2 #include "../triggers/include.qh"
3 #include "../viewloc.qh"
7 #include <server/miscfunctions.qh>
8 #include "../triggers/trigger/viewloc.qh"
10 // client side physics
11 bool Physics_Valid(string thecvar)
13 return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
16 float Physics_ClientOption(entity this, string option, float defaultval)
18 if(Physics_Valid(this.cvar_cl_physics))
20 string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
21 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
24 if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
26 string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
27 if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
33 void Physics_UpdateStats(entity this, float maxspd_mod)
35 STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
36 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
37 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
39 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw", autocvar_sv_airspeedlimit_nonqw) * maxspd_mod;
40 STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed", autocvar_sv_maxspeed) * maxspd_mod; // also slow walking
43 // fix some new settings
44 STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor", autocvar_sv_airaccel_qw_stretchfactor);
45 STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed", autocvar_sv_maxairstrafespeed);
46 STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed", autocvar_sv_maxairspeed);
47 STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate", autocvar_sv_airstrafeaccelerate);
48 STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel", autocvar_sv_warsowbunny_turnaccel);
49 STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction", autocvar_sv_airaccel_sideways_friction);
50 STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
51 STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
52 STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
53 STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
54 STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
55 STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel", autocvar_sv_warsowbunny_accel);
56 STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio", autocvar_sv_warsowbunny_backtosideratio);
57 STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction", autocvar_sv_friction);
58 STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate", autocvar_sv_accelerate);
59 STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed", autocvar_sv_stopspeed);
60 STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
61 STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
62 STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
63 STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
67 float IsMoveInDirection(vector mv, float ang) // key mix factor
69 if (mv_x == 0 && mv_y == 0)
70 return 0; // avoid division by zero
71 ang -= RAD2DEG * atan2(mv_y, mv_x);
72 ang = remainder(ang, 360) / 45;
73 return ang > 1 ? 0 : ang < -1 ? 0 : 1 - fabs(ang);
76 float GeomLerp(float a, float _lerp, float b)
78 return a == 0 ? (_lerp < 1 ? 0 : b)
79 : b == 0 ? (_lerp > 0 ? 0 : a)
80 : a * pow(fabs(b / a), _lerp);
83 #define unstick_offsets(X) \
84 /* 1 no nudge (just return the original if this test passes) */ \
85 X(' 0.000 0.000 0.000') \
86 /* 6 simple nudges */ \
87 X(' 0.000 0.000 0.125') X('0.000 0.000 -0.125') \
88 X('-0.125 0.000 0.000') X('0.125 0.000 0.000') \
89 X(' 0.000 -0.125 0.000') X('0.000 0.125 0.000') \
90 /* 4 diagonal flat nudges */ \
91 X('-0.125 -0.125 0.000') X('0.125 -0.125 0.000') \
92 X('-0.125 0.125 0.000') X('0.125 0.125 0.000') \
93 /* 8 diagonal upward nudges */ \
94 X('-0.125 0.000 0.125') X('0.125 0.000 0.125') \
95 X(' 0.000 -0.125 0.125') X('0.000 0.125 0.125') \
96 X('-0.125 -0.125 0.125') X('0.125 -0.125 0.125') \
97 X('-0.125 0.125 0.125') X('0.125 0.125 0.125') \
98 /* 8 diagonal downward nudges */ \
99 X('-0.125 0.000 -0.125') X('0.125 0.000 -0.125') \
100 X(' 0.000 -0.125 -0.125') X('0.000 0.125 -0.125') \
101 X('-0.125 -0.125 -0.125') X('0.125 -0.125 -0.125') \
102 X('-0.125 0.125 -0.125') X('0.125 0.125 -0.125') \
105 void PM_ClientMovement_Unstick(entity this)
107 #define X(unstick_offset) \
109 vector neworigin = unstick_offset + this.origin; \
110 tracebox(neworigin, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL), neworigin, MOVE_NORMAL, this); \
111 if (!trace_startsolid) \
113 setorigin(this, neworigin); \
121 void PM_ClientMovement_UpdateStatus(entity this, bool ground)
126 // make sure player is not stuck
127 if(autocvar_cl_movement == 3)
128 PM_ClientMovement_Unstick(this);
131 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
132 if(this.hook && !wasfreed(this.hook))
134 if(this.waterlevel >= WATERLEVEL_SWIMMING)
136 if(hud != HUD_NORMAL)
138 if(STAT(FROZEN, this))
140 if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
