7 float sv_airaccelerate;
\r
8 float sv_maxairspeed;
\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
24 .entity ladder_entity;
\r
26 .float swamp_slowdown;
\r
30 .float spectatorspeed;
\r
32 .float multijump_count;
\r
33 .float multijump_ready;
\r
34 .float prevjumpbutton;
\r
35 .float prevlastteleporttime;
\r
41 When you press the jump key
\r
44 void PlayerJump (void)
\r
50 if (cvar("sv_doublejump"))
\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
57 mjumpheight = cvar("sv_jumpvelocity");
\r
58 if(self.scale) // we are smaller or larger, so we jump lower or higher
\r
59 mjumpheight *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;
\r
60 if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
62 if (self.watertype == CONTENT_WATER)
\r
63 self.velocity_z = 200;
\r
64 else if (self.watertype == CONTENT_SLIME)
\r
65 self.velocity_z = 80;
\r
67 self.velocity_z = 50;
\r
72 if (cvar("g_multijump"))
\r
74 if(self.prevlastteleporttime != self.lastteleporttime)
\r
76 // if we teleported above the ground, require touching the ground again to multi-jump
\r
77 self.multijump_ready = FALSE;
\r
78 if(self.flags & FL_ONGROUND)
\r
79 self.prevlastteleporttime = self.lastteleporttime;
\r
81 else if (self.prevjumpbutton == FALSE && !(self.flags & FL_ONGROUND)) // jump button pressed this frame and we are in midair
\r
82 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
\r
84 self.multijump_ready = FALSE;
\r
87 if(!doublejump && self.multijump_ready && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
\r
89 // doublejump = FALSE; // checked above in the if
\r
90 if (cvar("g_multijump"))
\r
92 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
\r
94 if (self.velocity_z < mjumpheight)
\r
97 self.velocity_z = 0;
\r
105 if(self.movement_x != 0 || self.movement_y != 0) // don't remove all speed if player isnt pressing any movement keys
\r
108 vector wishvel, wishdir;
\r
111 vlen(vec2(self.velocity)), // current xy speed
\r
112 vlen(vec2(antilag_takebackavgvelocity(self, max(self.lastteleporttime + sys_frametime, time - 0.25), time))) // average xy topspeed over the last 0.25 secs
\r
114 makevectors(self.v_angle_y * '0 1 0');
\r
115 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
116 wishdir = normalize(wishvel);
\r
118 self.velocity_x = wishdir_x * curspeed; // allow "dodging" at a multijump
\r
119 self.velocity_y = wishdir_y * curspeed;
\r
120 // keep velocity_z unchanged!
\r
122 if (cvar("g_multijump") > 0)
\r
123 self.multijump_count += 1;
\r
126 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
\r
130 if (!(self.flags & FL_ONGROUND))
\r
134 if (!(self.flags & FL_JUMPRELEASED))
\r
137 if(self.health <= g_bloodloss)
\r
140 if(cvar_string("sv_jumpspeedcap_min") != "")
\r
141 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
\r
142 if(cvar_string("sv_jumpspeedcap_max") != "") {
\r
143 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
\r
144 // don't do jump speedcaps on ramps to preserve old voretournament ramjump style
\r
145 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
\r
148 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
\r
151 if(!(self.lastflags & FL_ONGROUND))
\r
153 if(cvar("speedmeter"))
\r
154 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
155 if(self.lastground < time - 0.3)
\r
157 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
\r
158 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
\r
160 if(self.jumppadcount > 1)
\r
161 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
162 self.jumppadcount = 0;
\r
165 self.velocity_z = self.velocity_z + mjumpheight;
\r
166 self.oldvelocity_z = self.velocity_z;
\r
168 self.flags &~= FL_ONGROUND;
\r
