13 .string lastclassname;
15 .float() PlayerPhysplug;
16 float AdjustAirAccelQW(float accelqw, float factor);
23 .float stat_sv_airaccel_qw;
24 .float stat_sv_airstrafeaccel_qw;
25 .float stat_sv_airspeedlimit_nonqw;
26 .float stat_sv_maxspeed;
27 .float stat_movement_highspeed;
29 .float stat_doublejump;
31 .float stat_jumpspeedcap_min;
32 .float stat_jumpspeedcap_max;
33 .float stat_jumpspeedcap_disable_onramps;
35 .float stat_jetpack_accel_side;
36 .float stat_jetpack_accel_up;
37 .float stat_jetpack_antigravity;
38 .float stat_jetpack_fuel;
39 .float stat_jetpack_maxspeed_up;
40 .float stat_jetpack_maxspeed_side;
42 void Physics_AddStats()
44 // g_movementspeed hack
45 addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
46 addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
47 addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
48 addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
49 addstat(STAT_MOVEVARS_HIGHSPEED, AS_FLOAT, stat_movement_highspeed);
52 addstat(STAT_JETPACK_ACCEL_SIDE, AS_FLOAT, stat_jetpack_accel_side);
53 addstat(STAT_JETPACK_ACCEL_UP, AS_FLOAT, stat_jetpack_accel_up);
54 addstat(STAT_JETPACK_ANTIGRAVITY, AS_FLOAT, stat_jetpack_antigravity);
55 addstat(STAT_JETPACK_FUEL, AS_FLOAT, stat_jetpack_fuel);
56 addstat(STAT_JETPACK_MAXSPEED_UP, AS_FLOAT, stat_jetpack_maxspeed_up);
57 addstat(STAT_JETPACK_MAXSPEED_SIDE, AS_FLOAT, stat_jetpack_maxspeed_side);
59 // hack to fix track_canjump
60 addstat(STAT_MOVEVARS_TRACK_CANJUMP, AS_INT, cvar_cl_movement_track_canjump);
63 addstat(STAT_DOUBLEJUMP, AS_INT, stat_doublejump);
66 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
67 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_MIN, AS_FLOAT, stat_jumpspeedcap_min);
68 addstat(STAT_MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, AS_INT, stat_jumpspeedcap_disable_onramps);
71 void Physics_UpdateStats(float maxspd_mod)
73 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
74 if (autocvar_sv_airstrafeaccel_qw)
75 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
77 self.stat_sv_airstrafeaccel_qw = 0;
78 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
79 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
80 self.stat_movement_highspeed = PHYS_HIGHSPEED; // TODO: remove this!
82 self.stat_doublejump = PHYS_DOUBLEJUMP;
84 self.stat_jetpack_antigravity = PHYS_JETPACK_ANTIGRAVITY;
85 self.stat_jetpack_accel_up = PHYS_JETPACK_ACCEL_UP;
86 self.stat_jetpack_accel_side = PHYS_JETPACK_ACCEL_SIDE;
87 self.stat_jetpack_maxspeed_side = PHYS_JETPACK_MAXSPEED_SIDE;
88 self.stat_jetpack_maxspeed_up = PHYS_JETPACK_MAXSPEED_UP;
89 self.stat_jetpack_fuel = PHYS_JETPACK_FUEL;
91 self.stat_jumpspeedcap_min = PHYS_JUMPSPEEDCAP_MIN;
92 self.stat_jumpspeedcap_max = PHYS_JUMPSPEEDCAP_MAX;
93 self.stat_jumpspeedcap_disable_onramps = PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS;
97 float IsMoveInDirection(vector mv, float angle) // key mix factor
99 if (mv_x == 0 && mv_y == 0)
100 return 0; // avoid division by zero
101 angle -= RAD2DEG * atan2(mv_y, mv_x);
102 angle = remainder(angle, 360) / 45;
103 return angle > 1 ? 0 : angle < -1 ? 0 : 1 - fabs(angle);
106 float GeomLerp(float a, float lerp, float b)
108 return a == 0 ? (lerp < 1 ? 0 : b)
109 : b == 0 ? (lerp > 0 ? 0 : a)
110 : a * pow(fabs(b / a), lerp);
113 noref float pmove_waterjumptime;
115 const float unstick_count = 27;
116 vector unstick_offsets[unstick_count] =
118 // 1 no nudge (just return the original if this test passes)
121 ' 0.000 0.000 0.125', '0.000 0.000 -0.125',
122 '-0.125 0.000 0.000', '0.125 0.000 0.000',
123 ' 0.000 -0.125 0.000', '0.000 0.125 0.000',
124 // 4 diagonal flat nudges
125 '-0.125 -0.125 0.000', '0.125 -0.125 0.000',
126 '-0.125 0.125 0.000', '0.125 0.125 0.000',
127 // 8 diagonal upward nudges
128 '-0.125 0.000 0.125', '0.125 0.000 0.125',
129 ' 0.000 -0.125 0.125', '0.000 0.125 0.125',
130 '-0.125 -0.125 0.125', '0.125 -0.125 0.125',
131 '-0.125 0.125 0.125', '0.125 0.125 0.125',
132 // 8 diagonal downward nudges
133 '-0.125 0.000 -0.125', '0.125 0.000 -0.125',
134 ' 0.000 -0.125 -0.125', '0.000 0.125 -0.125',
135 '-0.125 -0.125 -0.125', '0.125 -0.125 -0.125',
136 '-0.125 0.125 -0.125', '0.125 0.125 -0.125',
139 void PM_ClientMovement_Unstick()
142 for (i = 0; i < unstick_count; i++)
144 vector neworigin = unstick_offsets[i] + self.origin;
145 tracebox(neworigin, PL_CROUCH_MIN, PL_CROUCH_MAX, neworigin, MOVE_NORMAL, self);
146 if (!trace_startsolid)
148 self.origin = neworigin;
154 void PM_ClientMovement_UpdateStatus()
156 // make sure player is not stuck
157 PM_ClientMovement_Unstick();
160 if (PHYS_INPUT_BUTTON_CROUCH(self))
162 // wants to crouch, this always works..