145 // wants to crouch, this always works
146 if (!IS_DUCKED(this)) SET_DUCKED(this);
150 // wants to stand, if currently crouching we need to check for a low ceiling first
153 tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
154 if (!trace_startsolid) UNSET_DUCKED(this);
159 vector origin1 = this.origin + '0 0 1';
160 vector origin2 = this.origin - '0 0 1';
162 if (ground && autocvar_cl_movement == 3)
164 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
165 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
169 // this code actually "predicts" an impact; so let's clip velocity first
170 this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
173 UNSET_ONGROUND(this);
176 if(autocvar_cl_movement == 3)
178 // set watertype/waterlevel
179 origin1 = this.origin;
180 origin1.z += this.mins_z + 1;
181 this.waterlevel = WATERLEVEL_NONE;
183 int thepoint = pointcontents(origin1);
185 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
189 this.waterlevel = WATERLEVEL_WETFEET;
190 origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
191 thepoint = pointcontents(origin1);
192 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
194 this.waterlevel = WATERLEVEL_SWIMMING;
195 origin1.z = this.origin.z + 22;
196 thepoint = pointcontents(origin1);
197 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
198 this.waterlevel = WATERLEVEL_SUBMERGED;
203 if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
204 pmove_waterjumptime = 0;
208 void PM_ClientMovement_Move(entity this)
212 PM_ClientMovement_UpdateStatus(this, false);
213 if(autocvar_cl_movement == 1)
220 vector currentorigin2;
222 vector primalvelocity;
224 vector trace1_endpos = '0 0 0';
225 vector trace2_endpos = '0 0 0';
226 vector trace3_endpos = '0 0 0';
227 float trace1_fraction = 0;
228 float trace2_fraction = 0;
229 float trace3_fraction = 0;
230 vector trace1_plane_normal = '0 0 0';
231 vector trace2_plane_normal = '0 0 0';
232 vector trace3_plane_normal = '0 0 0';
234 primalvelocity = this.velocity;
235 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
237 neworigin = this.origin + t * this.velocity;
238 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
239 trace1_endpos = trace_endpos;
240 trace1_fraction = trace_fraction;
241 trace1_plane_normal = trace_plane_normal;
242 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
244 // may be a step or wall, try stepping up
245 // first move forward at a higher level
246 currentorigin2 = this.origin;
247 currentorigin2_z += PHYS_STEPHEIGHT(this);
248 neworigin2 = neworigin;
249 neworigin2_z += PHYS_STEPHEIGHT(this);
250 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
251 trace2_endpos = trace_endpos;
252 trace2_fraction = trace_fraction;
253 trace2_plane_normal = trace_plane_normal;
254 if(!trace_startsolid)
256 // then move down from there
257 currentorigin2 = trace2_endpos;
258 neworigin2 = trace2_endpos;
259 neworigin2_z = this.origin_z;
260 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
261 trace3_endpos = trace_endpos;
262 trace3_fraction = trace_fraction;
263 trace3_plane_normal = trace_plane_normal;
264 // accept the new trace if it made some progress
265 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
267 trace1_endpos = trace2_endpos;
268 trace1_fraction = trace2_fraction;
269 trace1_plane_normal = trace2_plane_normal;
270 trace1_endpos = trace3_endpos;
275 // check if it moved at all
276 if(trace1_fraction >= 0.001)
277 setorigin(this, trace1_endpos);
279 // check if it moved all the way
280 if(trace1_fraction == 1)
283 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
284 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
285 // this got commented out in a change that supposedly makes the code match QW better
286 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
287 if(trace1_plane_normal_z > 0.7)
290 t -= t * trace1_fraction;
292 f = (this.velocity * trace1_plane_normal);
293 this.velocity = this.velocity + -f * trace1_plane_normal;
295 if(PHYS_TELEPORT_TIME(this) > 0)
296 this.velocity = primalvelocity;
300 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
302 float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
306 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
308 float zspeed = this.velocity_z;
310 float xyspeed = vlen(this.velocity);
311 this.velocity = normalize(this.velocity);
313 float dot = this.velocity * wishdir;
315 if (dot > 0) // we can't change direction while slowing down
317 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
318 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
319 k *= PHYS_AIRCONTROL(this);
320 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
323 this.velocity = this.velocity * xyspeed;
324 this.velocity_z = zspeed;
327 float AdjustAirAccelQW(float accelqw, float factor)
329 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
332 // example config for alternate speed clamping:
333 // sv_airaccel_qw 0.8
334 // sv_airaccel_sideways_friction 0
335 // prvm_globalset server speedclamp_mode 1
337 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
339 float speedclamp = stretchfactor > 0 ? stretchfactor
340 : accelqw < 0 ? 1 // full clamping, no stretch
343 accelqw = fabs(accelqw);
345 if (GAMEPLAYFIX_Q2AIRACCELERATE)
346 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
348 float vel_straight = this.velocity * wishdir;
349 float vel_z = this.velocity_z;
350 vector vel_xy = vec2(this.velocity);
351 vector vel_perpend = vel_xy - vel_straight * wishdir;
353 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
355 float vel_xy_current = vlen(vel_xy);
357 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
358 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
359 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
360 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
361 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
363 if (sidefric < 0 && (vel_perpend*vel_perpend))
364 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
366 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
367 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
368 // assume: themin > 1
369 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
370 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
371 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
372 // obviously, this cannot be
377 themin = sqrt(themin);
378 vel_perpend *= max(themin, f);
382 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
384 vel_xy = vel_straight * wishdir + vel_perpend;
388 float vel_xy_preclamp;
389 vel_xy_preclamp = vlen(vel_xy);
390 if (vel_xy_preclamp > 0) // prevent division by zero
392 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
393 if (vel_xy_current < vel_xy_preclamp)
394 vel_xy *= (vel_xy_current / vel_xy_preclamp);
398 this.velocity = vel_xy + vel_z * '0 0 1';
401 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
406 vector curvel = this.velocity;
408 float curspeed = vlen(curvel);
410 if (wishspeed > curspeed * 1.01)
411 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
414 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
415 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
417 vector wishvel = wishdir * wishspeed;
418 vector acceldir = wishvel - curvel;
419 float addspeed = vlen(acceldir);
420 acceldir = normalize(acceldir);
422 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
424 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
426 vector curdir = normalize(curvel);
427 float dot = acceldir * curdir;
429 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
432 this.velocity += accelspeed * acceldir;
440 When you press the jump key
441 returns true if handled
444 bool PlayerJump(entity this)
446 if (PHYS_FROZEN(this))
447 return true; // no jumping in freezetag when frozen
450 if (this.player_blocked)
451 return true; // no jumping while blocked
454 bool doublejump = false;
455 float mjumpheight = PHYS_JUMPVELOCITY(this);
457 if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
460 mjumpheight = M_ARGV(1, float);
461 doublejump = M_ARGV(2, bool);
463 if (this.waterlevel >= WATERLEVEL_SWIMMING)
472 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
478 if (!IS_ONGROUND(this))
479 return IS_JUMP_HELD(this);
481 bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
482 if(PHYS_TRACK_CANJUMP(this))
486 if (IS_JUMP_HELD(this))
489 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
490 // velocity bounds. Final velocity is bound between (jumpheight *
491 // min + jumpheight) and (jumpheight * max + jumpheight);
493 if(PHYS_JUMPSPEEDCAP_MIN != "")
495 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
497 if (this.velocity_z < minjumpspeed)
498 mjumpheight += minjumpspeed - this.velocity_z;
501 if(PHYS_JUMPSPEEDCAP_MAX != "")
503 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
504 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
506 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
508 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
510 if (this.velocity_z > maxjumpspeed)
511 mjumpheight -= this.velocity_z - maxjumpspeed;
515 if (!WAS_ONGROUND(this))
518 if(autocvar_speedmeter)
519 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
521 if(this.lastground < time - 0.3)
523 float f = (1 - PHYS_FRICTION_ONLAND(this));
524 this.velocity_x *= f;
525 this.velocity_y *= f;
528 if(this.jumppadcount > 1)
529 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
530 this.jumppadcount = 0;
534 this.velocity_z += mjumpheight;
536 UNSET_ONGROUND(this);
541 this.oldvelocity_z = this.velocity_z;
543 animdecide_setaction(this, ANIMACTION_JUMP, true);
545 if (autocvar_g_jump_grunt)
546 PlayerSound(this, playersound_jump, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
551 void CheckWaterJump(entity this)
553 // check for a jump-out-of-water
