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)
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)
30 return cvar(strcat("sv_", option));
33 void Physics_UpdateStats(entity this, float maxspd_mod)
35 STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw"), maxspd_mod);
36 STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw"))
37 ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw"), maxspd_mod)
39 STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, this) = Physics_ClientOption(this, "airspeedlimit_nonqw") * maxspd_mod;
40 STAT(MOVEVARS_MAXSPEED, this) = Physics_ClientOption(this, "maxspeed") * maxspd_mod; // also slow walking
43 // fix some new settings
44 STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, this) = Physics_ClientOption(this, "airaccel_qw_stretchfactor");
45 STAT(MOVEVARS_MAXAIRSTRAFESPEED, this) = Physics_ClientOption(this, "maxairstrafespeed");
46 STAT(MOVEVARS_MAXAIRSPEED, this) = Physics_ClientOption(this, "maxairspeed");
47 STAT(MOVEVARS_AIRSTRAFEACCELERATE, this) = Physics_ClientOption(this, "airstrafeaccelerate");
48 STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, this) = Physics_ClientOption(this, "warsowbunny_turnaccel");
49 STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, this) = Physics_ClientOption(this, "airaccel_sideways_friction");
50 STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol");
51 STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power");
52 STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty");
53 STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel");
54 STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed");
55 STAT(MOVEVARS_WARSOWBUNNY_ACCEL, this) = Physics_ClientOption(this, "warsowbunny_accel");
56 STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, this) = Physics_ClientOption(this, "warsowbunny_backtosideratio");
57 STAT(MOVEVARS_FRICTION, this) = Physics_ClientOption(this, "friction");
58 STAT(MOVEVARS_ACCELERATE, this) = Physics_ClientOption(this, "accelerate");
59 STAT(MOVEVARS_STOPSPEED, this) = Physics_ClientOption(this, "stopspeed");
60 STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate");
61 STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate");
62 STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity");
63 STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "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(hud != HUD_NORMAL)
136 if(STAT(FROZEN, this))
138 if((activeweapon == WEP_SHOCKWAVE || activeweapon == WEP_SHOTGUN) && viewmodel.animstate_startframe == viewmodel.anim_fire2_x && time < viewmodel.weapon_nextthink)
143 // wants to crouch, this always works
144 if (!IS_DUCKED(this)) SET_DUCKED(this);
148 // wants to stand, if currently crouching we need to check for a low ceiling first
151 tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
152 if (!trace_startsolid) UNSET_DUCKED(this);
157 vector origin1 = this.origin + '0 0 1';
158 vector origin2 = this.origin - '0 0 1';
160 if (ground && autocvar_cl_movement == 3)
162 tracebox(origin1, this.mins, this.maxs, origin2, MOVE_NORMAL, this);
163 if (trace_fraction < 1.0 && trace_plane_normal.z > 0.7)
167 // this code actually "predicts" an impact; so let's clip velocity first
168 this.velocity -= this.velocity * trace_plane_normal * trace_plane_normal;
171 UNSET_ONGROUND(this);
174 if(autocvar_cl_movement == 3)
176 // set watertype/waterlevel
177 origin1 = this.origin;
178 origin1.z += this.mins_z + 1;
179 this.waterlevel = WATERLEVEL_NONE;
181 int thepoint = pointcontents(origin1);
183 this.watertype = (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME);
187 this.waterlevel = WATERLEVEL_WETFEET;
188 origin1.z = this.origin.z + (this.mins.z + this.maxs.z) * 0.5;
189 thepoint = pointcontents(origin1);
190 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
192 this.waterlevel = WATERLEVEL_SWIMMING;
193 origin1.z = this.origin.z + 22;
194 thepoint = pointcontents(origin1);
195 if (thepoint == CONTENT_WATER || thepoint == CONTENT_LAVA || thepoint == CONTENT_SLIME)
196 this.waterlevel = WATERLEVEL_SUBMERGED;
201 if (IS_ONGROUND(this) || this.velocity.z <= 0 || pmove_waterjumptime <= 0)
202 pmove_waterjumptime = 0;
206 void PM_ClientMovement_Move(entity this)
210 PM_ClientMovement_UpdateStatus(this, false);
211 if(autocvar_cl_movement == 1)
218 vector currentorigin2;
220 vector primalvelocity;
222 vector trace1_endpos = '0 0 0';
223 vector trace2_endpos = '0 0 0';
224 vector trace3_endpos = '0 0 0';
225 float trace1_fraction = 0;
226 float trace2_fraction = 0;
227 float trace3_fraction = 0;
228 vector trace1_plane_normal = '0 0 0';
229 vector trace2_plane_normal = '0 0 0';
230 vector trace3_plane_normal = '0 0 0';
232 primalvelocity = this.velocity;
233 for(bump = 0, t = PHYS_INPUT_TIMELENGTH; bump < 8 && (this.velocity * this.velocity) > 0; bump++)
235 neworigin = this.origin + t * this.velocity;
236 tracebox(this.origin, this.mins, this.maxs, neworigin, MOVE_NORMAL, this);
237 trace1_endpos = trace_endpos;