163 if (!IS_DUCKED(self))
168 // wants to stand, if currently crouching we need to check for a
172 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, MOVE_NORMAL, self);
173 if (!trace_startsolid)
179 vector origin1 = self.origin + '0 0 1';
180 vector origin2 = self.origin - '0 0 1';
182 tracebox(origin1, self.mins, self.maxs, origin2, MOVE_NORMAL, self);
183 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
187 // this code actually "predicts" an impact; so let's clip velocity first
188 float f = dotproduct(self.velocity, trace_plane_normal);
189 if (f < 0) // only if moving downwards actually
190 self.velocity -= f * trace_plane_normal;
193 UNSET_ONGROUND(self);
195 // set watertype/waterlevel
196 origin1 = self.origin;
197 origin1_z += self.mins_z + 1;
198 self.waterlevel = WATERLEVEL_NONE;
200 self.watertype = (pointcontents(origin1) == CONTENT_WATER);
204 self.waterlevel = WATERLEVEL_WETFEET;
205 origin1_z = self.origin_z + (self.mins_z + self.maxs_z) * 0.5;
206 if(pointcontents(origin1) == CONTENT_WATER)
208 self.waterlevel = WATERLEVEL_SWIMMING;
209 origin1_z = self.origin_z + 22;
210 if(pointcontents(origin1) == CONTENT_WATER)
211 self.waterlevel = WATERLEVEL_SUBMERGED;
215 if(IS_ONGROUND(self) || self.velocity_z <= 0 || pmove_waterjumptime <= 0)
216 pmove_waterjumptime = 0;
219 void PM_ClientMovement_Move()
222 float t = PHYS_INPUT_TIMELENGTH;
223 vector primalvelocity = self.velocity;
224 PM_ClientMovement_UpdateStatus();
226 for (bump = 0; bump < 8 && self.velocity * self.velocity > 0; bump++)
228 vector neworigin = self.origin + t * self.velocity;
229 tracebox(self.origin, self.mins, self.maxs, neworigin, MOVE_NORMAL, self);
230 float old_trace1_fraction = trace_fraction;
231 vector old_trace1_endpos = trace_endpos;
232 vector old_trace1_plane_normal = trace_plane_normal;
233 if (trace_fraction < 1 && trace_plane_normal_z == 0)
235 // may be a step or wall, try stepping up
236 // first move forward at a higher level
237 vector currentorigin2 = self.origin;
238 currentorigin2_z += PHYS_STEPHEIGHT;
239 vector neworigin2 = neworigin;
240 neworigin2_z = self.origin_z + PHYS_STEPHEIGHT;
241 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
242 if (!trace_startsolid)
244 // then move down from there
245 currentorigin2 = trace_endpos;
246 neworigin2 = trace_endpos;
247 neworigin2_z = self.origin_z;
248 float old_trace2_fraction = trace_fraction;
249 vector old_trace2_plane_normal = trace_plane_normal;
250 tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
251 //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
252 // accept the new trace if it made some progress
253 if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
255 trace_fraction = old_trace2_fraction;
256 trace_endpos = trace_endpos;
257 trace_plane_normal = old_trace2_plane_normal;
261 trace_fraction = old_trace1_fraction;
262 trace_endpos = old_trace1_endpos;
263 trace_plane_normal = old_trace1_plane_normal;
268 // check if it moved at all
269 if (trace_fraction >= 0.001)
270 self.origin = trace_endpos;
272 // check if it moved all the way
273 if (trace_fraction == 1)
276 // this is only really needed for nogravityonground combined with gravityunaffectedbyticrate
277 // <LordHavoc> I'm pretty sure I commented it out solely because it seemed redundant
278 // this got commented out in a change that supposedly makes the code match QW better
279 // so if this is broken, maybe put it in an if (cls.protocol != PROTOCOL_QUAKEWORLD) block
280 if (trace_plane_normal_z > 0.7)
283 t -= t * trace_fraction;
285 float f = dotproduct(self.velocity, trace_plane_normal);
286 self.velocity -= f * trace_plane_normal;
288 if (pmove_waterjumptime > 0)
289 self.velocity = primalvelocity;
293 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
297 // this doesn't play well with analog input
298 if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
299 return; // can't control movement if not moving forward or backward
302 k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
307 k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
309 float zspeed = self.velocity_z;
311 float xyspeed = vlen(self.velocity);
312 self.velocity = normalize(self.velocity);
314 float dot = self.velocity * wishdir;
316 if (dot > 0) // we can't change direction while slowing down
318 k *= pow(dot, PHYS_AIRCONTROL_POWER)*PHYS_INPUT_TIMELENGTH;
319 xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY * sqrt(max(0, 1 - dot*dot)) * k/32);
320 k *= PHYS_AIRCONTROL;
321 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
324 self.velocity = self.velocity * xyspeed;
325 self.velocity_z = zspeed;
328 float AdjustAirAccelQW(float accelqw, float factor)
330 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
333 // example config for alternate speed clamping:
334 // sv_airaccel_qw 0.8
335 // sv_airaccel_sideways_friction 0
336 // prvm_globalset server speedclamp_mode 1
338 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
340 float speedclamp = stretchfactor > 0 ? stretchfactor
341 : accelqw < 0 ? 1 // full clamping, no stretch
344 accelqw = fabs(accelqw);
346 if (GAMEPLAYFIX_Q2AIRACCELERATE)
347 wishspeed0 = wishspeed; // don't need to emulate this Q1 bug
349 float vel_straight = self.velocity * wishdir;
350 float vel_z = self.velocity_z;
351 vector vel_xy = vec2(self.velocity);
352 vector vel_perpend = vel_xy - vel_straight * wishdir;
354 float step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
356 float vel_xy_current = vlen(vel_xy);
358 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
359 float vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
