(dot > 0) // we can't change direction while slowing down\r
559         {\r
560                 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);\r
561         }\r
562 \r
563         self.velocity = self.velocity * xyspeed;\r
564         self.velocity_z = zspeed;\r
565 }\r
566 \r
567 // example config for alternate speed clamping:\r
568 //   sv_airaccel_qw 0.8\r
569 //   sv_airaccel_sideways_friction 0\r
570 //   prvm_globalset server speedclamp_mode 1\r
571 //     (or 2)\r
572 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)\r
573 {\r
574         float vel_straight;\r
575         float vel_z;\r
576         vector vel_perpend;\r
577         float step;\r
578 \r
579         vector vel_xy;\r
580         float vel_xy_current;\r
581         float vel_xy_backward, vel_xy_forward;\r
582         float speedclamp;\r
583 \r
584         speedclamp = (accelqw < 0);\r
585         if(speedclamp)\r
586                 accelqw = -accelqw;\r
587 \r
588         if(self.classname == "player")\r
589         {\r
590                 if(cvar("g_balance_vore_load_pred_weight") > 0) // apply stomach weight\r
591                         wishspeed /= 1 + (self.stomach_load / self.stomach_maxload) * cvar("g_balance_vore_load_pred_speed");\r
592                 if(cvar("g_healthsize")) // if we are smaller or larger, we run slower or faster\r
593                         wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale; \r
594                 if(self.swallow_progress_prey) // cut speed based on swallow progress for prey\r
595                         wishspeed *= 1 - (self.swallow_progress_prey * cvar("g_balance_vore_swallow_speed_cutspd_prey"));\r
596                 if(self.swallow_progress_pred) // cut speed based on swallow progress for preds\r
597                         wishspeed *= 1 - (self.swallow_progress_pred * cvar("g_balance_vore_swallow_speed_cutspd_pred"));\r
598                 if(self.grabber_stunned > time && random() <= cvar("g_balance_grabber_secondary_stun_rate")) // randomly cut speed while the player is stunned\r
599                         return;\r
600         }\r
601 \r
602         if(cvar("sv_gameplayfix_q2airaccelerate"))\r
603                 wishspeed0 = wishspeed;\r
604 \r
605         vel_straight = self.velocity * wishdir;\r
606         vel_z = self.velocity_z;\r
607         vel_xy = self.velocity - vel_z * '0 0 1';\r
608         vel_perpend = vel_xy - vel_straight * wishdir;\r
609 \r
610         step = accel * frametime * wishspeed0;\r
611 \r
612         vel_xy_current  = vlen(vel_xy);\r
613         vel_xy_forward  = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);\r
614         vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);\r
615         if(vel_xy_backward < 0)\r
616                 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards\r
617 \r
618         vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);\r
619 \r
620         if(sidefric < 0 && (vel_perpend*vel_perpend))\r
621                 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"\r
622         {\r
623                 float f, fminimum;\r
624                 f = max(0, 1 + frametime * wishspeed * sidefric);\r
625                 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);\r
626                 // this cannot be > 1\r
627                 if(fminimum <= 0)\r
628                         vel_perpend = vel_perpend * max(0, f);\r
629                 else\r
630                 {\r
631                         fminimum = sqrt(fminimum);\r
632                         vel_perpend = vel_perpend * max(fminimum, f);\r
633                 }\r
634         }\r
635         else\r
636                 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);\r
637         \r
638         vel_xy = vel_straight * wishdir + vel_perpend;\r
639         \r
640         if(speedclamp)\r
641         {\r
642                 // ensure we don't get too fast or decelerate faster than we should\r
643                 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);\r
644                 if(vel_xy_current > 0) // prevent division by zero\r
645                         vel_xy = normalize(vel_xy) * vel_xy_current;\r
646         }\r
647 \r
648         self.velocity = vel_xy + vel_z * '0 0 1';\r
649 }\r
650 \r
651 void PM_AirAccelerate(vector wishdir, float wishspeed)\r
652 {\r
653         vector curvel, wishvel, acceldir, curdir;\r
654         float addspeed, accelspeed, curspeed, f;\r
655         float dot;\r
656 \r
657         if(wishspeed == 0)\r
658                 return;\r
659 \r
660         curvel = self.velocity;\r
661         curvel_z = 0;\r
662         curspeed = vlen(curvel);\r
663 \r
664         if(wishspeed > curspeed * 1.01)\r
665         {\r
666                 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);\r
667         }\r
668         else\r
669         {\r
670                 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));\r
671                 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;\r
672         }\r