169 self.flags &~= FL_JUMPRELEASED;
\r
172 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
\r
174 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
\r
177 PlayerSound(self, playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
179 self.restart_jump = -1; // restart jump anim next time
\r
180 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
\r
183 void CheckWaterJump()
\r
185 local vector start, end;
\r
187 // check for a jump-out-of-water
\r
188 makevectors (self.angles);
\r
189 start = self.origin;
\r
190 start_z = start_z + 8;
\r
192 normalize(v_forward);
\r
193 end = start + v_forward*24;
\r
194 traceline (start, end, TRUE, self);
\r
195 if (trace_fraction < 1)
\r
196 { // solid at waist
\r
197 start_z = start_z + self.maxs_z - 8;
\r
198 end = start + v_forward*24;
\r
199 self.movedir = trace_plane_normal * -50;
\r
200 traceline (start, end, TRUE, self);
\r
201 if (trace_fraction == 1)
\r
202 { // open at eye level
\r
203 self.flags |= FL_WATERJUMP;
\r
204 self.velocity_z = 225;
\r
205 self.flags &~= FL_JUMPRELEASED;
\r
206 self.teleport_time = time + 2; // safety net
\r
212 float racecar_angle(float forward, float down)
\r
214 float ret, angle_mult;
\r
218 forward = -forward;
\r
222 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
\r
224 angle_mult = forward / (800 + forward);
\r
227 return ret * angle_mult + 360 * (1 - angle_mult);
\r
229 return ret * angle_mult;
\r
232 void RaceCarPhysics()
\r
234 // using this move type for "big rigs"
\r
235 // the engine does not push the entity!
\r
237 float accel, steer, f;
\r
238 vector angles_save, rigvel;
\r
240 angles_save = self.angles;
\r
241 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
\r
242 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
\r
244 if(g_bugrigs_reverse_speeding)
\r
248 // back accel is DIGITAL
\r
249 // to prevent speedhack
\r
259 makevectors(self.angles); // new forward direction!
\r
261 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
\r
263 float myspeed, upspeed, steerfactor, accelfactor;
\r
265 myspeed = self.velocity * v_forward;
\r
266 upspeed = self.velocity * v_up;
\r
268 // responsiveness factor for steering and acceleration
\r
269 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
\r
270 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
\r
272 if(myspeed < 0 && g_bugrigs_reverse_spinning)
\r
273 steerfactor = -myspeed * g_bugrigs_steer;
\r
275 steerfactor = -myspeed * f * g_bugrigs_steer;
\r
277 if(myspeed < 0 && g_bugrigs_reverse_speeding)
\r
278 accelfactor = g_bugrigs_accel;
\r
280 accelfactor = f * g_bugrigs_accel;
\r
281 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
\r
287 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
\r
291 if(!g_bugrigs_reverse_speeding)
\r
292 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
\r
299 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
\r
303 if(g_bugrigs_reverse_stopping)
\r
306 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
\r
309 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
\r
310 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
\r
312 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
313 makevectors(self.angles); // new forward direction!
\r
315 myspeed += accel * accelfactor * frametime;
\r
317 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
\r
321 myspeed = vlen(self.velocity);
\r
323 // responsiveness factor for steering and acceleration
\r
324 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
\r
325 steerfactor = -myspeed * f;
\r
326 self.angles_y += steer * frametime * steerfactor; // apply steering
\r
328 rigvel = self.velocity;
\r
329 makevectors(self.angles); // new forward direction!