360 float vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
361 vel_xy_backward = max(0, vel_xy_backward); // not that it REALLY occurs that this would cause wrong behaviour afterwards
362 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
364 if (sidefric < 0 && (vel_perpend*vel_perpend))
365 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
367 float f = max(0, 1 + PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
368 float fmin = (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_straight*vel_straight + vel_perpend*vel_perpend
372 // vel_xy_backward*vel_xy_backward > vel_xy * vel_xy
373 // obviously, this cannot be
379 vel_perpend *= max(fmin, f);
383 vel_perpend *= max(0, 1 - PHYS_INPUT_TIMELENGTH * wishspeed * sidefric);
385 vel_xy = vel_straight * wishdir + vel_perpend;
389 float vel_xy_preclamp;
390 vel_xy_preclamp = vlen(vel_xy);
391 if (vel_xy_preclamp > 0) // prevent division by zero
393 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
394 if (vel_xy_current < vel_xy_preclamp)
395 vel_xy *= (vel_xy_current / vel_xy_preclamp);
399 self.velocity = vel_xy + vel_z * '0 0 1';
402 void PM_AirAccelerate(vector wishdir, float wishspeed)
407 vector curvel = self.velocity;
409 float curspeed = vlen(curvel);
411 if (wishspeed > curspeed * 1.01)
412 wishspeed = min(wishspeed, curspeed + PHYS_WARSOWBUNNY_AIRFORWARDACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
415 float f = max(0, (PHYS_WARSOWBUNNY_TOPSPEED - curspeed) / (PHYS_WARSOWBUNNY_TOPSPEED - PHYS_MAXSPEED(self)));
416 wishspeed = max(curspeed, PHYS_MAXSPEED(self)) + PHYS_WARSOWBUNNY_ACCEL * f * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH;
418 vector wishvel = wishdir * wishspeed;
419 vector acceldir = wishvel - curvel;
420 float addspeed = vlen(acceldir);
421 acceldir = normalize(acceldir);
423 float accelspeed = min(addspeed, PHYS_WARSOWBUNNY_TURNACCEL * PHYS_MAXSPEED(self) * PHYS_INPUT_TIMELENGTH);
425 if (PHYS_WARSOWBUNNY_BACKTOSIDERATIO < 1)
427 vector curdir = normalize(curvel);
428 float dot = acceldir * curdir;
430 acceldir -= (1 - PHYS_WARSOWBUNNY_BACKTOSIDERATIO) * dot * curdir;
433 self.velocity += accelspeed * acceldir;
441 When you press the jump key
444 void PlayerJump (void)
446 if (PHYS_FROZEN(self))
447 return; // no jumping in freezetag when frozen
450 if (self.player_blocked)
451 return; // no jumping while blocked
454 float doublejump = FALSE;
455 float mjumpheight = PHYS_JUMPVELOCITY;
457 player_multijump = doublejump;
458 player_jumpheight = mjumpheight;
460 if (MUTATOR_CALLHOOK(PlayerJump))
463 if(PM_multijump_checkjump())
467 doublejump = player_multijump;
468 mjumpheight = player_jumpheight;
472 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
473 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
477 // we MUST clip velocity here!
479 f = self.velocity * trace_plane_normal;
481 self.velocity -= f * trace_plane_normal;
485 if (self.waterlevel >= WATERLEVEL_SWIMMING)
487 self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
492 if (!IS_ONGROUND(self))
495 if (PHYS_TRACK_CANJUMP(self))
496 if (IS_JUMP_HELD(self))
499 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
500 // velocity bounds. Final velocity is bound between (jumpheight *
501 // min + jumpheight) and (jumpheight * max + jumpheight);
503 if(PHYS_JUMPSPEEDCAP_MIN)
505 float minjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MIN;
507 if (self.velocity_z < minjumpspeed)
508 mjumpheight += minjumpspeed - self.velocity_z;
511 if(PHYS_JUMPSPEEDCAP_MAX)
513 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
514 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
516 if (!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS))
518 float maxjumpspeed = mjumpheight * PHYS_JUMPSPEEDCAP_MAX;
520 if (self.velocity_z > maxjumpspeed)
521 mjumpheight -= self.velocity_z - maxjumpspeed;
526 if (!(self.lastflags & FL_ONGROUND))
528 if (autocvar_speedmeter)
529 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
530 if (self.lastground < time - 0.3)
532 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
533 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
535 if (self.jumppadcount > 1)
536 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
537 self.jumppadcount = 0;
541 self.velocity_z += mjumpheight;
543 UNSET_ONGROUND(self);
548 self.oldvelocity_z = self.velocity_z;
550 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
552 if (autocvar_g_jump_grunt)
553 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
557 void CheckWaterJump()
559 // check for a jump-out-of-water
560 makevectors(PHYS_INPUT_ANGLES(self));
561 vector start = self.origin;
564 normalize(v_forward);
565 vector end = start + v_forward*24;
566 traceline (start, end, TRUE, self);
567 if (trace_fraction < 1)
569 start_z = start_z + self.maxs_z - 8;
570 end = start + v_forward*24;
571 self.movedir = trace_plane_normal * -50;
572 traceline(start, end, TRUE, self);
573 if (trace_fraction == 1)
574 { // open at eye level
575 self.velocity_z = 225;
577 self.flags |= FL_WATERJUMP;
579 self.teleport_time = time + 2; // safety net
585 void CheckPlayerJump()
587 if(PHYS_INPUT_BUTTON_JUMP(self))
590 UNSET_JUMP_HELD(self);
592 if (self.waterlevel == WATERLEVEL_SWIMMING)
596 float racecar_angle(float forward, float down)
604 float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
606 float angle_mult = forward / (800 + forward);
609 return ret * angle_mult + 360 * (1 - angle_mult);
611 return ret * angle_mult;
614 void RaceCarPhysics()
617 // using this move type for "big rigs"
618 // the engine does not push the entity!
