7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_warsowbunny_airforwardaccel;
20 float sv_warsowbunny_accel;
21 float sv_warsowbunny_topspeed;
22 float sv_warsowbunny_turnaccel;
23 float sv_warsowbunny_backtosideratio;
27 .entity ladder_entity;
29 .float swamp_slowdown;
33 .float spectatorspeed;
39 When you press the jump key
42 void PlayerJump (void)
46 mjumpheight = cvar("sv_jumpvelocity");
47 if (self.waterlevel >= WATERLEVEL_SWIMMING)
49 if (self.watertype == CONTENT_WATER)
50 self.velocity_z = 200;
51 else if (self.watertype == CONTENT_SLIME)
59 if (!(self.flags & FL_ONGROUND))
63 if (!(self.flags & FL_JUMPRELEASED))
66 if(self.health <= g_bloodloss)
71 if(self.runes & RUNE_SPEED)
73 if(self.runes & CURSE_SLOW)
74 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
76 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
78 else if(self.runes & CURSE_SLOW)
80 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
84 if(g_minstagib && (self.items & IT_INVINCIBLE))
86 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
89 if(cvar_string("sv_jumpspeedcap_min") != "")
90 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
91 if(cvar_string("sv_jumpspeedcap_max") != "") {
92 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
93 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
94 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
97 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
100 if(!(self.lastflags & FL_ONGROUND))
102 if(cvar("speedmeter"))
103 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
104 if(self.lastground < time - 0.3)
106 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
107 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
109 if(self.jumppadcount > 1)
110 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
111 self.jumppadcount = 0;
114 self.velocity_z = self.velocity_z + mjumpheight;
115 self.oldvelocity_z = self.velocity_z;
117 self.flags &~= FL_ONGROUND;
118 self.flags &~= FL_JUMPRELEASED;
121 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
123 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
126 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
128 self.restart_jump = -1; // restart jump anim next time
129 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
132 void CheckWaterJump()
134 local vector start, end;
136 // check for a jump-out-of-water
137 makevectors (self.angles);
139 start_z = start_z + 8;
141 normalize(v_forward);
142 end = start + v_forward*24;
143 traceline (start, end, TRUE, self);
144 if (trace_fraction < 1)
146 start_z = start_z + self.maxs_z - 8;
147 end = start + v_forward*24;
148 self.movedir = trace_plane_normal * -50;
149 traceline (start, end, TRUE, self);
150 if (trace_fraction == 1)
151 { // open at eye level
152 self.flags |= FL_WATERJUMP;
153 self.velocity_z = 225;
154 self.flags &~= FL_JUMPRELEASED;
155 self.teleport_time = time + 2; // safety net
161 float racecar_angle(float forward, float down)
163 float ret, angle_mult;
171 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
173 angle_mult = forward / (800 + forward);
176 return ret * angle_mult + 360 * (1 - angle_mult);
178 return ret * angle_mult;
181 void RaceCarPhysics()
183 // using this move type for "big rigs"
184 // the engine does not push the entity!
186 float accel, steer, f;
187 vector angles_save, rigvel;
189 angles_save = self.angles;
190 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
191 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
193 if(g_bugrigs_reverse_speeding)
197 // back accel is DIGITAL
198 // to prevent speedhack
208 makevectors(self.angles); // new forward direction!
210 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
212 float myspeed, upspeed, steerfactor, accelfactor;
214 myspeed = self.velocity * v_forward;
215 upspeed = self.velocity * v_up;
217 // responsiveness factor for steering and acceleration
218 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
219 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
221 if(myspeed < 0 && g_bugrigs_reverse_spinning)
222 steerfactor = -myspeed * g_bugrigs_steer;
224 steerfactor = -myspeed * f * g_bugrigs_steer;
226 if(myspeed < 0 && g_bugrigs_reverse_speeding)
227 accelfactor = g_bugrigs_accel;
229 accelfactor = f * g_bugrigs_accel;
230 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
236 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
240 if(!g_bugrigs_reverse_speeding)
241 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
248 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
252 if(g_bugrigs_reverse_stopping)
255 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
258 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
259 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
261 self.angles_y += steer * frametime * steerfactor; // apply steering
262 makevectors(self.angles); // new forward direction!