673         wishvel = wishdir * wishspeed;\r
674         acceldir = wishvel - curvel;\r
675         addspeed = vlen(acceldir);\r
676         acceldir = normalize(acceldir);\r
677 \r
678         accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);\r
679 \r
680         if(sv_warsowbunny_backtosideratio < 1)\r
681         {\r
682                 curdir = normalize(curvel);\r
683                 dot = acceldir * curdir;\r
684                 if(dot < 0)\r
685                         acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;\r
686         }\r
687 \r
688         self.velocity += accelspeed * acceldir;\r
689 }\r
690 \r
691 .vector movement_old;\r
692 .float buttons_old;\r
693 .vector v_angle_old;\r
694 .string lastclassname;\r
695 \r
696 .float() PlayerPhysplug;\r
697 \r
698 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";\r
699 .float specialcommand_pos;\r
700 void SpecialCommand()\r
701 {\r
702 #ifdef TETRIS\r
703         TetrisImpulse();\r
704 #else\r
705         if(!CheatImpulse(99))\r
706                 print("A hollow voice says \"Plugh\".\n");\r
707 #endif\r
708 }\r
709 \r
710 float speedaward_speed;\r
711 string speedaward_holder;\r
712 void race_send_speedaward(float msg)\r
713 {\r
714         // send the best speed of the round\r
715         WriteByte(msg, SVC_TEMPENTITY);\r
716         WriteByte(msg, TE_CSQC_RACE);\r
717         WriteByte(msg, RACE_NET_SPEED_AWARD);\r
718         WriteInt24_t(msg, floor(speedaward_speed+0.5));\r
719         WriteString(msg, speedaward_holder);\r
720 }\r
721 \r
722 float speedaward_alltimebest;\r
723 string speedaward_alltimebest_holder;\r
724 void race_send_speedaward_alltimebest(float msg)\r
725 {\r
726         // send the best speed\r
727         WriteByte(msg, SVC_TEMPENTITY);\r
728         WriteByte(msg, TE_CSQC_RACE);\r
729         WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);\r
730         WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));\r
731         WriteString(msg, speedaward_alltimebest_holder);\r
732 }\r
733 \r
734 string GetMapname(void);\r
735 float speedaward_lastupdate;\r
736 float speedaward_lastsent;\r
737 .float jumppadusetime;\r
738 void SV_PlayerPhysics()\r
739 {\r
740         local vector wishvel, wishdir, v;\r
741         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;\r
742         string temps;\r
743         float buttons_prev;\r
744         float not_allowed_to_move;\r
745         string c;\r
746 \r
747     if(self.PlayerPhysplug)\r
748         if(self.PlayerPhysplug())\r
749             return;\r
750 \r
751         self.race_movetime_frac += frametime;\r
752         f = floor(self.race_movetime_frac);\r
753         self.race_movetime_frac -= f;\r
754         self.race_movetime_count += f;\r
755         self.race_movetime = self.race_movetime_frac + self.race_movetime_count;\r
756 \r
757         anticheat_physics();\r
758 \r
759         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_JETPACK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);\r
760 \r
761         if(!buttons)\r
762                 c = "x";\r
763         else if(buttons == 1)\r
764                 c = "1";\r
765         else if(buttons == 2)\r
766                 c = " ";\r
767         else if(buttons == 128)\r
768                 c = "s";\r
769         else if(buttons == 256)\r
770                 c = "w";\r
771         else if(buttons == 512)\r
772                 c = "a";\r
773         else if(buttons == 1024)\r
774                 c = "d";\r
775         else\r
776                 c = "?";\r
777 \r
778         if(c == substring(specialcommand, self.specialcommand_pos, 1))\r
779         {\r
780                 self.specialcommand_pos += 1;\r
781                 if(self.specialcommand_pos >= strlen(specialcommand))\r
782                 {\r
783                         self.specialcommand_pos = 0;\r
784                         SpecialCommand();\r
785                         return;\r
786                 }\r
787         }\r
788         else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))\r
789                 self.specialcommand_pos = 0;\r
790 \r
791         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)\r
792         {\r
793                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)\r
794                         self.parm_idlesince = time;\r
795         }\r
796         buttons_prev = self.buttons_old;\r
797         self.buttons_old = buttons;\r
798         self.movement_old = self.movement;\r
799         self.v_angle_old = self.v_angle;\r
800 \r
801         if(time < self.nickspamtime)\r
802         if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))\r
803         {\r
804                 // slight annoyance for nick change scripts\r
805                 self.movement = -1 * self.movement;\r
806                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;\r
807 \r
808                 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!\r
809                 {\r
810                         self.angles_x = random() * 360;\r