238 trace1_fraction = trace_fraction;
239 trace1_plane_normal = trace_plane_normal;
240 if(trace1_fraction < 1 && trace1_plane_normal_z == 0)
242 // may be a step or wall, try stepping up
243 // first move forward at a higher level
244 currentorigin2 = this.origin;
245 currentorigin2_z += PHYS_STEPHEIGHT(this);
246 neworigin2 = neworigin;
247 neworigin2_z += PHYS_STEPHEIGHT(this);
248 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
249 trace2_endpos = trace_endpos;
250 trace2_fraction = trace_fraction;
251 trace2_plane_normal = trace_plane_normal;
252 if(!trace_startsolid)
254 // then move down from there
255 currentorigin2 = trace2_endpos;
256 neworigin2 = trace2_endpos;
257 neworigin2_z = this.origin_z;
258 tracebox(currentorigin2, this.mins, this.maxs, neworigin2, MOVE_NORMAL, this);
259 trace3_endpos = trace_endpos;
260 trace3_fraction = trace_fraction;
261 trace3_plane_normal = trace_plane_normal;
262 // accept the new trace if it made some progress
263 if(fabs(trace3_endpos_x - trace1_endpos_x) >= 0.03125 || fabs(trace3_endpos_y - trace1_endpos_y) >= 0.03125)
265 trace1_endpos = trace2_endpos;
266 trace1_fraction = trace2_fraction;
267 trace1_plane_normal = trace2_plane_normal;
268 trace1_endpos = trace3_endpos;
273 // check if it moved at all
274 if(trace1_fraction >= 0.001)
275 setorigin(this, trace1_endpos);
277 // check if it moved all the way
278 if(trace1_fraction == 1)
281 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
282 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
283 // this got commented out in a change that supposedly makes the code match QW better
284 // so if this is broken, maybe put it in an if(cls.protocol != PROTOCOL_QUAKEWORLD) block
285 if(trace1_plane_normal_z > 0.7)
288 t -= t * trace1_fraction;
290 f = (this.velocity * trace1_plane_normal);
291 this.velocity = this.velocity + -f * trace1_plane_normal;
293 if(PHYS_TELEPORT_TIME(this) > 0)
294 this.velocity = primalvelocity;
298 void CPM_PM_Aircontrol(entity this, vector wishdir, float wishspeed)
300 float k = 32 * (2 * IsMoveInDirection(this.movement, 0) - 1);
304 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED(this), 1);
306 float zspeed = this.velocity_z;
308 float xyspeed = vlen(this.velocity);
309 this.velocity = normalize(this.velocity);
311 float dot = this.velocity * wishdir;
313 if (dot > 0) // we can't change direction while slowing down
315 k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * PHYS_INPUT_TIMELENGTH;
316 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
317 k *= PHYS_AIRCONTROL(this);
318 this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
321 this.velocity = this.velocity * xyspeed;
322 this.velocity_z = zspeed;
325 float AdjustAirAccelQW(float accelqw, float factor)
327 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
330 // example config for alternate speed clamping:
331 // sv_airaccel_qw 0.8
332 // sv_airaccel_sideways_friction 0
333 // prvm_globalset server speedclamp_mode 1
335 void PM_Accelerate(entity this, vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
337 float speedclamp = stretchfactor > 0 ? stretchfactor
338 : accelqw < 0 ? 1 // full clamping, no stretch
341 accelqw = fabs(accelqw);
343 if (GAMEPLAYFIX_Q2AIRACCELERATE)
344 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
346 float vel_straight = this.velocity * wishdir;
347 float vel_z = this.velocity_z;
348 vector vel_xy = vec2(this.velocity);
349 vector vel_perpend = vel_xy - vel_straight * wishdir;
351 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
353 float vel_xy_current = vlen(vel_xy);
355 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
356 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
357 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
358 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
359 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
361 if (sidefric < 0 && (vel_perpend*vel_perpend))
362 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
364 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
365 float themin = (vel_xy_backward * vel_xy_backward - vel_straight * vel_straight) / (vel_perpend * vel_perpend);
366 // assume: themin > 1
367 // vel_xy_backward*vel_xy_backward - vel_straight*vel_straight > vel_perpend*vel_perpend
368 // vel_xy_backward*vel_xy_backward > vel_straight*vel_straight + vel_perpend*vel_perpend
369 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
370 // obviously, this cannot be
375 themin = sqrt(themin);
376 vel_perpend *= max(themin, f);
380 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
382 vel_xy = vel_straight * wishdir + vel_perpend;
386 float vel_xy_preclamp;
387 vel_xy_preclamp = vlen(vel_xy);
388 if (vel_xy_preclamp > 0) // prevent division by zero
390 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
391 if (vel_xy_current < vel_xy_preclamp)
392 vel_xy *= (vel_xy_current / vel_xy_preclamp);
396 this.velocity = vel_xy + vel_z * '0 0 1';
399 void PM_AirAccelerate(entity this, vector wishdir, float wishspeed)