264 myspeed += accel * accelfactor * frametime;
266 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
270 myspeed = vlen(self.velocity);
272 // responsiveness factor for steering and acceleration
273 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
274 steerfactor = -myspeed * f;
275 self.angles_y += steer * frametime * steerfactor; // apply steering
277 rigvel = self.velocity;
278 makevectors(self.angles); // new forward direction!
281 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
282 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
283 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
284 //MAXIMA: solve(total_acceleration(v) = 0, v);
286 if(g_bugrigs_planar_movement)
288 vector rigvel_xy, neworigin, up;
291 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
295 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
298 mt = MOVE_NOMONSTERS;
300 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
301 up = trace_endpos - self.origin;
303 // BUG RIGS: align the move to the surface instead of doing collision testing
305 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
308 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
310 if(trace_fraction < 0.5)
313 neworigin = self.origin;
316 neworigin = trace_endpos;
318 if(trace_fraction < 1)
320 // now set angles_x so that the car points parallel to the surface
321 self.angles = vectoangles(
322 '1 0 0' * v_forward_x * trace_plane_normal_z
324 '0 1 0' * v_forward_y * trace_plane_normal_z
326 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
328 self.flags |= FL_ONGROUND;
332 // now set angles_x so that the car points forward, but is tilted in velocity direction
333 self.flags &~= FL_ONGROUND;
336 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
337 self.movetype = MOVETYPE_NOCLIP;
341 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
342 self.velocity = rigvel;
343 self.movetype = MOVETYPE_FLY;
347 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
348 if(trace_fraction != 1)
350 self.angles = vectoangles2(
351 '1 0 0' * v_forward_x * trace_plane_normal_z
353 '0 1 0' * v_forward_y * trace_plane_normal_z
355 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
363 vel_local_x = v_forward * self.velocity;
364 vel_local_y = v_right * self.velocity;
365 vel_local_z = v_up * self.velocity;
367 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
368 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
372 vector vf1, vu1, smoothangles;
373 makevectors(self.angles);
374 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
379 makevectors(angles_save);
380 vf1 = vf1 + v_forward * (1 - f);
381 vu1 = vu1 + v_up * (1 - f);
382 smoothangles = vectoangles2(vf1, vu1);
383 self.angles_x = -smoothangles_x;
384 self.angles_z = smoothangles_z;
387 float IsMoveInDirection(vector mv, float angle) // key mix factor
389 if(mv_x == 0 && mv_y == 0)
390 return 0; // avoid division by zero
391 angle -= RAD2DEG * atan2(mv_y, mv_x);
392 angle = remainder(angle, 360) / 45;
397 return 1 - fabs(angle);
400 float GeomLerp(float a, float lerp, float b)
416 return a * pow(fabs(b / a), lerp);
419 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
421 float zspeed, xyspeed, dot, k;
424 // this doesn't play well with analog input
425 if(self.movement_x == 0 || self.movement_y != 0)
426 return; // can't control movement if not moving forward or backward
429 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
434 k *= bound(0, wishspeed / sv_maxairspeed, 1);
436 zspeed = self.velocity_z;
438 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
440 dot = self.velocity * wishdir;
442 if(dot > 0) // we can't change direction while slowing down
444 k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
445 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
448 self.velocity = self.velocity * xyspeed;
449 self.velocity_z = zspeed;
452 float AdjustAirAccelQW(float accelqw, float factor)
454 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
457 // example config for alternate speed clamping:
458 // sv_airaccel_qw 0.8
459 // sv_airaccel_sideways_friction 0
460 // prvm_globalset server speedclamp_mode 1
462 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