622 vector angles_save = self.angles;
623 float accel = bound(-1, PHYS_INPUT_MOVEVALUES(self).x / PHYS_MAXSPEED(self), 1);
624 float steer = bound(-1, PHYS_INPUT_MOVEVALUES(self).y / PHYS_MAXSPEED(self), 1);
626 if (g_bugrigs_reverse_speeding)
630 // back accel is DIGITAL
631 // to prevent speedhack
641 makevectors(self.angles); // new forward direction!
643 if (IS_ONGROUND(self) || g_bugrigs_air_steering)
645 float myspeed = self.velocity * v_forward;
646 float upspeed = self.velocity * v_up;
648 // responsiveness factor for steering and acceleration
649 float f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
650 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
653 if (myspeed < 0 && g_bugrigs_reverse_spinning)
654 steerfactor = -myspeed * g_bugrigs_steer;
656 steerfactor = -myspeed * f * g_bugrigs_steer;
659 if (myspeed < 0 && g_bugrigs_reverse_speeding)
660 accelfactor = g_bugrigs_accel;
662 accelfactor = f * g_bugrigs_accel;
663 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
669 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
673 if (!g_bugrigs_reverse_speeding)
674 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
681 myspeed = max(0, myspeed - PHYS_INPUT_TIMELENGTH * g_bugrigs_friction_floor);
685 if (g_bugrigs_reverse_stopping)
688 myspeed = min(0, myspeed + PHYS_INPUT_TIMELENGTH * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
691 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
692 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
694 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
695 makevectors(self.angles); // new forward direction!
697 myspeed += accel * accelfactor * PHYS_INPUT_TIMELENGTH;
699 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
703 float myspeed = vlen(self.velocity);
705 // responsiveness factor for steering and acceleration
706 float f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
707 float steerfactor = -myspeed * f;
708 self.angles_y += steer * PHYS_INPUT_TIMELENGTH * steerfactor; // apply steering
710 rigvel = self.velocity;
711 makevectors(self.angles); // new forward direction!
714 rigvel *= max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * PHYS_INPUT_TIMELENGTH);
715 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
716 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
717 //MAXIMA: solve(total_acceleration(v) = 0, v);
719 if (g_bugrigs_planar_movement)
721 vector rigvel_xy, neworigin, up;
724 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
725 rigvel_xy = vec2(rigvel);
727 if (g_bugrigs_planar_movement_car_jumping)
730 mt = MOVE_NOMONSTERS;
732 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
733 up = trace_endpos - self.origin;
735 // BUG RIGS: align the move to the surface instead of doing collision testing
737 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * PHYS_INPUT_TIMELENGTH, mt, self);
740 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * PHYS_INPUT_TIMELENGTH, mt, self);
742 if (trace_fraction < 0.5)
745 neworigin = self.origin;
748 neworigin = trace_endpos;
750 if (trace_fraction < 1)
752 // now set angles_x so that the car points parallel to the surface
753 self.angles = vectoangles(
754 '1 0 0' * v_forward_x * trace_plane_normal_z
756 '0 1 0' * v_forward_y * trace_plane_normal_z
758 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
764 // now set angles_x so that the car points forward, but is tilted in velocity direction
765 UNSET_ONGROUND(self);
768 self.velocity = (neworigin - self.origin) * (1.0 / PHYS_INPUT_TIMELENGTH);
769 self.movetype = MOVETYPE_NOCLIP;
773 rigvel_z -= PHYS_INPUT_TIMELENGTH * PHYS_GRAVITY; // 4x gravity plays better
774 self.velocity = rigvel;
775 self.movetype = MOVETYPE_FLY;
779 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
780 if (trace_fraction != 1)
782 self.angles = vectoangles2(
783 '1 0 0' * v_forward_x * trace_plane_normal_z
785 '0 1 0' * v_forward_y * trace_plane_normal_z
787 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
795 vel_local_x = v_forward * self.velocity;
796 vel_local_y = v_right * self.velocity;
797 vel_local_z = v_up * self.velocity;
799 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
800 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
804 vector vf1, vu1, smoothangles;
805 makevectors(self.angles);
806 float f = bound(0, PHYS_INPUT_TIMELENGTH * g_bugrigs_angle_smoothing, 1);
811 makevectors(angles_save);
812 vf1 = vf1 + v_forward * (1 - f);
813 vu1 = vu1 + v_up * (1 - f);
814 smoothangles = vectoangles2(vf1, vu1);
815 self.angles_x = -smoothangles_x;
816 self.angles_z = smoothangles_z;
820 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
821 .float specialcommand_pos;
822 void SpecialCommand()
828 if (!CheatImpulse(99))
829 print("A hollow voice says \"Plugh\".\n");
835 float speedaward_speed;
836 string speedaward_holder;
837 string speedaward_uid;
839 void race_send_speedaward(float msg)
842 // send the best speed of the round
843 WriteByte(msg, SVC_TEMPENTITY);
844 WriteByte(msg, TE_CSQC_RACE);
845 WriteByte(msg, RACE_NET_SPEED_AWARD);
846 WriteInt24_t(msg, floor(speedaward_speed+0.5));
847 WriteString(msg, speedaward_holder);
852 float speedaward_alltimebest;
853 string speedaward_alltimebest_holder;
854 string speedaward_alltimebest_uid;
856 void race_send_speedaward_alltimebest(float msg)
859 // send the best speed
860 WriteByte(msg, SVC_TEMPENTITY);
861 WriteByte(msg, TE_CSQC_RACE);
862 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
863 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
864 WriteString(msg, speedaward_alltimebest_holder);
868 float PM_check_keepaway(void)
871 return (self.ballcarried && g_keepaway) ? autocvar_g_keepaway_ballcarrier_highspeed : 1;
877 void PM_check_race_movetime(void)
880 self.race_movetime_frac += PHYS_INPUT_TIMELENGTH;
881 float f = floor(self.race_movetime_frac);
882 self.race_movetime_frac -= f;
883 self.race_movetime_count += f;
884 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
888 float PM_check_specialcommand(float buttons)
894 else if (buttons == 1)
896 else if (buttons == 2)
898 else if (buttons == 128)
900 else if (buttons == 256)
902 else if (buttons == 512)
904 else if (buttons == 1024)
909 if (c == substring(specialcommand, self.specialcommand_pos, 1))
911 self.specialcommand_pos += 1;