554 makevectors(this.v_angle);
555 vector start = this.origin;
558 normalize(v_forward);
559 vector end = start + v_forward*24;
560 traceline (start, end, true, this);
561 if (trace_fraction < 1)
563 start_z = start_z + this.maxs_z - 8;
564 end = start + v_forward*24;
565 this.movedir = trace_plane_normal * -50;
566 traceline(start, end, true, this);
567 if (trace_fraction == 1)
568 { // open at eye level
569 this.velocity_z = 225;
570 this.flags |= FL_WATERJUMP;
573 PHYS_TELEPORT_TIME(this) = time + 2; // safety net
575 pmove_waterjumptime = 2;
583 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
585 float autocvar_cl_jetpack_jump;
586 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
588 .float jetpack_stopped;
589 void CheckPlayerJump(entity this)
592 bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
594 if (JETPACK_JUMP(this) < 2)
595 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
597 if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
599 bool playerjump = PlayerJump(this); // required
601 bool air_jump = !playerjump || M_ARGV(2, bool);
602 bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
603 bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
605 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
606 else if (this.jetpack_stopped) { }
610 if (was_flying) // TODO: ran out of fuel message
611 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
613 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
615 this.jetpack_stopped = true;
616 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
618 else if (activate && !PHYS_FROZEN(this))
619 ITEMS_STAT(this) |= IT_USING_JETPACK;
623 this.jetpack_stopped = false;
624 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
626 if (!PHYS_INPUT_BUTTON_JUMP(this))
627 UNSET_JUMP_HELD(this);
629 if (this.waterlevel == WATERLEVEL_SWIMMING)
630 CheckWaterJump(this);
633 float racecar_angle(float forward, float down)
641 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
643 float angle_mult = forward / (800 + forward);
646 return ret * angle_mult + 360 * (1 - angle_mult);
648 return ret * angle_mult;
651 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
652 .float specialcommand_pos;
653 void SpecialCommand(entity this)
656 if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
657 LOG_INFO("A hollow voice says \"Plugh\".\n");
661 bool PM_check_specialcommand(entity this, int buttons)
667 else if (buttons == 1)
669 else if (buttons == 2)
671 else if (buttons == 128)
673 else if (buttons == 256)
675 else if (buttons == 512)
677 else if (buttons == 1024)
682 if (c == substring(specialcommand, this.specialcommand_pos, 1))
684 this.specialcommand_pos += 1;
685 if (this.specialcommand_pos >= strlen(specialcommand))
687 this.specialcommand_pos = 0;
688 SpecialCommand(this);
692 else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
693 this.specialcommand_pos = 0;
698 void PM_check_nickspam(entity this)
701 if (time >= this.nickspamtime)
703 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
705 // slight annoyance for nick change scripts
706 this.movement = -1 * this.movement;
707 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
709 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
711 this.v_angle_x = random() * 360;
712 this.v_angle_y = random() * 360;
713 // at least I'm not forcing retardedview by also assigning to angles_z
714 this.fixangle = true;
720 void PM_check_punch(entity this)
723 if (this.punchangle != '0 0 0')
725 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
727 this.punchangle = normalize(this.punchangle) * f;
729 this.punchangle = '0 0 0';
732 if (this.punchvector != '0 0 0')
734 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
736 this.punchvector = normalize(this.punchvector) * f;
738 this.punchvector = '0 0 0';
743 // predict frozen movement, as frozen players CAN move in some cases
744 void PM_check_frozen(entity this)
746 if (!PHYS_FROZEN(this))
748 if (PHYS_DODGING_FROZEN(this)
750 && IS_REAL_CLIENT(this)
754 this.movement_x = bound(-5, this.movement.x, 5);
755 this.movement_y = bound(-5, this.movement.y, 5);
756 this.movement_z = bound(-5, this.movement.z, 5);
759 this.movement = '0 0 0';
761 vector midpoint = ((this.absmin + this.absmax) * 0.5);
762 if (pointcontents(midpoint) == CONTENT_WATER)
764 this.velocity = this.velocity * 0.5;
766 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
767 this.velocity_z = 200;
771 void PM_check_hitground(entity this)
774 if (!this.wasFlying) return;
775 this.wasFlying = false;
776 if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
777 if (time < this.ladder_time) return;
778 if (this.hook) return;
779 this.nextstep = time + 0.3 + random() * 0.1;
780 trace_dphitq3surfaceflags = 0;
781 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
782 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
783 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