\r
332 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
\r
333 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
\r
334 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
\r
335 //MAXIMA: solve(total_acceleration(v) = 0, v);
\r
337 if(g_bugrigs_planar_movement)
\r
339 vector rigvel_xy, neworigin, up;
\r
342 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
343 rigvel_xy = rigvel;
\r
346 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
\r
349 mt = MOVE_NOMONSTERS;
\r
351 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
\r
352 up = trace_endpos - self.origin;
\r
354 // BUG RIGS: align the move to the surface instead of doing collision testing
\r
356 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
\r
358 // align to surface
\r
359 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
\r
361 if(trace_fraction < 0.5)
\r
363 trace_fraction = 1;
\r
364 neworigin = self.origin;
\r
367 neworigin = trace_endpos;
\r
369 if(trace_fraction < 1)
\r
371 // now set angles_x so that the car points parallel to the surface
\r
372 self.angles = vectoangles(
\r
373 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
375 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
377 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
\r
379 self.flags |= FL_ONGROUND;
\r
383 // now set angles_x so that the car points forward, but is tilted in velocity direction
\r
384 self.flags &~= FL_ONGROUND;
\r
387 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
\r
388 self.movetype = MOVETYPE_NOCLIP;
\r
392 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
\r
393 self.velocity = rigvel;
\r
394 self.movetype = MOVETYPE_FLY;
\r
397 trace_fraction = 1;
\r
398 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
\r
399 if(trace_fraction != 1)
\r
401 self.angles = vectoangles2(
\r
402 '1 0 0' * v_forward_x * trace_plane_normal_z
\r
404 '0 1 0' * v_forward_y * trace_plane_normal_z
\r
406 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
\r
414 vel_local_x = v_forward * self.velocity;
\r
415 vel_local_y = v_right * self.velocity;
\r
416 vel_local_z = v_up * self.velocity;
\r
418 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
\r
419 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
\r
422 // smooth the angles
\r
423 vector vf1, vu1, smoothangles;
\r
424 makevectors(self.angles);
\r
425 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
\r
428 vf1 = v_forward * f;
\r
430 makevectors(angles_save);
\r
431 vf1 = vf1 + v_forward * (1 - f);
\r
432 vu1 = vu1 + v_up * (1 - f);
\r
433 smoothangles = vectoangles2(vf1, vu1);
\r
434 self.angles_x = -smoothangles_x;
\r
435 self.angles_z = smoothangles_z;
\r
438 float IsMoveInDirection(vector mv, float angle) // key mix factor
\r
440 if(mv_x == 0 && mv_y == 0)
\r
441 return 0; // avoid division by zero
\r
442 angle = RAD2DEG * atan2(mv_y, mv_x);
\r
443 angle = remainder(angle, 360) / 45;
\r
448 return 1 - fabs(angle);
\r
451 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
\r
453 float zspeed, xyspeed, dot, k;
\r
456 // this doesn't play well with analog input
\r
457 if(self.movement_x == 0 || self.movement_y != 0)
\r
458 return; // can't control movement if not moving forward or backward
\r
461 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
\r
466 k *= bound(0, wishspeed / sv_maxairspeed, 1);
\r
468 zspeed = self.velocity_z;
\r
469 self.velocity_z = 0;
\r
470 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
\r
472 dot = self.velocity * wishdir;
\r
473 k *= sv_aircontrol*dot*dot*frametime;
\r
475 if(dot > 0) // we can't change direction while slowing down
\r
477 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
\r
480 self.velocity = self.velocity * xyspeed;
\r
481 self.velocity_z = zspeed;
\r
484 // example config for alternate speed clamping:
\r
485 // sv_airaccel_qw 0.8
\r
486 // sv_airaccel_sideways_friction 0
\r
487 // prvm_globalset server speedclamp_mode 1
\r
489 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
\r
491 float vel_straight;
\r
493 vector vel_perpend;
\r
497 float vel_xy_current;
\r
498 float vel_xy_backward, vel_xy_forward;
