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_aircontrol_penalty;
20 float sv_warsowbunny_airforwardaccel;
21 float sv_warsowbunny_accel;
22 float sv_warsowbunny_topspeed;
23 float sv_warsowbunny_turnaccel;
24 float sv_warsowbunny_backtosideratio;
25 float sv_airspeedlimit_nonqw;
28 .entity ladder_entity;
30 .float swamp_slowdown;
34 .float spectatorspeed;
36 .float multijump_count;
37 .float multijump_delay;
38 .float multijump_ready;
44 When you press the jump key
47 void PlayerJump (void)
55 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
56 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
60 mjumpheight = cvar("sv_jumpvelocity");
61 if (self.waterlevel >= WATERLEVEL_SWIMMING)
63 if (self.watertype == CONTENT_WATER)
64 self.velocity_z = 200;
65 else if (self.watertype == CONTENT_SLIME)
73 if (cvar("g_multijump"))
75 if ((self.flags & FL_JUMPRELEASED) && !(self.flags & FL_ONGROUND))
76 self.multijump_ready = TRUE; // this is necessary to check that we released the jump button and pressed it again
77 else if (self.flags & FL_ONGROUND)
79 if (cvar("g_multijump") > 0)
80 self.multijump_count = 0;
82 self.multijump_count = -2; // the cvar value for infinite jumps is -1, so this needs to be smaller
83 self.multijump_ready = FALSE;
87 if(self.multijump_ready && time > self.multijump_delay && self.multijump_count < cvar("g_multijump") && self.velocity_z > cvar("g_multijump_speed"))
89 if (cvar("g_multijump") > 0)
91 if (cvar("g_multijump_add") == 0) // in this case we make the z velocity == jumpvelocity
94 local vector wishvel, wishdir;
95 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
96 wishdir = normalize(wishvel);
97 if(wishdir_x != 0 && wishdir_y != 0) // don't remove all speed if player isnt pressing any movement keys
98 self.velocity = ('1 0 0' * wishdir_x + '0 1 0' * wishdir_y) * vlen(self.velocity); // allow "dodging" at a multijump
100 self.multijump_count += 1;
102 self.multijump_ready = FALSE; // require releasing and pressing the jump button again for the next jump
104 else if (!doublejump)
105 if (!(self.flags & FL_ONGROUND))
109 if (!(self.flags & FL_JUMPRELEASED))
112 if(self.health <= g_bloodloss)
117 if(self.runes & RUNE_SPEED)
119 if(self.runes & CURSE_SLOW)
120 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
122 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
124 else if(self.runes & CURSE_SLOW)
126 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
130 if(g_minstagib && (self.items & IT_INVINCIBLE))
132 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
135 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
136 // velocity bounds. Final velocity is bound between (jumpheight *
137 // min + jumpheight) and (jumpheight * max + jumpheight);
139 if(cvar_string("sv_jumpspeedcap_min") != "")
143 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
145 if (self.velocity_z < minjumpspeed)
146 mjumpheight += minjumpspeed - self.velocity_z;
149 if(cvar_string("sv_jumpspeedcap_max") != "")
151 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
152 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
154 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
158 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
160 if (self.velocity_z > maxjumpspeed)
161 mjumpheight -= self.velocity_z - maxjumpspeed;
165 if(!(self.lastflags & FL_ONGROUND))
167 if(cvar("speedmeter"))
168 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
169 if(self.lastground < time - 0.3)
171 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
172 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
174 if(self.jumppadcount > 1)
175 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
176 self.jumppadcount = 0;
179 self.velocity_z = self.velocity_z + mjumpheight;
180 self.oldvelocity_z = self.velocity_z;
182 self.flags &~= FL_ONGROUND;
183 self.flags &~= FL_JUMPRELEASED;
185 if (cvar("g_multijump"))
186 self.multijump_delay = time + cvar("g_multijump_delay");
189 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
191 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
194 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
196 self.restart_jump = -1; // restart jump anim next time
197 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
200 void CheckWaterJump()
202 local vector start, end;
204 // check for a jump-out-of-water
205 makevectors (self.angles);
207 start_z = start_z + 8;
209 normalize(v_forward);
210 end = start + v_forward*24;
211 traceline (start, end, TRUE, self);
212 if (trace_fraction < 1)
214 start_z = start_z + self.maxs_z - 8;
215 end = start + v_forward*24;
216 self.movedir = trace_plane_normal * -50;
217 traceline (start, end, TRUE, self);
218 if (trace_fraction == 1)
219 { // open at eye level
220 self.flags |= FL_WATERJUMP;
221 self.velocity_z = 225;
222 self.flags &~= FL_JUMPRELEASED;
223 self.teleport_time = time + 2; // safety net
229 float racecar_angle(float forward, float down)
231 float ret, angle_mult;
239 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
241 angle_mult = forward / (800 + forward);
244 return ret * angle_mult + 360 * (1 - angle_mult);
246 return ret * angle_mult;
249 void RaceCarPhysics()
251 // using this move type for "big rigs"
252 // the engine does not push the entity!