404 vector curvel = this.velocity;
406 float curspeed = vlen(curvel);
408 if (wishspeed > curspeed * 1.01)
409 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
412 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED(this) - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED(this) - PHYS_MAXSPEED(this)));
413 wishspeed = max(curspeed, PHYS_MAXSPEED(this)) + PHYS_WARSOWBUNNY_ACCEL(this) * f * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH;
415 vector wishvel = wishdir * wishspeed;
416 vector acceldir = wishvel - curvel;
417 float addspeed = vlen(acceldir);
418 acceldir = normalize(acceldir);
420 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL(this) * PHYS_MAXSPEED(this) * PHYS_INPUT_TIMELENGTH);
422 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this) < 1)
424 vector curdir = normalize(curvel);
425 float dot = acceldir * curdir;
427 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO(this)) * dot * curdir;
430 this.velocity += accelspeed * acceldir;
438 When you press the jump key
439 returns true if handled
442 bool PlayerJump(entity this)
444 if (PHYS_FROZEN(this))
445 return true; // no jumping in freezetag when frozen
448 if (this.player_blocked)
449 return true; // no jumping while blocked
452 bool doublejump = false;
453 float mjumpheight = PHYS_JUMPVELOCITY(this);
455 if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
458 mjumpheight = M_ARGV(1, float);
459 doublejump = M_ARGV(2, bool);
461 if (this.waterlevel >= WATERLEVEL_SWIMMING)
470 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
476 if (!IS_ONGROUND(this))
477 return IS_JUMP_HELD(this);
479 bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
480 if(PHYS_TRACK_CANJUMP(this))
484 if (IS_JUMP_HELD(this))
487 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
488 // velocity bounds. Final velocity is bound between (jumpheight *
489 // min + jumpheight) and (jumpheight * max + jumpheight);
491 if(PHYS_JUMPSPEEDCAP_MIN != "")
493 float minjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MIN);
495 if (this.velocity_z < minjumpspeed)
496 mjumpheight += minjumpspeed - this.velocity_z;
499 if(PHYS_JUMPSPEEDCAP_MAX != "")
501 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
502 tracebox(this.origin + '0 0 0.01', this.mins, this.maxs, this.origin - '0 0 0.01', MOVE_NORMAL, this);
504 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(this)))
506 float maxjumpspeed = mjumpheight * stof(PHYS_JUMPSPEEDCAP_MAX);
508 if (this.velocity_z > maxjumpspeed)
509 mjumpheight -= this.velocity_z - maxjumpspeed;
513 if (!WAS_ONGROUND(this))
516 if(autocvar_speedmeter)
517 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
519 if(this.lastground < time - 0.3)
521 float f = (1 - PHYS_FRICTION_ONLAND(this));
522 this.velocity_x *= f;
523 this.velocity_y *= f;
526 if(this.jumppadcount > 1)
527 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
528 this.jumppadcount = 0;
532 this.velocity_z += mjumpheight;
534 UNSET_ONGROUND(this);
539 this.oldvelocity_z = this.velocity_z;
541 animdecide_setaction(this, ANIMACTION_JUMP, true);
543 if (autocvar_g_jump_grunt)
544 PlayerSound(this, playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
549 void CheckWaterJump(entity this)
551 // check for a jump-out-of-water
552 makevectors(this.v_angle);
553 vector start = this.origin;
556 normalize(v_forward);
557 vector end = start + v_forward*24;
558 traceline (start, end, true, this);
559 if (trace_fraction < 1)
561 start_z = start_z + this.maxs_z - 8;
562 end = start + v_forward*24;
563 this.movedir = trace_plane_normal * -50;
564 traceline(start, end, true, this);
565 if (trace_fraction == 1)
566 { // open at eye level
567 this.velocity_z = 225;
568 this.flags |= FL_WATERJUMP;
571 PHYS_TELEPORT_TIME(this) = time + 2; // safety net
573 pmove_waterjumptime = 2;
581 #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
583 float autocvar_cl_jetpack_jump;
584 #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
586 .float jetpack_stopped;
587 void CheckPlayerJump(entity this)
590 bool was_flying = boolean(ITEMS_STAT(this) & IT_USING_JETPACK);
592 if (JETPACK_JUMP(this) < 2)
593 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
595 if(PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this))
597 bool playerjump = PlayerJump(this); // required
599 bool air_jump = !playerjump || M_ARGV(2, bool);
600 bool activate = JETPACK_JUMP(this) && air_jump && PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_JETPACK(this);
601 bool has_fuel = !PHYS_JETPACK_FUEL(this) || PHYS_AMMO_FUEL(this) || (ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO);
603 if (!(ITEMS_STAT(this) & ITEM_Jetpack.m_itemid)) { }
604 else if (this.jetpack_stopped) { }
608 if (was_flying) // TODO: ran out of fuel message
609 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
611 Send_Notification(NOTIF_ONE, this, MSG_INFO, INFO_JETPACK_NOFUEL);
613 this.jetpack_stopped = true;
614 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