\r
501 speedclamp = (accelqw < 0);
\r
503 accelqw = -accelqw;
\r
505 if(self.scale) // we are smaller or larger, so we run slower or faster
\r
506 wishspeed *= (1 - cvar("g_healthsize_movementfactor")) + cvar("g_healthsize_movementfactor") * self.scale;
\r
508 if(cvar("sv_gameplayfix_q2airaccelerate"))
\r
509 wishspeed0 = wishspeed;
\r
511 vel_straight = self.velocity * wishdir;
\r
512 vel_z = self.velocity_z;
\r
513 vel_xy = self.velocity - vel_z * '0 0 1';
\r
514 vel_perpend = vel_xy - vel_straight * wishdir;
\r
516 step = accel * frametime * wishspeed0;
\r
518 vel_xy_current = vlen(vel_xy);
\r
519 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
\r
520 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
\r
521 if(vel_xy_backward < 0)
\r
522 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
\r
524 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
\r
526 if(sidefric < 0 && (vel_perpend*vel_perpend))
\r
527 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
\r
530 f = max(0, 1 + frametime * wishspeed * sidefric);
\r
531 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
\r
532 // this cannot be > 1
\r
534 vel_perpend = vel_perpend * max(0, f);
\r
537 fminimum = sqrt(fminimum);
\r
538 vel_perpend = vel_perpend * max(fminimum, f);
\r
542 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
\r
544 vel_xy = vel_straight * wishdir + vel_perpend;
\r
548 // ensure we don't get too fast or decelerate faster than we should
\r
549 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
\r
550 if(vel_xy_current > 0) // prevent division by zero
\r
551 vel_xy = normalize(vel_xy) * vel_xy_current;
\r
554 self.velocity = vel_xy + vel_z * '0 0 1';
\r
557 void PM_AirAccelerate(vector wishdir, float wishspeed)
\r
559 vector curvel, wishvel, acceldir, curdir;
\r
560 float addspeed, accelspeed, curspeed, f;
\r
566 curvel = self.velocity;
\r
568 curspeed = vlen(curvel);
\r
570 if(wishspeed > curspeed * 1.01)
\r
572 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
\r
576 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
\r
577 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
\r
579 wishvel = wishdir * wishspeed;
\r
580 acceldir = wishvel - curvel;
\r
581 addspeed = vlen(acceldir);
\r
582 acceldir = normalize(acceldir);
\r
584 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
\r
586 if(sv_warsowbunny_backtosideratio < 1)
\r
588 curdir = normalize(curvel);
\r
589 dot = acceldir * curdir;
\r
591 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
\r
594 self.velocity += accelspeed * acceldir;
\r
597 .vector movement_old;
\r
598 .float buttons_old;
\r
599 .vector v_angle_old;
\r
600 .string lastclassname;
\r
602 .float() PlayerPhysplug;
\r
604 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
\r
605 .float specialcommand_pos;
\r
606 void SpecialCommand()
\r
611 if(!CheatImpulse(99))
\r
612 print("A hollow voice says \"Plugh\".\n");
\r
616 float speedaward_speed;
\r
617 string speedaward_holder;
\r
618 void race_send_speedaward(float msg)
\r
620 // send the best speed of the round
\r
621 WriteByte(msg, SVC_TEMPENTITY);
\r
622 WriteByte(msg, TE_CSQC_RACE);
\r
623 WriteByte(msg, RACE_NET_SPEED_AWARD);
\r
624 WriteInt24_t(msg, floor(speedaward_speed+0.5));
\r
625 WriteString(msg, speedaward_holder);
\r
628 float speedaward_alltimebest;
\r
629 string speedaward_alltimebest_holder;
\r
630 void race_send_speedaward_alltimebest(float msg)
\r
632 // send the best speed
\r
633 WriteByte(msg, SVC_TEMPENTITY);
\r
634 WriteByte(msg, TE_CSQC_RACE);
\r
635 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
\r
636 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
\r
637 WriteString(msg, speedaward_alltimebest_holder);
\r
640 string GetMapname(void);
\r
641 float speedaward_lastupdate;
\r
642 float speedaward_lastsent;
\r
643 .float jumppadusetime;
\r
644 void SV_PlayerPhysics()
\r
646 local vector wishvel, wishdir, v;
\r
647 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
\r
649 float buttons_prev;
\r
650 float not_allowed_to_move;
\r
653 if(self.PlayerPhysplug)
\r
654 if(self.PlayerPhysplug())