470 float vel_xy_current;
471 float vel_xy_backward, vel_xy_forward;
474 speedclamp = (accelqw < 0);
478 if(cvar("sv_gameplayfix_q2airaccelerate"))
479 wishspeed0 = wishspeed;
481 vel_straight = self.velocity * wishdir;
482 vel_z = self.velocity_z;
483 vel_xy = self.velocity - vel_z * '0 0 1';
484 vel_perpend = vel_xy - vel_straight * wishdir;
486 step = accel * frametime * wishspeed0;
488 vel_xy_current = vlen(vel_xy);
490 accelqw = AdjustAirAccelQW(accelqw, (sv_speedlimit - bound(wishspeed, vel_xy_current, sv_speedlimit)) / max(1, sv_speedlimit - wishspeed));
491 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
492 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
493 if(vel_xy_backward < 0)
494 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
496 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
498 if(sidefric < 0 && (vel_perpend*vel_perpend))
499 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
502 f = max(0, 1 + frametime * wishspeed * sidefric);
503 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
504 // this cannot be > 1
506 vel_perpend = vel_perpend * max(0, f);
509 fminimum = sqrt(fminimum);
510 vel_perpend = vel_perpend * max(fminimum, f);
514 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
516 vel_xy = vel_straight * wishdir + vel_perpend;
520 // ensure we don't get too fast or decelerate faster than we should
521 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
522 if(vel_xy_current > 0) // prevent division by zero
523 vel_xy = normalize(vel_xy) * vel_xy_current;
526 self.velocity = vel_xy + vel_z * '0 0 1';
529 void PM_AirAccelerate(vector wishdir, float wishspeed)
531 vector curvel, wishvel, acceldir, curdir;
532 float addspeed, accelspeed, curspeed, f;
538 curvel = self.velocity;
540 curspeed = vlen(curvel);
542 if(wishspeed > curspeed * 1.01)
544 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
548 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
549 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
551 wishvel = wishdir * wishspeed;
552 acceldir = wishvel - curvel;
553 addspeed = vlen(acceldir);
554 acceldir = normalize(acceldir);
556 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
558 if(sv_warsowbunny_backtosideratio < 1)
560 curdir = normalize(curvel);
561 dot = acceldir * curdir;
563 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
566 self.velocity += accelspeed * acceldir;
569 .vector movement_old;
572 .string lastclassname;
574 .float() PlayerPhysplug;
576 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
577 .float specialcommand_pos;
578 void SpecialCommand()
583 if(!CheatImpulse(99))
584 print("A hollow voice says \"Plugh\".\n");
588 float speedaward_speed;
589 string speedaward_holder;
590 void race_send_speedaward(float msg)
592 // send the best speed of the round
593 WriteByte(msg, SVC_TEMPENTITY);
594 WriteByte(msg, TE_CSQC_RACE);
595 WriteByte(msg, RACE_NET_SPEED_AWARD);
596 WriteInt24_t(msg, floor(speedaward_speed+0.5));
597 WriteString(msg, speedaward_holder);
600 float speedaward_alltimebest;
601 string speedaward_alltimebest_holder;
602 void race_send_speedaward_alltimebest(float msg)
604 // send the best speed
605 WriteByte(msg, SVC_TEMPENTITY);
606 WriteByte(msg, TE_CSQC_RACE);
607 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
608 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
609 WriteString(msg, speedaward_alltimebest_holder);
612 string GetMapname(void);
613 float speedaward_lastupdate;
614 float speedaward_lastsent;
615 .float jumppadusetime;
616 var float autocvar_g_movement_highspeed = 1;
617 void SV_PlayerPhysics()
619 local vector wishvel, wishdir, v;
620 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
623 float not_allowed_to_move;
626 // fix physics stats for g_movement_highspeed
627 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
628 if(sv_airstrafeaccel_qw)
629 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
631 self.stat_sv_airstrafeaccel_qw = 0;
633 if(self.PlayerPhysplug)
634 if(self.PlayerPhysplug())
637 self.race_movetime_frac += frametime;
638 f = floor(self.race_movetime_frac);
639 self.race_movetime_frac -= f;
640 self.race_movetime_count += f;
641 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