811                         self.angles_y = random() * 360;\r
812                         // at least I'm not forcing retardedview by also assigning to angles_z\r
813                         self.fixangle = 1;\r
814                 }\r
815         }\r
816 \r
817         if (self.punchangle != '0 0 0')\r
818         {\r
819                 f = vlen(self.punchangle) - cvar("sv_punchangle_speed") * frametime;\r
820                 if (f > 0)\r
821                         self.punchangle = normalize(self.punchangle) * f;\r
822                 else\r
823                         self.punchangle = '0 0 0';\r
824         }\r
825 \r
826         if (self.punchvector != '0 0 0')\r
827         {\r
828                 f = vlen(self.punchvector) - cvar("sv_punchvector_speed") * frametime;\r
829                 if (f > 0)\r
830                         self.punchvector = normalize(self.punchvector) * f;\r
831                 else\r
832                         self.punchvector = '0 0 0';\r
833         }\r
834 \r
835         if (clienttype(self) == CLIENTTYPE_BOT)\r
836         {\r
837                 if(playerdemo_read())\r
838                         return;\r
839                 bot_think();\r
840         }\r
841 \r
842         self.items &~= IT_USING_JETPACK;\r
843 \r
844         if(self.classname == "player")\r
845         {\r
846                 if(self.race_penalty)\r
847                         if(time > self.race_penalty)\r
848                                 self.race_penalty = 0;\r
849 \r
850                 not_allowed_to_move = 0;\r
851                 if(self.race_penalty)\r
852                         not_allowed_to_move = 1;\r
853                 if(!cvar("sv_ready_restart_after_countdown"))\r
854                 if(time < game_starttime)\r
855                         not_allowed_to_move = 1;\r
856 \r
857                 if(not_allowed_to_move)\r
858                 {\r
859                         self.velocity = '0 0 0';\r
860                         self.movetype = MOVETYPE_NONE;\r
861                         self.disableclientprediction = 2;\r
862                 }\r
863                 else if(self.disableclientprediction == 2)\r
864                 {\r
865                         if(self.movetype == MOVETYPE_NONE)\r
866                                 self.movetype = MOVETYPE_WALK;\r
867                         self.disableclientprediction = 0;\r
868                 }\r
869         }\r
870 \r
871         if(self.stat_eaten)\r
872                 return;\r
873 \r
874         if (self.movetype == MOVETYPE_NONE)\r
875                 return;\r
876 \r
877         maxspd_mod = 1;\r
878 \r
879         swampspd_mod = 1;\r
880         if(self.in_swamp) {\r
881                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");\r
882         }\r
883 \r
884         if(self.classname != "player")\r
885         {\r
886                 maxspd_mod = cvar("sv_spectator_speed_multiplier");\r
887                 if(!self.spectatorspeed)\r
888                         self.spectatorspeed = maxspd_mod;\r
889                 if(self.impulse && self.impulse <= 19)\r
890                 {\r
891                         if(self.lastclassname != "player")\r
892                         {\r
893                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)\r
894                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);\r
895                                 else if(self.impulse == 11)\r
896                                         self.spectatorspeed = maxspd_mod;\r
897                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)\r
898                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);\r
899                                 else if(self.impulse >= 1 && self.impulse <= 9)\r
900                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);\r
901                         } // otherwise just clear\r
902                         self.impulse = 0;\r
903                 }\r
904                 maxspd_mod = self.spectatorspeed;\r
905         }\r
906 \r
907         spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;\r
908         if(self.speed != spd)\r
909         {\r
910                 self.speed = spd;\r
911                 temps = ftos(spd);\r
912                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));\r
913                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));\r
914                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));\r
915                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));\r
916         }\r
917 \r
918         maxspd_mod *= swampspd_mod; // only one common speed modder please!\r
919         swampspd_mod = 1;\r
920 \r
921         // if dead, behave differently\r
922         if (self.deadflag)\r
923                 goto end;\r
924 \r
925         if (!self.fixangle && !g_bugrigs)\r
926         {\r
927                 self.angles_x = 0;\r
928                 self.angles_y = self.v_angle_y;\r
929                 self.angles_z = 0;\r
930         }\r