\r
657 self.race_movetime_frac += frametime;
\r
658 f = floor(self.race_movetime_frac);
\r
659 self.race_movetime_frac -= f;
\r
660 self.race_movetime_count += f;
\r
661 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
\r
663 anticheat_physics();
\r
665 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
669 else if(buttons == 1)
\r
671 else if(buttons == 2)
\r
673 else if(buttons == 128)
\r
675 else if(buttons == 256)
\r
677 else if(buttons == 512)
\r
679 else if(buttons == 1024)
\r
684 if(c == substring(specialcommand, self.specialcommand_pos, 1))
\r
686 self.specialcommand_pos += 1;
\r
687 if(self.specialcommand_pos >= strlen(specialcommand))
\r
689 self.specialcommand_pos = 0;
\r
694 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
\r
695 self.specialcommand_pos = 0;
\r
697 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
\r
699 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
\r
700 self.parm_idlesince = time;
\r
702 buttons_prev = self.buttons_old;
\r
703 self.buttons_old = buttons;
\r
704 self.movement_old = self.movement;
\r
705 self.v_angle_old = self.v_angle;
\r
707 if(time < self.nickspamtime)
\r
708 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
\r
710 // slight annoyance for nick change scripts
\r
711 self.movement = -1 * self.movement;
\r
712 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_JETPACK = self.BUTTON_USE = 0;
\r
714 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
716 self.angles_x = random() * 360;
\r
717 self.angles_y = random() * 360;
\r
718 // at least I'm not forcing retardedview by also assigning to angles_z
\r
723 if (self.punchangle != '0 0 0')
\r
725 f = vlen(self.punchangle) - 15 * frametime;
\r
727 self.punchangle = normalize(self.punchangle) * f;
\r
729 self.punchangle = '0 0 0';
\r
732 if (self.punchvector != '0 0 0')
\r
734 f = vlen(self.punchvector) - 30 * frametime;
\r
736 self.punchvector = normalize(self.punchvector) * f;
\r
738 self.punchvector = '0 0 0';
\r
741 if (clienttype(self) == CLIENTTYPE_BOT)
\r
743 if(playerdemo_read())
\r
748 self.items &~= IT_USING_JETPACK;
\r
750 if(self.classname == "player")
\r
752 if(self.race_penalty)
\r
753 if(time > self.race_penalty)
\r
754 self.race_penalty = 0;
\r
756 not_allowed_to_move = 0;
\r
757 if(self.race_penalty)
\r
758 not_allowed_to_move = 1;
\r
759 if(!cvar("sv_ready_restart_after_countdown"))
\r
760 if(time < game_starttime)
\r
761 not_allowed_to_move = 1;
\r
763 if(not_allowed_to_move)
\r
765 self.velocity = '0 0 0';
\r
766 self.movetype = MOVETYPE_NONE;
\r
767 self.disableclientprediction = 2;
\r
769 else if(self.disableclientprediction == 2)
\r
771 if(self.movetype == MOVETYPE_NONE)
\r
772 self.movetype = MOVETYPE_WALK;
\r
773 self.disableclientprediction = 0;
\r
777 if(self.stat_eaten)
\r
780 if (self.movetype == MOVETYPE_NONE)
\r
786 if(self.in_swamp) {
\r
787 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
\r
790 if(self.classname != "player")
\r
792 maxspd_mod = cvar("sv_spectator_speed_multiplier");
\r
793 if(!self.spectatorspeed)
\r
794 self.spectatorspeed = maxspd_mod;
\r
795 if(self.impulse && self.impulse <= 19)
\r
797 if(self.lastclassname != "player")
\r
799 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
\r
800 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
\r
801 else if(self.impulse == 11)
\r
802 self.spectatorspeed = maxspd_mod;
\r
803 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
\r
804 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
\r
805 else if(self.impulse >= 1 && self.impulse <= 9)
\r
806 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
\r
807 } // otherwise just clear
\r
810 maxspd_mod = self.spectatorspeed;
\r
813 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
\r
814 if(self.speed != spd)
\r
818 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
\r
819 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
\r
820 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
\r
821 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
\r
824 maxspd_mod *= swampspd_mod; // only one common speed modder please!