645 buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE + 128 * (self.movement_x < 0) + 256 * (self.movement_x > 0) + 512 * (self.movement_y < 0) + 1024 * (self.movement_y > 0);
649 else if(buttons == 1)
651 else if(buttons == 2)
653 else if(buttons == 128)
655 else if(buttons == 256)
657 else if(buttons == 512)
659 else if(buttons == 1024)
664 if(c == substring(specialcommand, self.specialcommand_pos, 1))
666 self.specialcommand_pos += 1;
667 if(self.specialcommand_pos >= strlen(specialcommand))
669 self.specialcommand_pos = 0;
674 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
675 self.specialcommand_pos = 0;
677 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
679 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
680 self.parm_idlesince = time;
682 buttons_prev = self.buttons_old;
683 self.buttons_old = buttons;
684 self.movement_old = self.movement;
685 self.v_angle_old = self.v_angle;
687 if(time < self.nickspamtime)
688 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
690 // slight annoyance for nick change scripts
691 self.movement = -1 * self.movement;
692 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
694 if(self.nickspamcount >= cvar("g_nick_flood_penalty_red")) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
696 self.angles_x = random() * 360;
697 self.angles_y = random() * 360;
698 // at least I'm not forcing retardedview by also assigning to angles_z
703 if (self.punchangle != '0 0 0')
705 f = vlen(self.punchangle) - 10 * frametime;
707 self.punchangle = normalize(self.punchangle) * f;
709 self.punchangle = '0 0 0';
712 if (self.punchvector != '0 0 0')
714 f = vlen(self.punchvector) - 30 * frametime;
716 self.punchvector = normalize(self.punchvector) * f;
718 self.punchvector = '0 0 0';
721 if (clienttype(self) == CLIENTTYPE_BOT)
723 if(playerdemo_read())
728 MUTATOR_CALLHOOK(PlayerPhysics);
730 self.items &~= IT_USING_JETPACK;
732 if(self.classname == "player")
734 if(self.race_penalty)
735 if(time > self.race_penalty)
736 self.race_penalty = 0;
738 not_allowed_to_move = 0;
739 if(self.race_penalty)
740 not_allowed_to_move = 1;
741 if(!cvar("sv_ready_restart_after_countdown"))
742 if(time < game_starttime)
743 not_allowed_to_move = 1;
745 if(not_allowed_to_move)
747 self.velocity = '0 0 0';
748 self.movetype = MOVETYPE_NONE;
749 self.disableclientprediction = 2;
751 else if(self.disableclientprediction == 2)
753 if(self.movetype == MOVETYPE_NONE)
754 self.movetype = MOVETYPE_WALK;
755 self.disableclientprediction = 0;
759 if (self.movetype == MOVETYPE_NONE)
766 if(self.runes & RUNE_SPEED)
768 if(self.runes & CURSE_SLOW)
769 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
771 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
773 else if(self.runes & CURSE_SLOW)
775 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
779 if(g_minstagib && (self.items & IT_INVINCIBLE))
781 maxspd_mod = cvar("g_minstagib_speed_moverate");
784 if(g_nexball && self.ballcarried)
786 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
791 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
794 if(self.classname != "player")
796 maxspd_mod = cvar("sv_spectator_speed_multiplier");
797 if(!self.spectatorspeed)
798 self.spectatorspeed = maxspd_mod;
799 if(self.impulse && self.impulse <= 19)
801 if(self.lastclassname != "player")
803 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
804 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
805 else if(self.impulse == 11)
806 self.spectatorspeed = maxspd_mod;
807 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
808 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
809 else if(self.impulse >= 1 && self.impulse <= 9)
810 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
811 } // otherwise just clear
814 maxspd_mod = self.spectatorspeed;
817 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
818 if(self.speed != spd)
822 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
823 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
824 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
825 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
828 maxspd_mod *= swampspd_mod; // only one common speed modder please!