912 if (self.specialcommand_pos >= strlen(specialcommand))
914 self.specialcommand_pos = 0;
919 else if (self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
920 self.specialcommand_pos = 0;
925 void PM_check_nickspam(void)
928 if (time >= self.nickspamtime)
930 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
932 // slight annoyance for nick change scripts
933 PHYS_INPUT_MOVEVALUES(self) = -1 * PHYS_INPUT_MOVEVALUES(self);
934 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
936 if (self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
938 PHYS_INPUT_ANGLES(self)_x = random() * 360;
939 PHYS_INPUT_ANGLES(self)_y = random() * 360;
940 // at least I'm not forcing retardedview by also assigning to angles_z
941 self.fixangle = TRUE;
947 void PM_check_punch()
950 if (self.punchangle != '0 0 0')
952 float f = vlen(self.punchangle) - 10 * PHYS_INPUT_TIMELENGTH;
954 self.punchangle = normalize(self.punchangle) * f;
956 self.punchangle = '0 0 0';
959 if (self.punchvector != '0 0 0')
961 float f = vlen(self.punchvector) - 30 * PHYS_INPUT_TIMELENGTH;
963 self.punchvector = normalize(self.punchvector) * f;
965 self.punchvector = '0 0 0';
970 void PM_check_spider(void)
973 if (time >= self.spider_slowness)
975 PHYS_MAXSPEED(self) *= 0.5; // half speed while slow from spider
976 self.stat_sv_airspeedlimit_nonqw *= 0.5;
980 // predict frozen movement, as frozen players CAN move in some cases
981 void PM_check_frozen(void)
983 if (!PHYS_FROZEN(self))
985 if (PHYS_DODGING_FROZEN
987 && IS_REAL_CLIENT(self)
991 PHYS_INPUT_MOVEVALUES(self)_x = bound(-5, PHYS_INPUT_MOVEVALUES(self).x, 5);
992 PHYS_INPUT_MOVEVALUES(self)_y = bound(-5, PHYS_INPUT_MOVEVALUES(self).y, 5);
993 PHYS_INPUT_MOVEVALUES(self)_z = bound(-5, PHYS_INPUT_MOVEVALUES(self).z, 5);
996 PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
998 vector midpoint = ((self.absmin + self.absmax) * 0.5);
999 if (pointcontents(midpoint) == CONTENT_WATER)
1001 self.velocity = self.velocity * 0.5;
1003 if (pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
1004 self.velocity_z = 200;
1008 void PM_check_blocked(void)
1011 if (!self.player_blocked)
1013 PHYS_INPUT_MOVEVALUES(self) = '0 0 0';
1014 self.disableclientprediction = 1;
1019 float speedaward_lastsent;
1020 float speedaward_lastupdate;
1021 string GetMapname(void);
1023 void PM_check_race(void)
1026 if not(g_cts || g_race)
1028 if (vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1030 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1031 speedaward_holder = self.netname;
1032 speedaward_uid = self.crypto_idfp;
1033 speedaward_lastupdate = time;
1035 if (speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1037 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1038 race_send_speedaward(MSG_ALL);
1039 speedaward_lastsent = speedaward_speed;
1040 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1042 speedaward_alltimebest = speedaward_speed;
1043 speedaward_alltimebest_holder = speedaward_holder;
1044 speedaward_alltimebest_uid = speedaward_uid;
1045 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1046 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1047 race_send_speedaward_alltimebest(MSG_ALL);
1053 void PM_check_vortex(void)
1057 float xyspeed = vlen(vec2(self.velocity));
1058 if (self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1060 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1061 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1062 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1063 // add the extra charge
1064 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1069 void PM_fly(float maxspd_mod)
1071 // noclipping or flying
1072 UNSET_ONGROUND(self);
1074 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1075 makevectors(PHYS_INPUT_ANGLES(self));
1076 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1077 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1078 + v_right * PHYS_INPUT_MOVEVALUES(self).y
1079 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1081 vector wishdir = normalize(wishvel);
1082 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1083 if (time >= self.teleport_time)
1084 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1087 void PM_swim(float maxspd_mod)
1090 UNSET_ONGROUND(self);
1092 float jump = PHYS_INPUT_BUTTON_JUMP(self);
1093 // water jump only in certain situations
1094 // this mimics quakeworld code
1095 if (jump && self.waterlevel == WATERLEVEL_SWIMMING && self.velocity_z >= -180)
1097 vector yawangles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1098 makevectors(yawangles);
1099 vector forward = v_forward;
1100 vector spot = self.origin + 24 * forward;
1102 traceline(spot, spot, MOVE_NOMONSTERS, self);
1103 if (trace_startsolid)
1106 traceline(spot, spot, MOVE_NOMONSTERS, self);
1107 if (!trace_startsolid)
1109 self.velocity = forward * 50;
1110 self.velocity_z = 310;
1111 pmove_waterjumptime = 2;
1112 UNSET_ONGROUND(self);
1113 SET_JUMP_HELD(self);
1117 makevectors(PHYS_INPUT_ANGLES(self));
1118 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1119 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1120 + v_right * PHYS_INPUT_MOVEVALUES(self).y
1121 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self).z;
1122 if (wishvel == '0 0 0')
1123 wishvel = '0 0 -60'; // drift towards bottom
1125 vector wishdir = normalize(wishvel);
1126 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod) * 0.7;
1128 if (IS_DUCKED(self))
1131 // if (pmove_waterjumptime <= 0) // TODO: use
1134 float f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION;
1135 f = min(max(0, f), 1);
1138 f = wishspeed - self.velocity * wishdir;
1141 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, f);
1142 self.velocity += accelspeed * wishdir;
1145 // holding jump button swims upward slowly
1149 if (self.watertype & CONTENT_LAVA)
1150 self.velocity_z = 50;
1151 else if (self.watertype & CONTENT_SLIME)
1152 self.velocity_z = 80;
1155 if (IS_NEXUIZ_DERIVED(gamemode))
1157 self.velocity_z = 200;
1160 self.velocity_z = 100;
1165 PM_ClientMovement_Move();
1166 // water acceleration
1167 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE * maxspd_mod, 1, 0, 0, 0);
1170 void PM_ladder(float maxspd_mod)
1172 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1173 UNSET_ONGROUND(self);
1176 g = PHYS_GRAVITY * PHYS_INPUT_TIMELENGTH;