616 else if (activate && !PHYS_FROZEN(this))
617 ITEMS_STAT(this) |= IT_USING_JETPACK;
621 this.jetpack_stopped = false;
622 ITEMS_STAT(this) &= ~IT_USING_JETPACK;
624 if (!PHYS_INPUT_BUTTON_JUMP(this))
625 UNSET_JUMP_HELD(this);
627 if (this.waterlevel == WATERLEVEL_SWIMMING)
628 CheckWaterJump(this);
631 float racecar_angle(float forward, float down)
639 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
641 float angle_mult = forward / (800 + forward);
644 return ret * angle_mult + 360 * (1 - angle_mult);
646 return ret * angle_mult;
649 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
650 .float specialcommand_pos;
651 void SpecialCommand(entity this)
654 if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
655 LOG_INFO("A hollow voice says \"Plugh\".\n");
659 bool PM_check_specialcommand(entity this, int buttons)
665 else if (buttons == 1)
667 else if (buttons == 2)
669 else if (buttons == 128)
671 else if (buttons == 256)
673 else if (buttons == 512)
675 else if (buttons == 1024)
680 if (c == substring(specialcommand, this.specialcommand_pos, 1))
682 this.specialcommand_pos += 1;
683 if (this.specialcommand_pos >= strlen(specialcommand))
685 this.specialcommand_pos = 0;
686 SpecialCommand(this);
690 else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
691 this.specialcommand_pos = 0;
696 void PM_check_nickspam(entity this)
699 if (time >= this.nickspamtime)
701 if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
703 // slight annoyance for nick change scripts
704 this.movement = -1 * this.movement;
705 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;
707 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!
709 this.v_angle_x = random() * 360;
710 this.v_angle_y = random() * 360;
711 // at least I'm not forcing retardedview by also assigning to angles_z
712 this.fixangle = true;
718 void PM_check_punch(entity this)
721 if (this.punchangle != '0 0 0')
723 float f = vlen(this.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
725 this.punchangle = normalize(this.punchangle) * f;
727 this.punchangle = '0 0 0';
730 if (this.punchvector != '0 0 0')
732 float f = vlen(this.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
734 this.punchvector = normalize(this.punchvector) * f;
736 this.punchvector = '0 0 0';
741 // predict frozen movement, as frozen players CAN move in some cases
742 void PM_check_frozen(entity this)
744 if (!PHYS_FROZEN(this))
746 if (PHYS_DODGING_FROZEN(this)
748 && IS_REAL_CLIENT(this)
752 this.movement_x = bound(-5, this.movement.x, 5);
753 this.movement_y = bound(-5, this.movement.y, 5);
754 this.movement_z = bound(-5, this.movement.z, 5);
757 this.movement = '0 0 0';
759 vector midpoint = ((this.absmin + this.absmax) * 0.5);
760 if (pointcontents(midpoint) == CONTENT_WATER)
762 this.velocity = this.velocity * 0.5;
764 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
765 this.velocity_z = 200;
769 void PM_check_hitground(entity this)
772 if (!this.wasFlying) return;
773 this.wasFlying = false;
774 if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
775 if (time < this.ladder_time) return;
776 if (this.hook) return;
777 this.nextstep = time + 0.3 + random() * 0.1;
778 trace_dphitq3surfaceflags = 0;
779 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
780 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
781 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
784 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
788 void PM_Footsteps(entity this)
791 if (!g_footsteps) return;
792 if (IS_DUCKED(this)) return;
793 if (time >= this.lastground + 0.2) return;
794 if (vdist(this.velocity, <=, autocvar_sv_maxspeed * 0.6)) return;
795 if ((time > this.nextstep) || (time < (this.nextstep - 10.0)))
797 this.nextstep = time + 0.3 + random() * 0.1;
798 trace_dphitq3surfaceflags = 0;
799 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
800 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS) return;
801 entity gs = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
804 GlobalSound(this, gs, CH_PLAYER, VOICETYPE_PLAYERSOUND);
809 void PM_check_blocked(entity this)
812 if (!this.player_blocked)
814 this.movement = '0 0 0';
815 this.disableclientprediction = 1;
819 void PM_fly(entity this, float maxspd_mod)
821 // noclipping or flying
822 UNSET_ONGROUND(this);
824 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
825 makevectors(this.v_angle);
826 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
827 vector wishvel = v_forward * this.movement.x
828 + v_right * this.movement.y
829 + '0 0 1' * this.movement.z;
831 vector wishdir = normalize(wishvel);
832 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
834 if(time >= PHYS_TELEPORT_TIME(this))
836 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
837 PM_ClientMovement_Move(this);
840 void PM_swim(entity this, float maxspd_mod)
843 UNSET_ONGROUND(this);
845 float jump = PHYS_INPUT_BUTTON_JUMP(this);
846 // water jump only in certain situations
847 // this mimics quakeworld code