254 float accel, steer, f;
255 vector angles_save, rigvel;
257 angles_save = self.angles;
258 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
259 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
261 if(g_bugrigs_reverse_speeding)
265 // back accel is DIGITAL
266 // to prevent speedhack
276 makevectors(self.angles); // new forward direction!
278 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
280 float myspeed, upspeed, steerfactor, accelfactor;
282 myspeed = self.velocity * v_forward;
283 upspeed = self.velocity * v_up;
285 // responsiveness factor for steering and acceleration
286 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
287 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
289 if(myspeed < 0 && g_bugrigs_reverse_spinning)
290 steerfactor = -myspeed * g_bugrigs_steer;
292 steerfactor = -myspeed * f * g_bugrigs_steer;
294 if(myspeed < 0 && g_bugrigs_reverse_speeding)
295 accelfactor = g_bugrigs_accel;
297 accelfactor = f * g_bugrigs_accel;
298 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
304 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
308 if(!g_bugrigs_reverse_speeding)
309 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
316 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
320 if(g_bugrigs_reverse_stopping)
323 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
326 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
327 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
329 self.angles_y += steer * frametime * steerfactor; // apply steering
330 makevectors(self.angles); // new forward direction!
332 myspeed += accel * accelfactor * frametime;
334 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
338 myspeed = vlen(self.velocity);
340 // responsiveness factor for steering and acceleration
341 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
342 steerfactor = -myspeed * f;
343 self.angles_y += steer * frametime * steerfactor; // apply steering
345 rigvel = self.velocity;
346 makevectors(self.angles); // new forward direction!
349 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
350 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
351 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
352 //MAXIMA: solve(total_acceleration(v) = 0, v);
354 if(g_bugrigs_planar_movement)
356 vector rigvel_xy, neworigin, up;
359 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
363 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
366 mt = MOVE_NOMONSTERS;
368 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
369 up = trace_endpos - self.origin;
371 // BUG RIGS: align the move to the surface instead of doing collision testing
373 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
376 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
378 if(trace_fraction < 0.5)
381 neworigin = self.origin;
384 neworigin = trace_endpos;
386 if(trace_fraction < 1)
388 // now set angles_x so that the car points parallel to the surface
389 self.angles = vectoangles(
390 '1 0 0' * v_forward_x * trace_plane_normal_z
392 '0 1 0' * v_forward_y * trace_plane_normal_z
394 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
396 self.flags |= FL_ONGROUND;
400 // now set angles_x so that the car points forward, but is tilted in velocity direction
401 self.flags &~= FL_ONGROUND;
404 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
405 self.movetype = MOVETYPE_NOCLIP;
409 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
410 self.velocity = rigvel;
411 self.movetype = MOVETYPE_FLY;
415 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
416 if(trace_fraction != 1)
418 self.angles = vectoangles2(
419 '1 0 0' * v_forward_x * trace_plane_normal_z
421 '0 1 0' * v_forward_y * trace_plane_normal_z
423 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
431 vel_local_x = v_forward * self.velocity;
432 vel_local_y = v_right * self.velocity;
433 vel_local_z = v_up * self.velocity;
435 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
436 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
440 vector vf1, vu1, smoothangles;
441 makevectors(self.angles);
442 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
447 makevectors(angles_save);
448 vf1 = vf1 + v_forward * (1 - f);
449 vu1 = vu1 + v_up * (1 - f);
450 smoothangles = vectoangles2(vf1, vu1);
451 self.angles_x = -smoothangles_x;
452 self.angles_z = smoothangles_z;
455 float IsMoveInDirection(vector mv, float angle) // key mix factor
457 if(mv_x == 0 && mv_y == 0)
458 return 0; // avoid division by zero
459 angle -= RAD2DEG * atan2(mv_y, mv_x);
460 angle = remainder(angle, 360) / 45;
465 return 1 - fabs(angle);
468 float GeomLerp(float a, float lerp, float b)