1177 if (PHYS_ENTGRAVITY(self))
1178 g *= PHYS_ENTGRAVITY(self);
1179 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1182 self.velocity_z += g;
1185 self.velocity = self.velocity * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION);
1186 makevectors(PHYS_INPUT_ANGLES(self));
1187 //wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x + v_right * PHYS_INPUT_MOVEVALUES(self).y + v_up * PHYS_INPUT_MOVEVALUES(self).z;
1188 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1189 + v_right * PHYS_INPUT_MOVEVALUES(self)_y
1190 + '0 0 1' * PHYS_INPUT_MOVEVALUES(self)_z;
1191 self.velocity_z += g;
1192 if (self.ladder_entity.classname == "func_water")
1194 float f = vlen(wishvel);
1195 if (f > self.ladder_entity.speed)
1196 wishvel *= (self.ladder_entity.speed / f);
1198 self.watertype = self.ladder_entity.skin;
1199 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1200 if ((self.origin_z + self.view_ofs_z) < f)
1201 self.waterlevel = WATERLEVEL_SUBMERGED;
1202 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1203 self.waterlevel = WATERLEVEL_SWIMMING;
1204 else if ((self.origin_z + self.mins_z + 1) < f)
1205 self.waterlevel = WATERLEVEL_WETFEET;
1208 self.waterlevel = WATERLEVEL_NONE;
1209 self.watertype = CONTENT_EMPTY;
1213 vector wishdir = normalize(wishvel);
1214 float wishspeed = min(vlen(wishvel), PHYS_MAXSPEED(self) * maxspd_mod);
1215 PM_ClientMovement_Move();
1217 if (time >= self.teleport_time)
1219 // water acceleration
1220 PM_Accelerate(wishdir, wishspeed, wishspeed, PHYS_ACCELERATE*maxspd_mod, 1, 0, 0, 0);
1223 void PM_check_jumppad()
1226 entity oldself = self;
1228 for(self = world; (self = find(self, classname, "jumppad")); )
1229 trigger_push_draw();
1235 void PM_jetpack(float maxspd_mod)
1237 //makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1238 makevectors(PHYS_INPUT_ANGLES(self));
1239 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self)_x
1240 + v_right * PHYS_INPUT_MOVEVALUES(self)_y;
1241 // add remaining speed as Z component
1242 float maxairspd = PHYS_MAXAIRSPEED * max(1, maxspd_mod);
1243 // fix speedhacks :P
1244 wishvel = normalize(wishvel) * min(1, vlen(wishvel) / maxairspd);
1245 // add the unused velocity as up component
1248 // if (self.BUTTON_JUMP)
1249 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1251 // it is now normalized, so...
1252 float a_side = PHYS_JETPACK_ACCEL_SIDE;
1253 float a_up = PHYS_JETPACK_ACCEL_UP;
1254 float a_add = PHYS_JETPACK_ANTIGRAVITY * PHYS_GRAVITY;
1256 wishvel_x *= a_side;
1257 wishvel_y *= a_side;
1262 //////////////////////////////////////////////////////////////////////////////////////
1263 // finding the maximum over all vectors of above form
1264 // with wishvel having an absolute value of 1
1265 //////////////////////////////////////////////////////////////////////////////////////
1266 // we're finding the maximum over
1267 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1268 // for z in the range from -1 to 1
1269 //////////////////////////////////////////////////////////////////////////////////////
1270 // maximum is EITHER attained at the single extreme point:
1271 float a_diff = a_side * a_side - a_up * a_up;
1275 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1276 if (f > -1 && f < 1) // can it be attained?
1278 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1279 //print("middle\n");
1282 // OR attained at z = 1:
1283 f = (a_up + a_add) * (a_up + a_add);
1289 // OR attained at z = -1:
1290 f = (a_up - a_add) * (a_up - a_add);
1294 //print("bottom\n");
1297 //////////////////////////////////////////////////////////////////////////////////////
1299 //print("best possible acceleration: ", ftos(best), "\n");
1302 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / PHYS_JETPACK_MAXSPEED_SIDE, 1);
1303 if (wishvel_z - PHYS_GRAVITY > 0)
1304 fz = bound(0, 1 - self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1306 fz = bound(0, 1 + self.velocity_z / PHYS_JETPACK_MAXSPEED_UP, 1);
1309 fvel = vlen(wishvel);
1312 wishvel_z = (wishvel_z - PHYS_GRAVITY) * fz + PHYS_GRAVITY;
1314 fvel = min(1, vlen(wishvel) / best);
1315 if (PHYS_JETPACK_FUEL && !(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1316 f = min(1, PHYS_AMMO_FUEL(self) / (PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel));
1320 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1322 if (f > 0 && wishvel != '0 0 0')
1324 self.velocity = self.velocity + wishvel * f * PHYS_INPUT_TIMELENGTH;
1325 UNSET_ONGROUND(self);
1328 if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
1329 self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
1331 self.items |= IT_USING_JETPACK;
1333 // jetpack also inhibits health regeneration, but only for 1 second
1334 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1339 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1340 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1341 self.velocity_z -= g * 0.5;
1343 self.velocity_z -= g;
1344 PM_ClientMovement_Move();
1345 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1346 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1347 self.velocity_z -= g * 0.5;
1351 void PM_walk(float buttons_prev, float maxspd_mod)
1354 // we get here if we ran out of ammo
1355 if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1356 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1357 if (!(self.lastflags & FL_ONGROUND))
1359 if (autocvar_speedmeter)
1360 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1361 if (self.lastground < time - 0.3)
1362 self.velocity *= (1 - autocvar_sv_friction_on_land);
1363 if (self.jumppadcount > 1)
1364 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1365 self.jumppadcount = 0;
1369 makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1370 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1371 + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1373 vector wishdir = normalize(wishvel);
1374 float wishspeed = vlen(wishvel);
1376 wishspeed = min(wishspeed, PHYS_MAXSPEED(self) * maxspd_mod);
1377 if (IS_DUCKED(self))
1380 // apply edge friction
1381 float f = vlen(vec2(self.velocity));
1384 // TODO: apply edge friction
1385 // apply ground friction
1386 f = 1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION * ((f < PHYS_STOPSPEED) ? (PHYS_STOPSPEED / f) : 1);