\r
825 if(cvar("g_balance_vore_weight_gravity") > 0)
\r
826 maxspd_mod *= 1 - bound(0, self.stomach_load * cvar("g_balance_vore_weight_speed"), 1); // apply stomach weight
\r
829 // if dead, behave differently
\r
833 if (!self.fixangle && !g_bugrigs)
\r
836 self.angles_y = self.v_angle_y;
\r
840 if(self.flags & FL_ONGROUND)
\r
843 self.wasFlying = 0;
\r
845 if(self.waterlevel < WATERLEVEL_SWIMMING)
\r
846 if(time >= self.ladder_time)
\r
847 if not(self.grabber)
\r
849 self.nextstep = time + 0.3 + random() * 0.1;
\r
850 trace_dphitq3surfaceflags = 0;
\r
851 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
\r
852 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
\r
854 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
\r
855 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
857 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
\r
863 self.wasFlying = 1;
\r
865 if(self.classname == "player")
\r
867 if(self.flags & FL_ONGROUND)
\r
869 if (cvar("g_multijump") > 0)
\r
870 self.multijump_count = 0;
\r
872 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
\r
875 if (self.BUTTON_JUMP)
\r
878 self.flags |= FL_JUMPRELEASED;
\r
880 if (self.waterlevel == WATERLEVEL_SWIMMING)
\r
882 self.prevjumpbutton = self.BUTTON_JUMP;
\r
885 if (self.flags & FL_WATERJUMP )
\r
887 self.velocity_x = self.movedir_x;
\r
888 self.velocity_y = self.movedir_y;
\r
889 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
\r
891 self.flags &~= FL_WATERJUMP;
\r
892 self.teleport_time = 0;
\r
895 else if (g_bugrigs && self.classname == "player")
\r
899 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
\r
901 // noclipping or flying
\r
902 self.flags &~= FL_ONGROUND;
\r
904 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
905 makevectors(self.v_angle);
\r
906 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
907 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
909 wishdir = normalize(wishvel);
\r
910 wishspeed = vlen(wishvel);
\r
911 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
912 wishspeed = sv_maxspeed*maxspd_mod;
\r
913 if (time >= self.teleport_time)
\r
914 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
916 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
\r
919 self.flags &~= FL_ONGROUND;
\r
921 makevectors(self.v_angle);
\r
922 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
923 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
924 if (wishvel == '0 0 0')
\r
925 wishvel = '0 0 -60'; // drift towards bottom
\r
927 wishdir = normalize(wishvel);
\r
928 wishspeed = vlen(wishvel);
\r
929 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
930 wishspeed = sv_maxspeed*maxspd_mod;
\r
931 wishspeed = wishspeed * 0.7;
\r
934 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
936 // water acceleration
\r
937 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
939 else if (time < self.ladder_time)
\r
941 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
\r
942 self.flags &~= FL_ONGROUND;
\r
944 self.velocity = self.velocity * (1 - frametime * sv_friction);
\r
945 makevectors(self.v_angle);
\r
946 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
\r
947 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
\r
949 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
\r
951 self.velocity_z = self.velocity_z + sv_gravity * frametime;
\r
952 if (self.ladder_entity.classname == "func_water")
\r
955 if (f > self.ladder_entity.speed)
\r
956 wishvel = wishvel * (self.ladder_entity.speed / f);
\r
958 self.watertype = self.ladder_entity.skin;
\r
959 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
\r
960 if ((self.origin_z + self.view_ofs_z) < f)
\r
961 self.waterlevel = WATERLEVEL_SUBMERGED;
\r
962 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
\r
963 self.waterlevel = WATERLEVEL_SWIMMING;
\r
964 else if ((self.origin_z + self.mins_z + 1) < f)
\r
965 self.waterlevel = WATERLEVEL_WETFEET;
\r
968 self.waterlevel = WATERLEVEL_NONE;
\r
969 self.watertype = CONTENT_EMPTY;
\r
973 wishdir = normalize(wishvel);
\r
974 wishspeed = vlen(wishvel);
\r
975 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
976 wishspeed = sv_maxspeed*maxspd_mod;
\r
977 if (time >= self.teleport_time)
\r
979 // water acceleration
\r
980 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
983 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
985 //makevectors(self.v_angle_y * '0 1 0');
\r
986 makevectors(self.v_angle);
\r
987 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
988 // add remaining speed as Z component
\r
989 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
\r
990 // fix speedhacks :P
\r
991 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
\r
992 // add the unused velocity as up component
\r
995 // if(self.BUTTON_JUMP)
\r
996 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
\r
998 // it is now normalized, so...