786 float vol = ((IS_DUCKED(this)) ? VOL_MUFFLED : VOL_BASE);
787 GlobalSound(this, gs, CH_PLAYER, vol, VOICETYPE_PLAYERSOUND);
791 void PM_Footsteps(entity this)
794 if (!g_footsteps) return;
795 if (IS_DUCKED(this)) return;
796 if (time >= this.lastground + 0.2) return;
797 if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
798 if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
800 this.nextstep = time + 0.3 + random() * 0.1;
801 trace_dphitq3surfaceflags = 0;
802 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
803 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
804 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
807 GlobalSound(this, gs, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
812 void PM_check_blocked(entity this)
815 if (!this.player_blocked)
817 this.movement = '0 0 0';
818 this.disableclientprediction = 1;
822 void PM_fly(entity this, float maxspd_mod)
824 // noclipping or flying
825 UNSET_ONGROUND(this);
827 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
828 makevectors(this.v_angle);
829 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
830 vector wishvel = v_forward * this.movement.x
831 + v_right * this.movement.y
832 + '0 0 1' * this.movement.z;
834 vector wishdir = normalize(wishvel);
835 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
837 if(time >= PHYS_TELEPORT_TIME(this))
839 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
840 PM_ClientMovement_Move(this);
843 void PM_swim(entity this, float maxspd_mod)
846 UNSET_ONGROUND(this);
848 float jump = PHYS_INPUT_BUTTON_JUMP(this);
849 // water jump only in certain situations
850 // this mimics quakeworld code
851 if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
853 vector yawangles = '0 1 0' * this.v_angle.y;
854 makevectors(yawangles);
855 vector forward = v_forward;
856 vector spot = this.origin + 24 * forward;
858 traceline(spot, spot, MOVE_NOMONSTERS, this);
859 if (trace_startsolid)
862 traceline(spot, spot, MOVE_NOMONSTERS, this);
863 if (!trace_startsolid)
865 this.velocity = forward * 50;
866 this.velocity_z = 310;
868 pmove_waterjumptime = 2;
870 UNSET_ONGROUND(this);
875 makevectors(this.v_angle);
876 float wishdown = this.movement.z;
877 if(PHYS_INPUT_BUTTON_CROUCH(this))
878 wishdown = -PHYS_MAXSPEED(this);
879 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
880 vector wishvel = v_forward * this.movement.x
881 + v_right * this.movement.y
882 + '0 0 1' * wishdown;
884 wishvel.z = -160; // drift anyway
885 else if (wishvel == '0 0 0')
886 wishvel = '0 0 -60'; // drift towards bottom
888 vector wishdir = normalize(wishvel);
889 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
891 // if (pmove_waterjumptime <= 0) // TODO: use
894 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
895 f = min(max(0, f), 1);
898 f = wishspeed - this.velocity * wishdir;
901 float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
902 this.velocity += accelspeed * wishdir;
905 // holding jump button swims upward slowly
906 if (jump && !this.viewloc)
909 if (this.watertype & CONTENT_LAVA)
910 this.velocity_z = 50;
911 else if (this.watertype & CONTENT_SLIME)
912 this.velocity_z = 80;
915 if (IS_NEXUIZ_DERIVED(gamemode))
917 if(this.waterlevel >= WATERLEVEL_SUBMERGED)
918 this.velocity_z = PHYS_MAXSPEED(this);
920 this.velocity_z = 200;
923 this.velocity_z = 100;
930 const float addspeed = wishspeed - this.velocity * wishdir;
933 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
934 this.velocity += accelspeed * wishdir;
939 // water acceleration
940 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
941 PM_ClientMovement_Move(this);
946 void PM_ladder(entity this, float maxspd_mod)
948 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
949 UNSET_ONGROUND(this);
952 g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
953 if (PHYS_ENTGRAVITY(this))
954 g *= PHYS_ENTGRAVITY(this);
955 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
958 this.velocity_z += g;
961 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
962 makevectors(this.v_angle);
963 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
964 vector wishvel = v_forward * this.movement_x
965 + v_right * this.movement_y
966 + '0 0 1' * this.movement_z;
968 wishvel.z = this.oldmovement.x;
969 this.velocity_z += g;
970 if (this.ladder_entity.classname == "func_water")
972 float f = vlen(wishvel);
973 if (f > this.ladder_entity.speed)
974 wishvel *= (this.ladder_entity.speed / f);
976 this.watertype = this.ladder_entity.skin;
977 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
978 if ((this.origin_z + this.view_ofs_z) < f)
979 this.waterlevel = WATERLEVEL_SUBMERGED;
980 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
981 this.waterlevel = WATERLEVEL_SWIMMING;
982 else if ((this.origin_z + this.mins_z + 1) < f)
983 this.waterlevel = WATERLEVEL_WETFEET;
986 this.waterlevel = WATERLEVEL_NONE;