931 \r
932         if(self.flags & FL_ONGROUND)\r
933         if(self.wasFlying)\r
934         {\r
935                 self.wasFlying = 0;\r
936 \r
937                 if(self.classname == "player")\r
938                 if(self.waterlevel < WATERLEVEL_SWIMMING)\r
939                 if(time >= self.ladder_time)\r
940                 if not(self.grabber)\r
941                 {\r
942                         self.nextstep = time + 0.3 + random() * 0.1;\r
943                         trace_dphitq3surfaceflags = 0;\r
944                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);\r
945                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)\r
946                         {\r
947                                 if(cvar("g_healthsize"))\r
948                                 {\r
949                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
950                                         {\r
951                                                 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
952                                                 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
953                                         }\r
954                                         else\r
955                                         {\r
956                                                 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, bound(0, VOL_BASE * (1 - playersize_micro(self)), 1));\r
957                                                 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', floor(self.scale * PARTICLE_MULTIPLIER));\r
958                                         }\r
959                                         sound(self, CHAN_AUTO, "misc/macro_hitground.wav", bound(0, VOL_BASE * playersize_macro(self), 1), ATTN_NORM);\r
960 \r
961                                         // earthquake effect for nearby players when a macro falls\r
962                                         if(cvar("g_healthsize_quake_fall"))\r
963                                         {\r
964                                                 entity head;\r
965                                                 for(head = findradius(self.origin, cvar("g_healthsize_quake_fall_radius")); head; head = head.chain)\r
966                                                 {\r
967                                                         if not(head.classname == "player" || head.classname == "spectator")\r
968                                                                 continue;\r
969                                                         if(head == self || head.spectatee_status == num_for_edict(self))\r
970                                                                 continue; // not for self\r
971                                                         if not(head.flags & FL_ONGROUND)\r
972                                                                 continue; // we only feel the ground shaking if we are sitting on it\r
973                                                         if(head.stat_eaten)\r
974                                                                 continue; // not for prey\r
975 \r
976                                                         float shake;\r
977                                                         shake = vlen(head.origin - self.origin);\r
978                                                         if(shake)\r
979                                                                 shake = 1 - bound(0, shake / cvar("g_healthsize_quake_fall_radius"), 1);\r
980                                                         shake *= playersize_macro(self) * cvar("g_healthsize_quake_fall");\r
981 \r
982                                                         head.punchvector_x += crandom() * shake;\r
983                                                         head.punchvector_y += crandom() * shake;\r
984                                                         head.punchvector_z += crandom() * shake;\r
985                                                 }\r
986                                         }\r
987                                 }\r
988                                 else\r
989                                 {\r
990                                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)\r
991                                         {\r
992                                                 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
993                                                 pointparticles(particleeffectnum("ground_metal"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
994                                         }\r
995                                         else\r
996                                         {\r
997                                                 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND, VOL_BASE);\r
998                                                 pointparticles(particleeffectnum("ground_dirt"), self.origin, '0 0 0', PARTICLE_MULTIPLIER);\r