831 // if dead, behave differently
835 if (!self.fixangle && !g_bugrigs)
838 self.angles_y = self.v_angle_y;
842 if(self.flags & FL_ONGROUND)
847 if(self.waterlevel < WATERLEVEL_SWIMMING)
848 if(time >= self.ladder_time)
851 self.nextstep = time + 0.3 + random() * 0.1;
852 trace_dphitq3surfaceflags = 0;
853 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
854 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
856 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
857 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
859 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
867 if(self.classname == "player")
869 if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime)
871 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
872 self.flags &~= FL_ONGROUND;
873 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
874 self.flags |= FL_ONGROUND;
877 if (self.BUTTON_JUMP)
880 self.flags |= FL_JUMPRELEASED;
882 if (self.waterlevel == WATERLEVEL_SWIMMING)
886 if (self.flags & FL_WATERJUMP )
888 self.velocity_x = self.movedir_x;
889 self.velocity_y = self.movedir_y;
890 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
892 self.flags &~= FL_WATERJUMP;
893 self.teleport_time = 0;
896 else if (g_bugrigs && self.classname == "player")
900 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
902 // noclipping or flying
903 self.flags &~= FL_ONGROUND;
905 self.velocity = self.velocity * (1 - frametime * sv_friction);
906 makevectors(self.v_angle);
907 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
908 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
910 wishdir = normalize(wishvel);
911 wishspeed = vlen(wishvel);
912 if (wishspeed > sv_maxspeed*maxspd_mod)
913 wishspeed = sv_maxspeed*maxspd_mod;
914 if (time >= self.teleport_time)
915 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
917 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
920 self.flags &~= FL_ONGROUND;
922 makevectors(self.v_angle);
923 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
924 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
925 if (wishvel == '0 0 0')
926 wishvel = '0 0 -60'; // drift towards bottom
928 wishdir = normalize(wishvel);
929 wishspeed = vlen(wishvel);
930 if (wishspeed > sv_maxspeed*maxspd_mod)
931 wishspeed = sv_maxspeed*maxspd_mod;
932 wishspeed = wishspeed * 0.7;
935 self.velocity = self.velocity * (1 - frametime * sv_friction);
937 // water acceleration
938 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
940 else if (time < self.ladder_time)
942 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
943 self.flags &~= FL_ONGROUND;
945 self.velocity = self.velocity * (1 - frametime * sv_friction);
946 makevectors(self.v_angle);
947 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
948 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
950 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
952 self.velocity_z = self.velocity_z + sv_gravity * frametime;
953 if (self.ladder_entity.classname == "func_water")
956 if (f > self.ladder_entity.speed)
957 wishvel = wishvel * (self.ladder_entity.speed / f);
959 self.watertype = self.ladder_entity.skin;
960 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
961 if ((self.origin_z + self.view_ofs_z) < f)
962 self.waterlevel = WATERLEVEL_SUBMERGED;
963 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
964 self.waterlevel = WATERLEVEL_SWIMMING;
965 else if ((self.origin_z + self.mins_z + 1) < f)
966 self.waterlevel = WATERLEVEL_WETFEET;
969 self.waterlevel = WATERLEVEL_NONE;
970 self.watertype = CONTENT_EMPTY;
974 wishdir = normalize(wishvel);
975 wishspeed = vlen(wishvel);
976 if (wishspeed > sv_maxspeed*maxspd_mod)
977 wishspeed = sv_maxspeed*maxspd_mod;
978 if (time >= self.teleport_time)
980 // water acceleration
981 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
984 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
986 //makevectors(self.v_angle_y * '0 1 0');
987 makevectors(self.v_angle);
988 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
989 // add remaining speed as Z component
990 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
992 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
993 // add the unused velocity as up component
996 // if(self.BUTTON_JUMP)
997 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
999 // it is now normalized, so...
1000 float a_side, a_up, a_add, a_diff;
1001 a_side = cvar("g_jetpack_acceleration_side");
1002 a_up = cvar("g_jetpack_acceleration_up");
1003 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1005 wishvel_x *= a_side;
1006 wishvel_y *= a_side;
1012 //////////////////////////////////////////////////////////////////////////////////////
1013 // finding the maximum over all vectors of above form
1014 // with wishvel having an absolute value of 1
1015 //////////////////////////////////////////////////////////////////////////////////////
1016 // we're finding the maximum over
1017 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1018 // for z in the range from -1 to 1
1019 //////////////////////////////////////////////////////////////////////////////////////
1020 // maximum is EITHER attained at the single extreme point:
1021 a_diff = a_side * a_side - a_up * a_up;
1024 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1025 if(f > -1 && f < 1) // can it be attained?