987 this.watertype = CONTENT_EMPTY;
991 vector wishdir = normalize(wishvel);
992 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
993 if(time >= PHYS_TELEPORT_TIME(this))
994 // water acceleration
995 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
996 PM_ClientMovement_Move(this);
999 void PM_jetpack(entity this, float maxspd_mod)
1001 //makevectors(this.v_angle.y * '0 1 0');
1002 makevectors(this.v_angle);
1003 vector wishvel = v_forward * this.movement_x
1004 + v_right * this.movement_y;
1005 // add remaining speed as Z component
1006 float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
1007 // fix speedhacks :P
1008 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1009 // add the unused velocity as up component
1012 // if (PHYS_INPUT_BUTTON_JUMP(this))
1013 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1015 // it is now normalized, so...
1016 float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
1017 float a_up = PHYS_JETPACK_ACCEL_UP(this);
1018 float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
1020 if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
1022 wishvel_x *= a_side;
1023 wishvel_y *= a_side;
1027 if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
1030 //////////////////////////////////////////////////////////////////////////////////////
1031 // finding the maximum over all vectors of above form
1032 // with wishvel having an absolute value of 1
1033 //////////////////////////////////////////////////////////////////////////////////////
1034 // we're finding the maximum over
1035 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1036 // for z in the range from -1 to 1
1037 //////////////////////////////////////////////////////////////////////////////////////
1038 // maximum is EITHER attained at the single extreme point:
1039 float a_diff = a_side * a_side - a_up * a_up;
1043 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1044 if (f > -1 && f < 1) // can it be attained?
1046 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1047 //print("middle\n");
1050 // OR attained at z = 1:
1051 f = (a_up + a_add) * (a_up + a_add);
1057 // OR attained at z = -1:
1058 f = (a_up - a_add) * (a_up - a_add);
1062 //print("bottom\n");
1065 //////////////////////////////////////////////////////////////////////////////////////
1067 //print("best possible acceleration: ", ftos(best), "\n");
1070 fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
1071 if (wishvel_z - PHYS_GRAVITY(this) > 0)
1072 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1074 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1077 fvel = vlen(wishvel);
1080 wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1082 fvel = min(1, vlen(wishvel) / best);
1083 if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1084 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
1088 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1090 if (f > 0 && wishvel != '0 0 0')
1092 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1093 UNSET_ONGROUND(this);
1096 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1097 this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
1099 ITEMS_STAT(this) |= IT_USING_JETPACK;
1101 // jetpack also inhibits health regeneration, but only for 1 second
1102 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1107 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1108 if(autocvar_cl_movement == 3)
1110 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1111 this.velocity_z -= g * 0.5;
1113 this.velocity_z -= g;
1115 PM_ClientMovement_Move(this);
1116 if(autocvar_cl_movement == 3)
1118 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1119 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1120 this.velocity_z -= g * 0.5;
1125 void PM_walk(entity this, float maxspd_mod)
1127 if (!WAS_ONGROUND(this))
1130 if (autocvar_speedmeter)
1131 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1133 if (this.lastground < time - 0.3)
1134 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
1136 if (this.jumppadcount > 1)
1137 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1138 this.jumppadcount = 0;
1143 makevectors(this.v_angle.y * '0 1 0');
1144 const vector wishvel = v_forward * this.movement.x
1145 + v_right * this.movement.y;
1147 const vector wishdir = normalize(wishvel);
1148 float wishspeed = vlen(wishvel);
1149 wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1150 if (IS_DUCKED(this)) wishspeed *= 0.5;
1152 // apply edge friction
1153 const float f2 = vlen2(vec2(this.velocity));
1156 trace_dphitq3surfaceflags = 0;
1157 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1158 // TODO: apply edge friction
1159 // apply ground friction
1160 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1161 ? PHYS_FRICTION_SLICK(this)
1162 : PHYS_FRICTION(this);
1165 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1169 Mathematical analysis time!