999                                         }\r
1000                                 }\r
1001                         }\r
1002                 }\r
1003         }\r
1004 \r
1005         if(IsFlying(self))\r
1006                 self.wasFlying = 1;\r
1007 \r
1008         if(self.classname == "player")\r
1009         {\r
1010                 if(self.flags & FL_ONGROUND)\r
1011                 {\r
1012                         if (cvar("g_multijump") > 0)\r
1013                                 self.multijump_count = 0;\r
1014                         else\r
1015                                 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller\r
1016                 }\r
1017 \r
1018                 if (self.BUTTON_JUMP)\r
1019                         PlayerJump ();\r
1020                 else\r
1021                         self.flags |= FL_JUMPRELEASED;\r
1022 \r
1023                 if (self.waterlevel == WATERLEVEL_SWIMMING)\r
1024                         CheckWaterJump ();\r
1025                 self.prevjumpbutton = self.BUTTON_JUMP;\r
1026         }\r
1027 \r
1028         if (self.flags & FL_WATERJUMP )\r
1029         {\r
1030                 self.velocity_x = self.movedir_x;\r
1031                 self.velocity_y = self.movedir_y;\r
1032                 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)\r
1033                 {\r
1034                         self.flags &~= FL_WATERJUMP;\r
1035                         self.teleport_time = 0;\r
1036                 }\r
1037         }\r
1038         else if (g_bugrigs && self.classname == "player")\r
1039         {\r
1040                 RaceCarPhysics();\r
1041         }\r
1042         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)\r
1043         {\r
1044                 // noclipping or flying\r
1045                 self.flags &~= FL_ONGROUND;\r
1046 \r
1047                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1048                 makevectors(self.v_angle);\r
1049                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1050                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1051                 // acceleration\r
1052                 wishdir = normalize(wishvel);\r
1053                 wishspeed = vlen(wishvel);\r
1054                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1055                         wishspeed = sv_maxspeed*maxspd_mod;\r
1056                 if (time >= self.teleport_time)\r
1057                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1058         }\r
1059         else if (self.waterlevel >= WATERLEVEL_SWIMMING)\r
1060         {\r
1061                 // swimming\r
1062                 self.flags &~= FL_ONGROUND;\r
1063 \r
1064                 makevectors(self.v_angle);\r
1065                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1066                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1067                 if (wishvel == '0 0 0')\r
1068                         wishvel = '0 0 -60'; // drift towards bottom\r
1069 \r
1070                 wishdir = normalize(wishvel);\r
1071                 wishspeed = vlen(wishvel);\r
1072                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1073                         wishspeed = sv_maxspeed*maxspd_mod;\r
1074                 wishspeed = wishspeed * 0.7;\r
1075 \r
1076                 // water friction\r
1077                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1078 \r
1079                 // water acceleration\r
1080                 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1081         }\r
1082         else if (time < self.ladder_time)\r
1083         {\r
1084                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water\r
1085                 self.flags &~= FL_ONGROUND;\r
1086 \r
1087                 self.velocity = self.velocity * (1 - frametime * sv_friction);\r
1088                 makevectors(self.v_angle);\r
1089                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;\r
1090                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;\r
1091                 if (self.gravity)\r
1092                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;\r
1093                 else\r
1094                         self.velocity_z = self.velocity_z + sv_gravity * frametime;\r
1095                 if (self.ladder_entity.classname == "func_water")\r
1096                 {\r
1097                         f = vlen(wishvel);\r
1098                         if (f > self.ladder_entity.speed)\r
1099                                 wishvel = wishvel * (self.ladder_entity.speed / f);\r
1100 \r
1101                         self.watertype = self.ladder_entity.skin;\r
1102                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;\r
1103                         if ((self.origin_z + self.view_ofs_z) < f)\r
1104                                 self.waterlevel = WATERLEVEL_SUBMERGED;\r
1105                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)\r