484 return a * pow(fabs(b / a), lerp);
487 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
489 float zspeed, xyspeed, dot, k;
492 // this doesn't play well with analog input
493 if(self.movement_x == 0 || self.movement_y != 0)
494 return; // can't control movement if not moving forward or backward
497 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
502 k *= bound(0, wishspeed / sv_maxairspeed, 1);
504 zspeed = self.velocity_z;
506 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
508 dot = self.velocity * wishdir;
510 if(dot > 0) // we can't change direction while slowing down
512 k *= pow(dot, sv_aircontrol_power)*frametime;
513 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
515 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
518 self.velocity = self.velocity * xyspeed;
519 self.velocity_z = zspeed;
522 float AdjustAirAccelQW(float accelqw, float factor)
524 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
527 // example config for alternate speed clamping:
528 // sv_airaccel_qw 0.8
529 // sv_airaccel_sideways_friction 0
530 // prvm_globalset server speedclamp_mode 1
532 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
540 float vel_xy_current;
541 float vel_xy_backward, vel_xy_forward;
544 speedclamp = (accelqw < 0);
548 if(cvar("sv_gameplayfix_q2airaccelerate"))
549 wishspeed0 = wishspeed;
551 vel_straight = self.velocity * wishdir;
552 vel_z = self.velocity_z;
553 vel_xy = self.velocity - vel_z * '0 0 1';
554 vel_perpend = vel_xy - vel_straight * wishdir;
556 step = accel * frametime * wishspeed0;
558 vel_xy_current = vlen(vel_xy);
560 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
561 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
562 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
563 if(vel_xy_backward < 0)
564 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
566 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
568 if(sidefric < 0 && (vel_perpend*vel_perpend))
569 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
572 f = max(0, 1 + frametime * wishspeed * sidefric);
573 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
574 // this cannot be > 1
576 vel_perpend = vel_perpend * max(0, f);
579 fminimum = sqrt(fminimum);
580 vel_perpend = vel_perpend * max(fminimum, f);
584 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
586 vel_xy = vel_straight * wishdir + vel_perpend;
590 // ensure we don't get too fast or decelerate faster than we should
591 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
592 if(vel_xy_current > 0) // prevent division by zero
593 vel_xy = normalize(vel_xy) * vel_xy_current;
596 self.velocity = vel_xy + vel_z * '0 0 1';
599 void PM_AirAccelerate(vector wishdir, float wishspeed)
601 vector curvel, wishvel, acceldir, curdir;
602 float addspeed, accelspeed, curspeed, f;
608 curvel = self.velocity;
610 curspeed = vlen(curvel);
612 if(wishspeed > curspeed * 1.01)
614 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
618 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
619 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
621 wishvel = wishdir * wishspeed;
622 acceldir = wishvel - curvel;
623 addspeed = vlen(acceldir);
624 acceldir = normalize(acceldir);
626 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
628 if(sv_warsowbunny_backtosideratio < 1)
630 curdir = normalize(curvel);
631 dot = acceldir * curdir;
633 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
636 self.velocity += accelspeed * acceldir;
639 .vector movement_old;
642 .string lastclassname;
644 .float() PlayerPhysplug;
646 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
647 .float specialcommand_pos;
648 void SpecialCommand()
653 if(!CheatImpulse(99))
654 print("A hollow voice says \"Plugh\".\n");
658 float speedaward_speed;
659 string speedaward_holder;
660 void race_send_speedaward(float msg)
662 // send the best speed of the round
663 WriteByte(msg, SVC_TEMPENTITY);
664 WriteByte(msg, TE_CSQC_RACE);
665 WriteByte(msg, RACE_NET_SPEED_AWARD);
666 WriteInt24_t(msg, floor(speedaward_speed+0.5));
667 WriteString(msg, speedaward_holder);
670 float speedaward_alltimebest;
671 string speedaward_alltimebest_holder;
672 void race_send_speedaward_alltimebest(float msg)
674 // send the best speed
675 WriteByte(msg, SVC_TEMPENTITY);
676 WriteByte(msg, TE_CSQC_RACE);
677 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
678 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
679 WriteString(msg, speedaward_alltimebest_holder);
682 string GetMapname(void);
683 float speedaward_lastupdate;
684 float speedaward_lastsent;
685 void SV_PlayerPhysics()
687 local vector wishvel, wishdir, v;