1171 Our goal is to invert this mess.
1173 For the two cases we get:
1174 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1175 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1176 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1178 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1179 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1181 These cases would be chosen ONLY if:
1182 v0 < PHYS_STOPSPEED(this)
1183 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1184 v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1186 v0 >= PHYS_STOPSPEED(this)
1187 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1188 v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1191 const float addspeed = wishspeed - this.velocity * wishdir;
1194 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1195 this.velocity += accelspeed * wishdir;
1198 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1199 if(autocvar_cl_movement == 3)
1201 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1202 this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1204 if (vdist(this.velocity, >, 0))
1205 PM_ClientMovement_Move(this);
1206 if(autocvar_cl_movement == 3)
1208 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1209 if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1210 this.velocity_z -= g * 0.5;
1215 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1217 makevectors(this.v_angle.y * '0 1 0');
1218 vector wishvel = v_forward * this.movement.x
1219 + v_right * this.movement.y;
1221 vector wishdir = normalize(wishvel);
1222 float wishspeed = vlen(wishvel);
1225 if(time >= PHYS_TELEPORT_TIME(this))
1227 if(pmove_waterjumptime <= 0)
1230 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1232 // apply air speed limit
1233 float airaccelqw = PHYS_AIRACCEL_QW(this);
1234 float wishspeed0 = wishspeed;
1235 wishspeed = min(wishspeed, maxairspd);
1236 if (IS_DUCKED(this))
1238 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1240 float accelerating = (this.velocity * wishdir > 0);
1241 float wishspeed2 = wishspeed;
1244 if (PHYS_AIRSTOPACCELERATE(this))
1246 vector curdir = normalize(vec2(this.velocity));
1247 airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1249 // note that for straight forward jumping:
1250 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1251 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1253 // dv/dt = accel * maxspeed (when slow)
1254 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1255 // log dv/dt = logaccel + logmaxspeed (when slow)
1256 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1257 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1258 if (PHYS_MAXAIRSTRAFESPEED(this))
1259 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1260 if (PHYS_AIRSTRAFEACCELERATE(this))
1261 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1262 if (PHYS_AIRSTRAFEACCEL_QW(this))
1264 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1266 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1269 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1270 PM_AirAccelerate(this, wishdir, wishspeed2);
1272 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
1273 PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
1276 if (PHYS_AIRCONTROL(this))
1277 CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1280 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1281 if(autocvar_cl_movement == 3)
1282 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1283 this.velocity_z -= g * 0.5;
1285 this.velocity_z -= g;
1287 PM_ClientMovement_Move(this);
1289 if(autocvar_cl_movement == 3)
1290 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1291 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1292 this.velocity_z -= g * 0.5;
1296 // used for calculating airshots
1297 bool IsFlying(entity this)
1299 if(IS_ONGROUND(this))
1301 if(this.waterlevel >= WATERLEVEL_SWIMMING)
1303 traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1304 if(trace_fraction < 1)
1309 void PM_Main(entity this)
1311 int buttons = PHYS_INPUT_BUTTON_MASK(this);
1313 this.items = STAT(ITEMS);
1315 this.movement = PHYS_INPUT_MOVEVALUES(this);
1317 this.spectatorspeed = STAT(SPECTATORSPEED);
1319 this.team = myteam + 1; // is this correct?