1106                                 self.waterlevel = WATERLEVEL_SWIMMING;\r
1107                         else if ((self.origin_z + self.mins_z + 1) < f)\r
1108                                 self.waterlevel = WATERLEVEL_WETFEET;\r
1109                         else\r
1110                         {\r
1111                                 self.waterlevel = WATERLEVEL_NONE;\r
1112                                 self.watertype = CONTENT_EMPTY;\r
1113                         }\r
1114                 }\r
1115                 // acceleration\r
1116                 wishdir = normalize(wishvel);\r
1117                 wishspeed = vlen(wishvel);\r
1118                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1119                         wishspeed = sv_maxspeed*maxspd_mod;\r
1120                 if (time >= self.teleport_time)\r
1121                 {\r
1122                         // water acceleration\r
1123                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1124                 }\r
1125         }\r
1126         else if ((self.items & IT_JETPACK) && self.BUTTON_JETPACK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO) && !self.stat_eaten)\r
1127         {\r
1128                 //makevectors(self.v_angle_y * '0 1 0');\r
1129                 makevectors(self.v_angle);\r
1130                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1131                 // add remaining speed as Z component\r
1132                 maxairspd = sv_maxairspeed*max(1, maxspd_mod);\r
1133                 // fix speedhacks :P\r
1134                 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);\r
1135                 // add the unused velocity as up component\r
1136                 wishvel_z = 0;\r
1137 \r
1138                 // if(self.BUTTON_JUMP)\r
1139                         wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));\r
1140 \r
1141                 // it is now normalized, so...\r
1142                 float a_side, a_up, a_add, a_diff;\r
1143                 a_side = cvar("g_jetpack_acceleration_side");\r
1144                 a_up = cvar("g_jetpack_acceleration_up");\r
1145                 a_add = cvar("g_jetpack_antigravity") * sv_gravity;\r
1146 \r
1147                 wishvel_x *= a_side;\r
1148                 wishvel_y *= a_side;\r
1149                 wishvel_z *= a_up;\r
1150                 wishvel_z += a_add;\r
1151 \r
1152                 float best;\r
1153                 best = 0;\r
1154                 //////////////////////////////////////////////////////////////////////////////////////\r
1155                 // finding the maximum over all vectors of above form\r
1156                 // with wishvel having an absolute value of 1\r
1157                 //////////////////////////////////////////////////////////////////////////////////////\r
1158                 // we're finding the maximum over\r
1159                 //   f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;\r
1160                 // for z in the range from -1 to 1\r
1161                 //////////////////////////////////////////////////////////////////////////////////////\r
1162                 // maximum is EITHER attained at the single extreme point:\r
1163                 a_diff = a_side * a_side - a_up * a_up;\r
1164                 if(a_diff != 0)\r
1165                 {\r
1166                         f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)\r
1167                         if(f > -1 && f < 1) // can it be attained?\r
1168                         {\r
1169                                 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;\r
1170                                 //print("middle\n");\r
1171                         }\r
1172                 }\r
1173                 // OR attained at z = 1:\r
1174                 f = (a_up + a_add) * (a_up + a_add);\r
1175                 if(f > best)\r
1176                 {\r
1177                         best = f;\r
1178                         //print("top\n");\r
1179                 }\r
1180                 // OR attained at z = -1:\r
1181                 f = (a_up - a_add) * (a_up - a_add);\r
1182                 if(f > best)\r
1183                 {\r
1184                         best = f;\r
1185                         //print("bottom\n");\r
1186                 }\r
1187                 best = sqrt(best);\r
1188                 //////////////////////////////////////////////////////////////////////////////////////\r
1189 \r
1190                 //print("best possible acceleration: ", ftos(best), "\n");\r
1191 \r
1192                 float fxy, fz;\r
1193                 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);\r
1194                 if(wishvel_z - sv_gravity > 0)\r
1195                         fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);\r
1196                 else\r
1197                         fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);\r
1198 \r
1199                 float fvel;\r