688 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
691 float not_allowed_to_move;
694 // fix physics stats for g_movement_highspeed
695 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
696 if(sv_airstrafeaccel_qw)
697 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
699 self.stat_sv_airstrafeaccel_qw = 0;
700 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
702 if(self.PlayerPhysplug)
703 if(self.PlayerPhysplug())
706 self.race_movetime_frac += frametime;
707 f = floor(self.race_movetime_frac);
708 self.race_movetime_frac -= f;
709 self.race_movetime_count += f;
710 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
714 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);
718 else if(buttons == 1)
720 else if(buttons == 2)
722 else if(buttons == 128)
724 else if(buttons == 256)
726 else if(buttons == 512)
728 else if(buttons == 1024)
733 if(c == substring(specialcommand, self.specialcommand_pos, 1))
735 self.specialcommand_pos += 1;
736 if(self.specialcommand_pos >= strlen(specialcommand))
738 self.specialcommand_pos = 0;
743 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
744 self.specialcommand_pos = 0;
746 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
748 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
749 self.parm_idlesince = time;
751 buttons_prev = self.buttons_old;
752 self.buttons_old = buttons;
753 self.movement_old = self.movement;
754 self.v_angle_old = self.v_angle;
756 if(time < self.nickspamtime)
757 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
759 // slight annoyance for nick change scripts
760 self.movement = -1 * self.movement;
761 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
763 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!
765 self.angles_x = random() * 360;
766 self.angles_y = random() * 360;
767 // at least I'm not forcing retardedview by also assigning to angles_z
772 if (self.punchangle != '0 0 0')
774 f = vlen(self.punchangle) - 10 * frametime;
776 self.punchangle = normalize(self.punchangle) * f;
778 self.punchangle = '0 0 0';
781 if (self.punchvector != '0 0 0')
783 f = vlen(self.punchvector) - 30 * frametime;
785 self.punchvector = normalize(self.punchvector) * f;
787 self.punchvector = '0 0 0';
790 if (clienttype(self) == CLIENTTYPE_BOT)
792 if(playerdemo_read())
797 MUTATOR_CALLHOOK(PlayerPhysics);
799 self.items &~= IT_USING_JETPACK;
801 if(self.classname == "player")
803 if(self.race_penalty)
804 if(time > self.race_penalty)
805 self.race_penalty = 0;
807 not_allowed_to_move = 0;
808 if(self.race_penalty)
809 not_allowed_to_move = 1;
810 if(!cvar("sv_ready_restart_after_countdown"))
811 if(time < game_starttime)
812 not_allowed_to_move = 1;
814 if(not_allowed_to_move)
816 self.velocity = '0 0 0';
817 self.movetype = MOVETYPE_NONE;
818 self.disableclientprediction = 2;
820 else if(self.disableclientprediction == 2)
822 if(self.movetype == MOVETYPE_NONE)
823 self.movetype = MOVETYPE_WALK;
824 self.disableclientprediction = 0;
828 if (self.movetype == MOVETYPE_NONE)
835 if(self.runes & RUNE_SPEED)
837 if(self.runes & CURSE_SLOW)
838 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
840 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
842 else if(self.runes & CURSE_SLOW)
844 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
848 if(g_minstagib && (self.items & IT_INVINCIBLE))
850 maxspd_mod = cvar("g_minstagib_speed_moverate");
853 if(g_nexball && self.ballcarried)
855 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
860 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
863 if(self.classname != "player")
865 maxspd_mod = cvar("sv_spectator_speed_multiplier");
866 if(!self.spectatorspeed)
867 self.spectatorspeed = maxspd_mod;
868 if(self.impulse && self.impulse <= 19)
870 if(self.lastclassname != "player")
872 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
873 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
874 else if(self.impulse == 11)
875 self.spectatorspeed = maxspd_mod;
876 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
877 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
878 else if(self.impulse >= 1 && self.impulse <= 9)
879 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
880 } // otherwise just clear
883 maxspd_mod = self.spectatorspeed;
886 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
887 if(self.speed != spd)
891 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
892 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
893 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
894 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
897 maxspd_mod *= swampspd_mod; // only one common speed modder please!