\r
999 float a_side, a_up, a_add, a_diff;
\r
1000 a_side = cvar("g_jetpack_acceleration_side");
\r
1001 a_up = cvar("g_jetpack_acceleration_up");
\r
1002 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
\r
1004 wishvel_x *= a_side;
\r
1005 wishvel_y *= a_side;
\r
1006 wishvel_z *= a_up;
\r
1007 wishvel_z += a_add;
\r
1011 //////////////////////////////////////////////////////////////////////////////////////
\r
1012 // finding the maximum over all vectors of above form
\r
1013 // with wishvel having an absolute value of 1
\r
1014 //////////////////////////////////////////////////////////////////////////////////////
\r
1015 // we're finding the maximum over
\r
1016 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
\r
1017 // for z in the range from -1 to 1
\r
1018 //////////////////////////////////////////////////////////////////////////////////////
\r
1019 // maximum is EITHER attained at the single extreme point:
\r
1020 a_diff = a_side * a_side - a_up * a_up;
\r
1023 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
\r
1024 if(f > -1 && f < 1) // can it be attained?
\r
1026 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
\r
1027 //print("middle\n");
\r
1030 // OR attained at z = 1:
\r
1031 f = (a_up + a_add) * (a_up + a_add);
\r
1037 // OR attained at z = -1:
\r
1038 f = (a_up - a_add) * (a_up - a_add);
\r
1042 //print("bottom\n");
\r
1044 best = sqrt(best);
\r
1045 //////////////////////////////////////////////////////////////////////////////////////
\r
1047 //print("best possible acceleration: ", ftos(best), "\n");
\r
1050 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
\r
1051 if(wishvel_z - sv_gravity > 0)
\r
1052 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1054 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
\r
1057 fvel = vlen(wishvel);
\r
1060 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
\r
1062 fvel = min(1, vlen(wishvel) / best);
\r
1063 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
\r
1064 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
\r
1068 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
\r
1070 if (f > 0 && wishvel != '0 0 0')
\r
1072 self.velocity = self.velocity + wishvel * f * frametime;
\r
1073 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
\r
1074 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
\r
1075 self.flags &~= FL_ONGROUND;
\r
1076 self.items |= IT_USING_JETPACK;
\r
1078 // jetpack also inhibits health regeneration, but only for 1 second
\r
1079 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_fuel_regen"));
\r
1082 else if (self.flags & FL_ONGROUND)
\r
1084 // we get here if we ran out of ammo
\r
1085 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)
\r
1086 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1089 makevectors(self.v_angle_y * '0 1 0');
\r
1090 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1092 if(!(self.lastflags & FL_ONGROUND))
\r
1094 if(cvar("speedmeter"))
\r
1095 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
\r
1096 if(self.lastground < time - 0.3)
\r
1097 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
\r
1098 if(self.jumppadcount > 1)
\r
1099 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
\r
1100 self.jumppadcount = 0;
\r
1103 #ifdef LETS_TEST_FTEQCC
\r
1104 if(self.velocity_x || self.velocity_y)
\r
1110 if(self.velocity_x)
\r
1112 if(self.velocity_y)
\r
1117 v = self.velocity;
\r