1200                 fvel = vlen(wishvel);\r
1201                 wishvel_x *= fxy;\r
1202                 wishvel_y *= fxy;\r
1203                 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;\r
1204 \r
1205                 fvel = min(1, vlen(wishvel) / best);\r
1206                 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))\r
1207                         f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));\r
1208                 else\r
1209                         f = 1;\r
1210 \r
1211                 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");\r
1212 \r
1213                 if (f > 0 && wishvel != '0 0 0')\r
1214                 {\r
1215                         self.velocity = self.velocity + wishvel * f * frametime;\r
1216                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
1217                                 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;\r
1218                         self.flags &~= FL_ONGROUND;\r
1219                         self.items |= IT_USING_JETPACK;\r
1220 \r
1221                         // jetpack also inhibits health regeneration, but only for 1 second\r
1222                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));\r
1223                 }\r
1224         }\r
1225         else if (self.flags & FL_ONGROUND)\r
1226         {\r
1227                 // we get here if we ran out of ammo\r
1228                 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
1229                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
1230 \r
1231                 // walking\r
1232                 makevectors(self.v_angle_y * '0 1 0');\r
1233                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1234 \r
1235                 if(!(self.lastflags & FL_ONGROUND))\r
1236                 {\r
1237                         if(cvar("speedmeter"))\r
1238                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));\r
1239                         if(self.lastground < time - 0.3)\r
1240                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));\r
1241                         if(self.jumppadcount > 1)\r
1242                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));\r
1243                         self.jumppadcount = 0;\r
1244                 }\r
1245 \r
1246 #ifdef LETS_TEST_FTEQCC\r
1247                 if(self.velocity_x || self.velocity_y)\r
1248                 {\r
1249                         // good\r
1250                 }\r
1251                 else\r
1252                 {\r
1253                         if(self.velocity_x)\r
1254                                 checkclient();\r
1255                         if(self.velocity_y)\r
1256                                 checkclient();\r
1257                 }\r
1258 #endif\r
1259 \r
1260                 v = self.velocity;\r
1261                 v_z = 0;\r
1262                 f = vlen(v);\r
1263                 if(f > 0)\r
1264                 {\r
1265                         if (f < sv_stopspeed)\r
1266                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;\r
1267                         else\r
1268                                 f = 1 - frametime * sv_friction;\r
1269                         if (f > 0)\r
1270                                 self.velocity = self.velocity * f;\r
1271                         else\r
1272                                 self.velocity = '0 0 0';\r
1273                 }\r
1274 \r
1275                 // acceleration\r
1276                 wishdir = normalize(wishvel);\r
1277                 wishspeed = vlen(wishvel);\r
1278                 if (wishspeed > sv_maxspeed*maxspd_mod)\r
1279                         wishspeed = sv_maxspeed*maxspd_mod;\r
1280                 if (self.crouch)\r
1281                         wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
1282                 if (time >= self.teleport_time)\r
1283                         PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);\r
1284         }\r
1285         else\r
1286         {\r
1287                 float wishspeed0;\r
1288                 // we get here if we ran out of ammo\r
1289                 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)\r
1290                         sprint(self, "You don't have any fuel for the ^2Jetpack\n");\r
1291 \r
1292                 if(maxspd_mod < 1)\r
1293                 {\r
1294                         maxairspd = sv_maxairspeed*maxspd_mod;\r
1295                         airaccel = sv_airaccelerate*maxspd_mod;\r
1296                 }\r
1297                 else\r
1298                 {\r
1299                         maxairspd = sv_maxairspeed;\r
1300                         airaccel = sv_airaccelerate;\r
1301                 }\r
1302                 // airborn\r
1303                 makevectors(self.v_angle_y * '0 1 0');\r
1304                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;\r
1305                 // acceleration\r
1306                 wishdir = normalize(wishvel);\r