1390 Mathematical analysis time!
1392 Our goal is to invert this mess.
1394 For the two cases we get:
1395 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * (PHYS_STOPSPEED / v0) * PHYS_FRICTION)
1396 = v0 - PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1397 v0 = v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION
1399 v = v0 * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1400 v0 = v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1402 These cases would be chosen ONLY if:
1404 v + PHYS_INPUT_TIMELENGTH * PHYS_STOPSPEED * PHYS_FRICTION < PHYS_STOPSPEED
1405 v < PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1407 v0 >= PHYS_STOPSPEED
1408 v / (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION) >= PHYS_STOPSPEED
1409 v >= PHYS_STOPSPEED * (1 - PHYS_INPUT_TIMELENGTH * PHYS_FRICTION)
1412 float addspeed = wishspeed - self.velocity * wishdir;
1415 float accelspeed = min(PHYS_ACCELERATE * PHYS_INPUT_TIMELENGTH * wishspeed, addspeed);
1416 self.velocity += accelspeed * wishdir;
1418 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1419 if (!(GAMEPLAYFIX_NOGRAVITYONGROUND))
1420 self.velocity_z -= g * (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE ? 0.5 : 1);
1421 if (self.velocity * self.velocity)
1422 PM_ClientMovement_Move();
1423 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1424 if (!IS_ONGROUND(self) || !GAMEPLAYFIX_NOGRAVITYONGROUND)
1425 self.velocity_z -= g * 0.5;
1428 void PM_air(float buttons_prev, float maxspd_mod)
1431 // we get here if we ran out of ammo
1432 if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
1433 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1435 makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
1436 vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
1437 + v_right * PHYS_INPUT_MOVEVALUES(self).y;
1439 vector wishdir = normalize(wishvel);
1440 float wishspeed = vlen(wishvel);
1443 if (time >= self.teleport_time)
1445 if (pmove_waterjumptime <= 0)
1448 float maxairspd = PHYS_MAXAIRSPEED * min(maxspd_mod, 1);
1450 // apply air speed limit
1451 float airaccelqw = PHYS_AIRACCEL_QW(self);
1452 float wishspeed0 = wishspeed;
1453 wishspeed = min(wishspeed, maxairspd);
1454 if (IS_DUCKED(self))
1456 float airaccel = PHYS_AIRACCELERATE * min(maxspd_mod, 1);
1458 float accelerating = (self.velocity * wishdir > 0);
1459 float wishspeed2 = wishspeed;
1462 if (PHYS_AIRSTOPACCELERATE)
1464 vector curdir = normalize(vec2(self.velocity));
1465 airaccel += (PHYS_AIRSTOPACCELERATE*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1467 // note that for straight forward jumping:
1468 // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
1469 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1471 // dv/dt = accel * maxspeed (when slow)
1472 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1473 // log dv/dt = logaccel + logmaxspeed (when slow)
1474 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1475 float strafity = IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), -90) + IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), +90); // if one is nonzero, other is always zero
1476 if (PHYS_MAXAIRSTRAFESPEED)
1477 wishspeed = min(wishspeed, GeomLerp(PHYS_MAXAIRSPEED*maxspd_mod, strafity, PHYS_MAXAIRSTRAFESPEED*maxspd_mod));
1478 if (PHYS_AIRSTRAFEACCELERATE)
1479 airaccel = GeomLerp(airaccel, strafity, PHYS_AIRSTRAFEACCELERATE*maxspd_mod);
1480 if (PHYS_AIRSTRAFEACCEL_QW(self))
1482 (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(self) : PHYS_AIRACCEL_QW(self)) >= 0) ? +1 : -1)
1484 (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(self)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(self))));
1487 if (PHYS_WARSOWBUNNY_TURNACCEL && accelerating && PHYS_INPUT_MOVEVALUES(self).y == 0 && PHYS_INPUT_MOVEVALUES(self).x != 0)
1488 PM_AirAccelerate(wishdir, wishspeed2);
1490 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, PHYS_AIRACCEL_QW_STRETCHFACTOR(self), PHYS_AIRACCEL_SIDEWAYS_FRICTION / maxairspd, PHYS_AIRSPEEDLIMIT_NONQW(self));
1492 if (PHYS_AIRCONTROL)
1493 CPM_PM_Aircontrol(wishdir, wishspeed2);
1495 float g = PHYS_GRAVITY * PHYS_ENTGRAVITY(self) * PHYS_INPUT_TIMELENGTH;
1496 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1497 self.velocity_z -= g * 0.5;
1499 self.velocity_z -= g;
1500 PM_ClientMovement_Move();
1501 if (!IS_ONGROUND(self) || !(GAMEPLAYFIX_NOGRAVITYONGROUND))
1502 if (GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
1503 self.velocity_z -= g * 0.5;
1506 // used for calculating airshots
1507 float PM_is_flying()
1509 if (IS_ONGROUND(self))
1511 if (self.waterlevel >= WATERLEVEL_SWIMMING)
1513 traceline(self.origin, self.origin - '0 0 48', MOVE_NORMAL, self);
1514 return trace_fraction >= 1;
1520 float buttons = PHYS_INPUT_BUTTON_MASK(self);
1522 self.team = myteam + 1; // is this correct?