848 if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc)
850 vector yawangles = '0 1 0' * this.v_angle.y;
851 makevectors(yawangles);
852 vector forward = v_forward;
853 vector spot = this.origin + 24 * forward;
855 traceline(spot, spot, MOVE_NOMONSTERS, this);
856 if (trace_startsolid)
859 traceline(spot, spot, MOVE_NOMONSTERS, this);
860 if (!trace_startsolid)
862 this.velocity = forward * 50;
863 this.velocity_z = 310;
865 pmove_waterjumptime = 2;
867 UNSET_ONGROUND(this);
872 makevectors(this.v_angle);
873 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
874 vector wishvel = v_forward * this.movement.x
875 + v_right * this.movement.y
876 + '0 0 1' * this.movement.z;
878 wishvel.z = -160; // drift anyway
879 else if (wishvel == '0 0 0')
880 wishvel = '0 0 -60'; // drift towards bottom
883 vector wishdir = normalize(wishvel);
884 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod) * 0.7;
889 // if (pmove_waterjumptime <= 0) // TODO: use
892 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this);
893 f = min(max(0, f), 1);
896 f = wishspeed - this.velocity * wishdir;
899 float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, f);
900 this.velocity += accelspeed * wishdir;
903 // holding jump button swims upward slowly
904 if (jump && !this.viewloc)
907 if (this.watertype & CONTENT_LAVA)
908 this.velocity_z = 50;
909 else if (this.watertype & CONTENT_SLIME)
910 this.velocity_z = 80;
913 if (IS_NEXUIZ_DERIVED(gamemode))
915 this.velocity_z = 200;
918 this.velocity_z = 100;
925 const float addspeed = wishspeed - this.velocity * wishdir;
928 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
929 this.velocity += accelspeed * wishdir;
934 // water acceleration
935 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this) * maxspd_mod, 1, 0, 0, 0);
936 PM_ClientMovement_Move(this);
941 void PM_ladder(entity this, float maxspd_mod)
943 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
944 UNSET_ONGROUND(this);
947 g = PHYS_GRAVITY(this) * PHYS_INPUT_TIMELENGTH;
948 if (PHYS_ENTGRAVITY(this))
949 g *= PHYS_ENTGRAVITY(this);
950 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
953 this.velocity_z += g;
956 this.velocity = this.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this));
957 makevectors(this.v_angle);
958 //wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
959 vector wishvel = v_forward * this.movement_x
960 + v_right * this.movement_y
961 + '0 0 1' * this.movement_z;
963 wishvel.z = this.oldmovement.x;
964 this.velocity_z += g;
965 if (this.ladder_entity.classname == "func_water")
967 float f = vlen(wishvel);
968 if (f > this.ladder_entity.speed)
969 wishvel *= (this.ladder_entity.speed / f);
971 this.watertype = this.ladder_entity.skin;
972 f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
973 if ((this.origin_z + this.view_ofs_z) < f)
974 this.waterlevel = WATERLEVEL_SUBMERGED;
975 else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f)
976 this.waterlevel = WATERLEVEL_SWIMMING;
977 else if ((this.origin_z + this.mins_z + 1) < f)
978 this.waterlevel = WATERLEVEL_WETFEET;
981 this.waterlevel = WATERLEVEL_NONE;
982 this.watertype = CONTENT_EMPTY;
986 vector wishdir = normalize(wishvel);
987 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(this) * maxspd_mod);
988 if(time >= PHYS_TELEPORT_TIME(this))
989 // water acceleration
990 PM_Accelerate(this, wishdir, wishspeed, wishspeed, PHYS_ACCELERATE(this)*maxspd_mod, 1, 0, 0, 0);
991 PM_ClientMovement_Move(this);
994 void PM_jetpack(entity this, float maxspd_mod)
996 //makevectors(this.v_angle.y * '0 1 0');
997 makevectors(this.v_angle);
998 vector wishvel = v_forward * this.movement_x
999 + v_right * this.movement_y;
1000 // add remaining speed as Z component
1001 float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
1002 // fix speedhacks :P
1003 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1004 // add the unused velocity as up component
1007 // if (PHYS_INPUT_BUTTON_JUMP(this))
1008 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1010 // it is now normalized, so...
1011 float a_side = PHYS_JETPACK_ACCEL_SIDE(this);
1012 float a_up = PHYS_JETPACK_ACCEL_UP(this);
1013 float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
1015 wishvel_x *= a_side;
1016 wishvel_y *= a_side;
1021 //////////////////////////////////////////////////////////////////////////////////////
1022 // finding the maximum over all vectors of above form
1023 // with wishvel having an absolute value of 1
1024 //////////////////////////////////////////////////////////////////////////////////////
1025 // we're finding the maximum over
1026 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1027 // for z in the range from -1 to 1
1028 //////////////////////////////////////////////////////////////////////////////////////
1029 // maximum is EITHER attained at the single extreme point:
1030 float a_diff = a_side * a_side - a_up * a_up;
1034 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1035 if (f > -1 && f < 1) // can it be attained?