1307                 wishspeed = wishspeed0 = vlen(wishvel);\r
1308                 if (wishspeed0 > sv_maxspeed*maxspd_mod)\r
1309                         wishspeed0 = sv_maxspeed*maxspd_mod;\r
1310                 if (wishspeed > maxairspd)\r
1311                         wishspeed = maxairspd;\r
1312                 if (self.crouch)\r
1313                         wishspeed = wishspeed * cvar("sv_crouchvelocity");\r
1314                 if (time >= self.teleport_time)\r
1315                 {\r
1316                         float accelerating;\r
1317                         float wishspeed2;\r
1318                         float airaccelqw;\r
1319 \r
1320                         airaccelqw = sv_airaccel_qw;\r
1321                         accelerating = (self.velocity * wishdir > 0);\r
1322                         wishspeed2 = wishspeed;\r
1323 \r
1324                         // CPM\r
1325                         if(sv_airstopaccelerate)\r
1326                                 if(self.velocity * wishdir < 0)\r
1327                                         airaccel = sv_airstopaccelerate*maxspd_mod;\r
1328                         // this doesn't play well with analog input, but can't r\r
1329                         // fixed like the AirControl can. So, don't set the maxa\r
1330                         // cvars when you want to support analog input.\r
1331                         if(self.movement_x == 0 && self.movement_y != 0)\r
1332                         {\r
1333                                 if(sv_maxairstrafespeed)\r
1334                                 {\r
1335                                         wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);\r
1336                                         if(sv_maxairstrafespeed < sv_maxairspeed)\r
1337                                                 airaccelqw = 1;\r
1338                                 }\r
1339                                 if(sv_airstrafeaccelerate)\r
1340                                 {\r
1341                                         airaccel = sv_airstrafeaccelerate*maxspd_mod;\r
1342                                         if(sv_airstrafeaccelerate > sv_airaccelerate)\r
1343                                                 airaccelqw = 1;\r
1344                                 }\r
1345                         }\r
1346                         // !CPM\r
1347 \r
1348                         if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)\r
1349                                 PM_AirAccelerate(wishdir, wishspeed);\r
1350                         else\r
1351                                 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);\r
1352 \r
1353                         if(sv_aircontrol)\r
1354                                 CPM_PM_Aircontrol(wishdir, wishspeed2);\r
1355                 }\r
1356         }\r
1357 \r
1358         // dodging code\r
1359         if (cvar("g_dodging") == 0 || self.waterlevel >= WATERLEVEL_SWIMMING) // when swimming, no dodging allowed..\r
1360         {\r
1361                 self.dodging_action = 0;\r
1362                 self.dodging_direction_x = 0;\r
1363                 self.dodging_direction_y = 0;\r
1364         }\r
1365         else\r
1366                 PlayerDodge();\r
1367 \r
1368         if((g_cts || g_race) && self.classname != "observer") {\r
1369                 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {\r
1370                         speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');\r
1371                         speedaward_holder = self.netname;\r
1372                         speedaward_lastupdate = time;\r
1373                 }\r
1374                 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {\r
1375                         string rr;\r
1376                         if(g_cts)\r
1377                                 rr = CTS_RECORD;\r
1378                         else\r
1379                                 rr = RACE_RECORD;\r
1380                         race_send_speedaward(MSG_ALL);\r
1381                         speedaward_lastsent = speedaward_speed;\r
1382                         if (speedaward_speed > speedaward_alltimebest) {\r
1383                                 speedaward_alltimebest = speedaward_speed;\r
1384                                 speedaward_alltimebest_holder = speedaward_holder;\r
1385                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));\r
1386                                 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);\r
1387                                 race_send_speedaward_alltimebest(MSG_ALL);\r
1388                         }\r
1389                 }\r
1390         }\r
1391 \r
1392         if(vlen(self.velocity) > cvar("g_deathspeed"))\r
1393                 Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');\r
1394 \r
1395 :end\r
1396         if(self.flags & FL_ONGROUND)\r
1397                 self.lastground = time;\r
1398 \r
1399         self.lastflags = self.flags;\r
1400         self.lastclassname = self.classname;\r
1401 };\r