1320 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1321 UNSET_JUMP_HELD(this); // canjump = true
1322 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1324 PM_ClientMovement_UpdateStatus(this, true);
1327 this.oldmovement = this.movement;
1331 WarpZone_PlayerPhysics_FixVAngle(this);
1333 float maxspeed_mod = 1;
1334 maxspeed_mod *= PHYS_HIGHSPEED(this);
1337 Physics_UpdateStats(this, maxspeed_mod);
1339 if (this.PlayerPhysplug)
1340 if (this.PlayerPhysplug(this))
1343 if(hud != HUD_NORMAL)
1344 return; // no vehicle prediction (yet)
1348 anticheat_physics(this);
1351 if (PM_check_specialcommand(this, buttons))
1356 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1357 this.parm_idlesince = time;
1360 int buttons_prev = this.buttons_old;
1361 this.buttons_old = buttons;
1362 this.movement_old = this.movement;
1363 this.v_angle_old = this.v_angle;
1365 PM_check_nickspam(this);
1367 PM_check_punch(this);
1369 if (IS_BOT_CLIENT(this))
1371 if (playerdemo_read(this))
1378 if (IS_PLAYER(this))
1380 const bool allowed_to_move = (time >= game_starttime);
1381 if (!allowed_to_move)
1383 this.velocity = '0 0 0';
1384 set_movetype(this, MOVETYPE_NONE);
1385 this.disableclientprediction = 2;
1387 else if (this.disableclientprediction == 2)
1389 if (this.move_movetype == MOVETYPE_NONE)
1390 set_movetype(this, MOVETYPE_WALK);
1391 this.disableclientprediction = 0;
1397 if (this.move_movetype == MOVETYPE_NONE)
1400 // when we get here, disableclientprediction cannot be 2
1401 this.disableclientprediction = (this.move_qcphysics) ? -1 : 0;
1404 viewloc_PlayerPhysics(this);
1406 PM_check_frozen(this);
1408 PM_check_blocked(this);
1413 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1415 // conveyors: first fix velocity
1416 if (this.conveyor.state)
1417 this.velocity -= this.conveyor.movedir;
1419 MUTATOR_CALLHOOK(PlayerPhysics, this);
1421 if (!IS_PLAYER(this))
1424 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1425 if (!this.spectatorspeed)
1426 this.spectatorspeed = maxspeed_mod;
1427 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1429 if (this.lastclassname != STR_PLAYER)
1431 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1432 this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1433 else if (this.impulse == 11)
1434 this.spectatorspeed = maxspeed_mod;
1435 else if (this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1436 this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1437 else if (this.impulse >= 1 && this.impulse <= 9)
1438 this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1439 } // otherwise just clear
1443 maxspeed_mod = this.spectatorspeed;
1447 float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1448 if(this.speed != spd)
1451 string temps = ftos(spd);
1452 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1453 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1454 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1455 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1458 if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
1460 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
1461 stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1463 if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
1465 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
1466 stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1472 // handle water here
1473 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1474 if(pointcontents(midpoint) == CONTENT_WATER)
1476 this.velocity = this.velocity * 0.5;
1479 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1480 //{ this.velocity_z = 70; }
1487 this.angles = '0 1 0' * this.v_angle.y;
1490 if (IS_PLAYER(this) && IS_ONGROUND(this))
1492 PM_check_hitground(this);
1501 if (IS_PLAYER(this))
1502 CheckPlayerJump(this);
1504 if (this.flags & FL_WATERJUMP)
1506 this.velocity_x = this.movedir.x;
1507 this.velocity_y = this.movedir.y;
1508 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
1510 || pmove_waterjumptime <= 0
1514 this.flags &= ~FL_WATERJUMP;
1515 PHYS_TELEPORT_TIME(this) = 0;
1517 pmove_waterjumptime = 0;
1522 else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1526 else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1528 else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1530 PM_fly(this, maxspeed_mod);
1532 else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1533 PM_swim(this, maxspeed_mod);
1535 else if (time < this.ladder_time)
1536 PM_ladder(this, maxspeed_mod);
1538 else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1539 PM_jetpack(this, maxspeed_mod);
1541 else if (IS_ONGROUND(this))
1542 PM_walk(this, maxspeed_mod);
1545 PM_air(this, buttons_prev, maxspeed_mod);
1548 if (IS_ONGROUND(this))
1549 this.lastground = time;
1551 // conveyors: then break velocity again
1552 if(this.conveyor.state)
1553 this.velocity += this.conveyor.movedir;
1555 this.lastflags = this.flags;
1557 this.lastclassname = this.classname;
1561 void SV_PlayerPhysics(entity this)
1563 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
1569 this.pm_frametime = frametime;