1037 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1038 //print("middle\n");
1041 // OR attained at z = 1:
1042 f = (a_up + a_add) * (a_up + a_add);
1048 // OR attained at z = -1:
1049 f = (a_up - a_add) * (a_up - a_add);
1053 //print("bottom\n");
1056 //////////////////////////////////////////////////////////////////////////////////////
1058 //print("best possible acceleration: ", ftos(best), "\n");
1061 fxy = bound(0, 1 - (this.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE(this), 1);
1062 if (wishvel_z - PHYS_GRAVITY(this) > 0)
1063 fz = bound(0, 1 - this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1065 fz = bound(0, 1 + this.velocity_z / PHYS_JETPACK_MAXSPEED_UP(this), 1);
1068 fvel = vlen(wishvel);
1071 wishvel_z = (wishvel_z - PHYS_GRAVITY(this)) * fz + PHYS_GRAVITY(this);
1073 fvel = min(1, vlen(wishvel) / best);
1074 if (PHYS_JETPACK_FUEL(this) && !(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1075 f = min(1, PHYS_AMMO_FUEL(this) / (PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel));
1079 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1081 if (f > 0 && wishvel != '0 0 0')
1083 this.velocity = this.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1084 UNSET_ONGROUND(this);
1087 if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
1088 this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * PHYS_INPUT_TIMELENGTH * fvel * f;
1090 ITEMS_STAT(this) |= IT_USING_JETPACK;
1092 // jetpack also inhibits health regeneration, but only for 1 second
1093 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1098 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1099 if(autocvar_cl_movement == 3)
1101 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1102 this.velocity_z -= g * 0.5;
1104 this.velocity_z -= g;
1106 PM_ClientMovement_Move(this);
1107 if(autocvar_cl_movement == 3)
1109 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1110 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1111 this.velocity_z -= g * 0.5;
1116 void PM_walk(entity this, float maxspd_mod)
1118 if (!WAS_ONGROUND(this))
1121 if (autocvar_speedmeter)
1122 LOG_TRACE(strcat("landing velocity: ", vtos(this.velocity), " (abs: ", ftos(vlen(this.velocity)), ")\n"));
1124 if (this.lastground < time - 0.3)
1125 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
1127 if (this.jumppadcount > 1)
1128 LOG_TRACE(strcat(ftos(this.jumppadcount), "x jumppad combo\n"));
1129 this.jumppadcount = 0;
1134 makevectors(this.v_angle.y * '0 1 0');
1135 const vector wishvel = v_forward * this.movement.x
1136 + v_right * this.movement.y;
1138 const vector wishdir = normalize(wishvel);
1139 float wishspeed = vlen(wishvel);
1140 wishspeed = min(wishspeed, PHYS_MAXSPEED(this) * maxspd_mod);
1141 if (IS_DUCKED(this)) wishspeed *= 0.5;
1143 // apply edge friction
1144 const float f2 = vlen2(vec2(this.velocity));
1147 trace_dphitq3surfaceflags = 0;
1148 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
1149 // TODO: apply edge friction
1150 // apply ground friction
1151 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
1152 ? PHYS_FRICTION_SLICK(this)
1153 : PHYS_FRICTION(this);
1156 f = 1 - PHYS_INPUT_TIMELENGTH * realfriction * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