1523 //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
1524 if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
1525 UNSET_JUMP_HELD(self); // canjump = true
1526 pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
1527 PM_ClientMovement_UpdateStatus();
1531 WarpZone_PlayerPhysics_FixVAngle();
1533 float maxspeed_mod = 1;
1534 maxspeed_mod *= PM_check_keepaway();
1535 maxspeed_mod *= PHYS_HIGHSPEED;
1538 Physics_UpdateStats(maxspeed_mod);
1540 if (self.PlayerPhysplug)
1541 if (self.PlayerPhysplug())
1545 PM_check_race_movetime();
1547 anticheat_physics();
1550 if (PM_check_specialcommand(buttons))
1555 if (buttons != self.buttons_old || PHYS_INPUT_MOVEVALUES(self) != self.movement_old || PHYS_INPUT_ANGLES(self) != self.v_angle_old)
1556 self.parm_idlesince = time;
1559 float buttons_prev = self.buttons_old;
1560 self.buttons_old = buttons;
1561 self.movement_old = PHYS_INPUT_MOVEVALUES(self);
1562 self.v_angle_old = PHYS_INPUT_ANGLES(self);
1564 PM_check_nickspam();
1568 if (IS_BOT_CLIENT(self))
1570 if (playerdemo_read())
1575 self.items &= ~IT_USING_JETPACK;
1577 if (IS_PLAYER(self))
1581 if (self.race_penalty)
1582 if (time > self.race_penalty)
1583 self.race_penalty = 0;
1586 float not_allowed_to_move = 0;
1588 if (self.race_penalty)
1589 not_allowed_to_move = 1;
1592 if (!autocvar_sv_ready_restart_after_countdown)
1593 if (time < game_starttime)
1594 not_allowed_to_move = 1;
1597 if (not_allowed_to_move)
1599 self.velocity = '0 0 0';
1600 self.movetype = MOVETYPE_NONE;
1602 self.disableclientprediction = 2;
1606 else if (self.disableclientprediction == 2)
1608 if (self.movetype == MOVETYPE_NONE)
1609 self.movetype = MOVETYPE_WALK;
1610 self.disableclientprediction = 0;
1616 if (self.movetype == MOVETYPE_NONE)
1619 // when we get here, disableclientprediction cannot be 2
1620 self.disableclientprediction = 0;
1632 if (self.in_swamp) {
1633 maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
1638 // conveyors: first fix velocity
1639 if (self.conveyor.state)
1640 self.velocity -= self.conveyor.movedir;
1644 MUTATOR_CALLHOOK(PlayerPhysics);
1650 // float forcedodge = 1;
1653 // PM_dodging_checkpressedkeys();
1656 // PM_ClientMovement_Move();
1661 if (!IS_PLAYER(self))
1663 maxspeed_mod *= autocvar_sv_spectator_speed_multiplier;
1664 if (!self.spectatorspeed)
1665 self.spectatorspeed = maxspeed_mod;
1666 if (self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
1668 if (self.lastclassname != "player")
1670 if (self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
1671 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
1672 else if (self.impulse == 11)
1673 self.spectatorspeed = maxspeed_mod;
1674 else if (self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
1675 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
1676 else if (self.impulse >= 1 && self.impulse <= 9)
1677 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
1678 } // otherwise just clear
1681 maxspeed_mod *= self.spectatorspeed;
1686 // if dead, behave differently
1687 // in CSQC, physics don't handle dead player
1693 if (!self.fixangle && !g_bugrigs)
1694 self.angles = '0 1 0' * PHYS_INPUT_ANGLES(self).y;
1698 if (IS_ONGROUND(self))
1699 if (IS_PLAYER(self)) // no fall sounds for observers thank you very much
1703 if (self.waterlevel < WATERLEVEL_SWIMMING)
1704 if (time >= self.ladder_time)
1707 self.nextstep = time + 0.3 + random() * 0.1;
1708 trace_dphitq3surfaceflags = 0;
1709 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
1710 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
1712 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
1713 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1715 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
1725 if (IS_PLAYER(self))
1729 if (self.flags & /* FL_WATERJUMP */ 2048)
1731 self.velocity_x = self.movedir_x;
1732 self.velocity_y = self.movedir_y;
1733 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
1735 self.flags &= ~/* FL_WATERJUMP */ 2048;
1736 self.teleport_time = 0;
1741 else if (g_bugrigs && IS_PLAYER(self))
1745 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
1746 PM_fly(maxspeed_mod);
1748 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
1749 PM_swim(maxspeed_mod);
1751 else if (time < self.ladder_time)
1752 PM_ladder(maxspeed_mod);
1754 else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
1755 PM_jetpack(maxspeed_mod);
1759 if (IS_ONGROUND(self))
1760 PM_walk(buttons_prev, maxspeed_mod);
1762 PM_air(buttons_prev, maxspeed_mod);
1766 if (!IS_OBSERVER(self))
1772 if (IS_ONGROUND(self))
1773 self.lastground = time;
1776 // conveyors: then break velocity again
1777 if (self.conveyor.state)
1778 self.velocity += self.conveyor.movedir;
1780 self.lastflags = self.flags;
1781 self.lastclassname = self.classname;
1785 void SV_PlayerPhysics(void)
1787 void CSQC_ClientMovement_PlayerMove_Frame(void)