1027 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1028 //print("middle\n");
1031 // OR attained at z = 1:
1032 f = (a_up + a_add) * (a_up + a_add);
1038 // OR attained at z = -1:
1039 f = (a_up - a_add) * (a_up - a_add);
1043 //print("bottom\n");
1046 //////////////////////////////////////////////////////////////////////////////////////
1048 //print("best possible acceleration: ", ftos(best), "\n");
1051 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1052 if(wishvel_z - sv_gravity > 0)
1053 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1055 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1058 fvel = vlen(wishvel);
1061 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1063 fvel = min(1, vlen(wishvel) / best);
1064 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1065 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1069 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1071 if (f > 0 && wishvel != '0 0 0')
1073 self.velocity = self.velocity + wishvel * f * frametime;
1074 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1075 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1076 self.flags &~= FL_ONGROUND;
1077 self.items |= IT_USING_JETPACK;
1079 // jetpack also inhibits health regeneration, but only for 1 second
1080 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1083 else if (self.flags & FL_ONGROUND)
1085 // we get here if we ran out of ammo
1086 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1087 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1090 makevectors(self.v_angle_y * '0 1 0');
1091 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1093 if(!(self.lastflags & FL_ONGROUND))
1095 if(cvar("speedmeter"))
1096 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1097 if(self.lastground < time - 0.3)
1098 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1099 if(self.jumppadcount > 1)
1100 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1101 self.jumppadcount = 0;
1104 #ifdef LETS_TEST_FTEQCC
1105 if(self.velocity_x || self.velocity_y)
1123 if (f < sv_stopspeed)
1124 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1126 f = 1 - frametime * sv_friction;
1128 self.velocity = self.velocity * f;
1130 self.velocity = '0 0 0';
1134 wishdir = normalize(wishvel);
1135 wishspeed = vlen(wishvel);
1136 if (wishspeed > sv_maxspeed*maxspd_mod)
1137 wishspeed = sv_maxspeed*maxspd_mod;
1139 wishspeed = wishspeed * 0.5;
1140 if (time >= self.teleport_time)
1141 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1146 // we get here if we ran out of ammo
1147 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1148 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1152 maxairspd = sv_maxairspeed*maxspd_mod;
1153 airaccel = sv_airaccelerate*maxspd_mod;
1157 maxairspd = sv_maxairspeed;
1158 airaccel = sv_airaccelerate;
1161 makevectors(self.v_angle_y * '0 1 0');
1162 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1164 wishdir = normalize(wishvel);
1165 wishspeed = wishspeed0 = vlen(wishvel);
1166 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1167 wishspeed0 = sv_maxspeed*maxspd_mod;
1168 if (wishspeed > maxairspd)
1169 wishspeed = maxairspd;
1171 wishspeed = wishspeed * 0.5;
1172 if (time >= self.teleport_time)
1179 airaccelqw = self.stat_sv_airaccel_qw;
1180 accelerating = (self.velocity * wishdir > 0);
1181 wishspeed2 = wishspeed;
1184 if(sv_airstopaccelerate)
1185 if(self.velocity * wishdir < 0)
1186 airaccel = sv_airstopaccelerate*maxspd_mod;
1187 // note that for straight forward jumping:
1188 // step = accel * frametime * wishspeed0;
1189 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1191 // dv/dt = accel * maxspeed (when slow)
1192 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1193 // log dv/dt = logaccel + logmaxspeed (when slow)
1194 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1195 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1196 if(sv_maxairstrafespeed)
1197 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1198 if(sv_airstrafeaccelerate)
1199 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1200 if(self.stat_sv_airstrafeaccel_qw)
1201 airaccelqw = copysign(1-GeomLerp(1-fabs(self.stat_sv_airaccel_qw), strafity, 1-fabs(self.stat_sv_airstrafeaccel_qw)), ((strafity > 0.5) ? self.stat_sv_airstrafeaccel_qw : self.stat_sv_airaccel_qw));
1204 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1205 PM_AirAccelerate(wishdir, wishspeed);
1207 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1210 CPM_PM_Aircontrol(wishdir, wishspeed2);
1214 if((g_cts || g_race) && self.classname != "observer") {
1215 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1216 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1217 speedaward_holder = self.netname;
1218 speedaward_lastupdate = time;
1220 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1226 race_send_speedaward(MSG_ALL);
1227 speedaward_lastsent = speedaward_speed;
1228 if (speedaward_speed > speedaward_alltimebest) {
1229 speedaward_alltimebest = speedaward_speed;
1230 speedaward_alltimebest_holder = speedaward_holder;
1231 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1232 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1233 race_send_speedaward_alltimebest(MSG_ALL);
1238 if(self.flags & FL_ONGROUND)
1239 self.lastground = time;
1241 self.lastflags = self.flags;
1242 self.lastclassname = self.classname;