1160 Mathematical analysis time!
1162 Our goal is to invert this mess.
1164 For the two cases we get:
1165 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
1166 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1167 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
1169 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1170 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1172 These cases would be chosen ONLY if:
1173 v0 < PHYS_STOPSPEED(this)
1174 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
1175 v < PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1177 v0 >= PHYS_STOPSPEED(this)
1178 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
1179 v >= PHYS_STOPSPEED(this) * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION(this))
1182 const float addspeed = wishspeed - this.velocity * wishdir;
1185 const float accelspeed = min(PHYS_ACCELERATE(this) * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1186 this.velocity += accelspeed * wishdir;
1189 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1190 if(autocvar_cl_movement == 3)
1192 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1193 this.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1195 if (vdist(this.velocity, >, 0))
1196 PM_ClientMovement_Move(this);
1197 if(autocvar_cl_movement == 3)
1199 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1200 if (!IS_ONGROUND(this) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1201 this.velocity_z -= g * 0.5;
1206 void PM_air(entity this, float buttons_prev, float maxspd_mod)
1208 makevectors(this.v_angle.y * '0 1 0');
1209 vector wishvel = v_forward * this.movement.x
1210 + v_right * this.movement.y;
1212 vector wishdir = normalize(wishvel);
1213 float wishspeed = vlen(wishvel);
1216 if(time >= PHYS_TELEPORT_TIME(this))
1218 if(pmove_waterjumptime <= 0)
1221 float maxairspd = PHYS_MAXAIRSPEED(this) * min(maxspd_mod, 1);
1223 // apply air speed limit
1224 float airaccelqw = PHYS_AIRACCEL_QW(this);
1225 float wishspeed0 = wishspeed;
1226 wishspeed = min(wishspeed, maxairspd);
1227 if (IS_DUCKED(this))
1229 float airaccel = PHYS_AIRACCELERATE(this) * min(maxspd_mod, 1);
1231 float accelerating = (this.velocity * wishdir > 0);
1232 float wishspeed2 = wishspeed;
1235 if (PHYS_AIRSTOPACCELERATE(this))
1237 vector curdir = normalize(vec2(this.velocity));
1238 airaccel += (PHYS_AIRSTOPACCELERATE(this)*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1240 // note that for straight forward jumping:
1241 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1242 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1244 // dv/dt = accel * maxspeed (when slow)
1245 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1246 // log dv/dt = logaccel + logmaxspeed (when slow)
1247 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1248 float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90); // if one is nonzero, other is always zero
1249 if (PHYS_MAXAIRSTRAFESPEED(this))
1250 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED(this)*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED(this)*maxspd_mod));
1251 if (PHYS_AIRSTRAFEACCELERATE(this))
1252 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE(this)*maxspd_mod);
1253 if (PHYS_AIRSTRAFEACCEL_QW(this))
1255 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
1257 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
1260 if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0)
1261 PM_AirAccelerate(this, wishdir, wishspeed2);
1263 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
1264 PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
1267 if (PHYS_AIRCONTROL(this))
1268 CPM_PM_Aircontrol(this, wishdir, wishspeed2);
1271 float g = PHYS_GRAVITY(this) * PHYS_ENTGRAVITY(this) * PHYS_INPUT_TIMELENGTH;
1272 if(autocvar_cl_movement == 3)
1273 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1274 this.velocity_z -= g * 0.5;
1276 this.velocity_z -= g;
1278 PM_ClientMovement_Move(this);
1280 if(autocvar_cl_movement == 3)
1281 if (!IS_ONGROUND(this) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1282 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1283 this.velocity_z -= g * 0.5;
1287 // used for calculating airshots
1288 bool IsFlying(entity this)
1290 if(IS_ONGROUND(this))
1292 if(this.waterlevel >= WATERLEVEL_SWIMMING)
1294 traceline(this.origin, this.origin - '0 0 48', MOVE_NORMAL, this);
1295 if(trace_fraction < 1)
1300 void PM_Main(entity this)
1302 int buttons = PHYS_INPUT_BUTTON_MASK(this);
1304 this.items = STAT(ITEMS);
1306 this.movement = PHYS_INPUT_MOVEVALUES(this);
1308 this.spectatorspeed = STAT(SPECTATORSPEED);
1310 this.team = myteam + 1; // is this correct?
1311 if (!(PHYS_INPUT_BUTTON_JUMP(this))) // !jump
1312 UNSET_JUMP_HELD(this); // canjump = true
1313 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1315 PM_ClientMovement_UpdateStatus(this, true);
1318 this.oldmovement = this.movement;
1322 WarpZone_PlayerPhysics_FixVAngle(this);
1324 float maxspeed_mod = 1;
1325 maxspeed_mod *= PHYS_HIGHSPEED(this);