1122 if (f < sv_stopspeed)
\r
1123 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
\r
1125 f = 1 - frametime * sv_friction;
\r
1127 self.velocity = self.velocity * f;
\r
1129 self.velocity = '0 0 0';
\r
1133 wishdir = normalize(wishvel);
\r
1134 wishspeed = vlen(wishvel);
\r
1135 if (wishspeed > sv_maxspeed*maxspd_mod)
\r
1136 wishspeed = sv_maxspeed*maxspd_mod;
\r
1138 wishspeed = wishspeed * 0.5;
\r
1139 if (time >= self.teleport_time)
\r
1140 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
\r
1145 // we get here if we ran out of ammo
\r
1146 if((self.items & IT_JETPACK) && self.BUTTON_JETPACK && !(buttons_prev & 32) && !self.stat_eaten)
\r
1147 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
\r
1149 if(maxspd_mod < 1)
\r
1151 maxairspd = sv_maxairspeed*maxspd_mod;
\r
1152 airaccel = sv_airaccelerate*maxspd_mod;
\r
1156 maxairspd = sv_maxairspeed;
\r
1157 airaccel = sv_airaccelerate;
\r
1160 makevectors(self.v_angle_y * '0 1 0');
\r
1161 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
\r
1163 wishdir = normalize(wishvel);
\r
1164 wishspeed = wishspeed0 = vlen(wishvel);
\r
1165 if (wishspeed0 > sv_maxspeed*maxspd_mod)
\r
1166 wishspeed0 = sv_maxspeed*maxspd_mod;
\r
1167 if (wishspeed > maxairspd)
\r
1168 wishspeed = maxairspd;
\r
1170 wishspeed = wishspeed * 0.5;
\r
1171 if (time >= self.teleport_time)
\r
1173 float accelerating;
\r
1177 airaccelqw = sv_airaccel_qw;
\r
1178 accelerating = (self.velocity * wishdir > 0);
\r
1179 wishspeed2 = wishspeed;
\r
1182 if(sv_airstopaccelerate)
\r
1183 if(self.velocity * wishdir < 0)
\r
1184 airaccel = sv_airstopaccelerate*maxspd_mod;
\r
1185 // this doesn't play well with analog input, but can't r
\r
1186 // fixed like the AirControl can. So, don't set the maxa
\r
1187 // cvars when you want to support analog input.
\r
1188 if(self.movement_x == 0 && self.movement_y != 0)
\r
1190 if(sv_maxairstrafespeed)
\r
1192 wishspeed = min(wishspeed, sv_maxairstrafespeed*maxspd_mod);
\r
1193 if(sv_maxairstrafespeed < sv_maxairspeed)
\r
1196 if(sv_airstrafeaccelerate)
\r
1198 airaccel = sv_airstrafeaccelerate*maxspd_mod;
\r
1199 if(sv_airstrafeaccelerate > sv_airaccelerate)
\r
1205 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
\r
1206 PM_AirAccelerate(wishdir, wishspeed);
\r
1208 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
\r
1211 CPM_PM_Aircontrol(wishdir, wishspeed2);
\r
1215 if((g_cts || g_race) && self.classname != "observer") {
\r
1216 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
\r
1217 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
\r
1218 speedaward_holder = self.netname;
\r
1219 speedaward_lastupdate = time;
\r
1221 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
\r
1227 race_send_speedaward(MSG_ALL);
\r
1228 speedaward_lastsent = speedaward_speed;
\r
1229 if (speedaward_speed > speedaward_alltimebest) {
\r
1230 speedaward_alltimebest = speedaward_speed;
\r
1231 speedaward_alltimebest_holder = speedaward_holder;
\r
1232 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
\r
1233 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
\r
1234 race_send_speedaward_alltimebest(MSG_ALL);
\r
1239 if(vlen(self.velocity) > cvar("g_deathspeed"))
\r
1240 Damage(self, world, world, 100000, DEATH_KILL, self.origin, '0 0 0');
\r
1243 if(self.flags & FL_ONGROUND)
\r
1244 self.lastground = time;
\r
1246 self.lastflags = self.flags;
\r
1247 self.lastclassname = self.classname;
\r