1328 Physics_UpdateStats(this, maxspeed_mod);
1330 if (this.PlayerPhysplug)
1331 if (this.PlayerPhysplug(this))
1334 if(hud != HUD_NORMAL)
1335 return; // no vehicle prediction (yet)
1339 anticheat_physics(this);
1342 if (PM_check_specialcommand(this, buttons))
1347 if (buttons != this.buttons_old || this.movement != this.movement_old || this.v_angle != this.v_angle_old)
1348 this.parm_idlesince = time;
1351 int buttons_prev = this.buttons_old;
1352 this.buttons_old = buttons;
1353 this.movement_old = this.movement;
1354 this.v_angle_old = this.v_angle;
1356 PM_check_nickspam(this);
1358 PM_check_punch(this);
1360 if (IS_BOT_CLIENT(this))
1362 if (playerdemo_read(this))
1369 if (IS_PLAYER(this))
1371 const bool allowed_to_move = (time >= game_starttime);
1372 if (!allowed_to_move)
1374 this.velocity = '0 0 0';
1375 this.movetype = MOVETYPE_NONE;
1376 this.disableclientprediction = 2;
1378 else if (this.disableclientprediction == 2)
1380 if (this.movetype == MOVETYPE_NONE)
1381 this.movetype = MOVETYPE_WALK;
1382 this.disableclientprediction = 0;
1388 if (this.movetype == MOVETYPE_NONE)
1391 // when we get here, disableclientprediction cannot be 2
1392 this.disableclientprediction = 0;
1395 viewloc_PlayerPhysics(this);
1397 PM_check_frozen(this);
1399 PM_check_blocked(this);
1404 maxspeed_mod *= this.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1406 // conveyors: first fix velocity
1407 if (this.conveyor.state)
1408 this.velocity -= this.conveyor.movedir;
1410 MUTATOR_CALLHOOK(PlayerPhysics, this);
1412 if (!IS_PLAYER(this))
1415 maxspeed_mod = autocvar_sv_spectator_speed_multiplier;
1416 if (!this.spectatorspeed)
1417 this.spectatorspeed = maxspeed_mod;
1418 if (this.impulse && this.impulse <= 19 || (this.impulse >= 200 && this.impulse <= 209) || (this.impulse >= 220 && this.impulse <= 229))
1420 if (this.lastclassname != STR_PLAYER)
1422 if (this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209))
1423 this.spectatorspeed = bound(1, this.spectatorspeed + 0.5, 5);
1424 else if (this.impulse == 11)
1425 this.spectatorspeed = maxspeed_mod;
1426 else if (this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229))
1427 this.spectatorspeed = bound(1, this.spectatorspeed - 0.5, 5);
1428 else if (this.impulse >= 1 && this.impulse <= 9)
1429 this.spectatorspeed = 1 + 0.5 * (this.impulse - 1);
1430 } // otherwise just clear
1434 maxspeed_mod = this.spectatorspeed;
1438 float spd = max(PHYS_MAXSPEED(this), PHYS_MAXAIRSPEED(this)) * maxspeed_mod;
1439 if(this.speed != spd)
1442 string temps = ftos(spd);
1443 stuffcmd(this, strcat("cl_forwardspeed ", temps, "\n"));
1444 stuffcmd(this, strcat("cl_backspeed ", temps, "\n"));
1445 stuffcmd(this, strcat("cl_sidespeed ", temps, "\n"));
1446 stuffcmd(this, strcat("cl_upspeed ", temps, "\n"));
1449 if(this.jumpspeedcap_min != autocvar_sv_jumpspeedcap_min)
1451 this.jumpspeedcap_min = autocvar_sv_jumpspeedcap_min;
1452 stuffcmd(this, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1454 if(this.jumpspeedcap_max != autocvar_sv_jumpspeedcap_max)
1456 this.jumpspeedcap_max = autocvar_sv_jumpspeedcap_max;
1457 stuffcmd(this, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1463 // handle water here
1464 vector midpoint = ((this.absmin + this.absmax) * 0.5);
1465 if(pointcontents(midpoint) == CONTENT_WATER)
1467 this.velocity = this.velocity * 0.5;
1470 //if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
1471 //{ this.velocity_z = 70; }
1478 this.angles = '0 1 0' * this.v_angle.y;
1481 if (IS_PLAYER(this) && IS_ONGROUND(this))
1483 PM_check_hitground(this);
1492 if (IS_PLAYER(this))
1493 CheckPlayerJump(this);
1495 if (this.flags & FL_WATERJUMP)
1497 this.velocity_x = this.movedir.x;
1498 this.velocity_y = this.movedir.y;
1499 if (time > PHYS_TELEPORT_TIME(this) || this.waterlevel == WATERLEVEL_NONE
1501 || pmove_waterjumptime <= 0
1505 this.flags &= ~FL_WATERJUMP;
1506 PHYS_TELEPORT_TIME(this) = 0;
1508 pmove_waterjumptime = 0;
1513 else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod))
1517 else if (this.movetype == MOVETYPE_NOCLIP || this.movetype == MOVETYPE_FLY || this.movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1519 else if (this.move_movetype == MOVETYPE_NOCLIP || this.move_movetype == MOVETYPE_FLY || this.move_movetype == MOVETYPE_FLY_WORLDONLY || MUTATOR_CALLHOOK(IsFlying, this))
1521 PM_fly(this, maxspeed_mod);
1523 else if (this.waterlevel >= WATERLEVEL_SWIMMING)
1524 PM_swim(this, maxspeed_mod);
1526 else if (time < this.ladder_time)
1527 PM_ladder(this, maxspeed_mod);
1529 else if (ITEMS_STAT(this) & IT_USING_JETPACK)
1530 PM_jetpack(this, maxspeed_mod);
1532 else if (IS_ONGROUND(this))
1533 PM_walk(this, maxspeed_mod);
1536 PM_air(this, buttons_prev, maxspeed_mod);
1539 if (IS_ONGROUND(this))
1540 this.lastground = time;
1542 // conveyors: then break velocity again
1543 if(this.conveyor.state)
1544 this.velocity += this.conveyor.movedir;
1546 this.lastflags = this.flags;
1548 this.lastclassname = this.classname;
1552 void SV_PlayerPhysics(entity this)
1554 void CSQC_ClientMovement_PlayerMove_Frame(entity this)