900 // if dead, behave differently
904 if (!self.fixangle && !g_bugrigs)
907 self.angles_y = self.v_angle_y;
911 if(self.flags & FL_ONGROUND)
916 if(self.waterlevel < WATERLEVEL_SWIMMING)
917 if(time >= self.ladder_time)
920 self.nextstep = time + 0.3 + random() * 0.1;
921 trace_dphitq3surfaceflags = 0;
922 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
923 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
925 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
926 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
928 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
936 if(self.classname == "player")
938 if (self.BUTTON_JUMP)
941 self.flags |= FL_JUMPRELEASED;
943 if (self.waterlevel == WATERLEVEL_SWIMMING)
947 if (self.flags & FL_WATERJUMP )
949 self.velocity_x = self.movedir_x;
950 self.velocity_y = self.movedir_y;
951 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
953 self.flags &~= FL_WATERJUMP;
954 self.teleport_time = 0;
957 else if (g_bugrigs && self.classname == "player")
961 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
963 // noclipping or flying
964 self.flags &~= FL_ONGROUND;
966 self.velocity = self.velocity * (1 - frametime * sv_friction);
967 makevectors(self.v_angle);
968 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
969 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
971 wishdir = normalize(wishvel);
972 wishspeed = vlen(wishvel);
973 if (wishspeed > sv_maxspeed*maxspd_mod)
974 wishspeed = sv_maxspeed*maxspd_mod;
975 if (time >= self.teleport_time)
976 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
978 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
981 self.flags &~= FL_ONGROUND;
983 makevectors(self.v_angle);
984 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
985 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
986 if (wishvel == '0 0 0')
987 wishvel = '0 0 -60'; // drift towards bottom
989 wishdir = normalize(wishvel);
990 wishspeed = vlen(wishvel);
991 if (wishspeed > sv_maxspeed*maxspd_mod)
992 wishspeed = sv_maxspeed*maxspd_mod;
993 wishspeed = wishspeed * 0.7;
996 self.velocity = self.velocity * (1 - frametime * sv_friction);
998 // water acceleration
999 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1001 else if (time < self.ladder_time)
1003 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1004 self.flags &~= FL_ONGROUND;
1006 self.velocity = self.velocity * (1 - frametime * sv_friction);
1007 makevectors(self.v_angle);
1008 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1009 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1011 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
1013 self.velocity_z = self.velocity_z + sv_gravity * frametime;
1014 if (self.ladder_entity.classname == "func_water")
1017 if (f > self.ladder_entity.speed)
1018 wishvel = wishvel * (self.ladder_entity.speed / f);
1020 self.watertype = self.ladder_entity.skin;
1021 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1022 if ((self.origin_z + self.view_ofs_z) < f)
1023 self.waterlevel = WATERLEVEL_SUBMERGED;
1024 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1025 self.waterlevel = WATERLEVEL_SWIMMING;
1026 else if ((self.origin_z + self.mins_z + 1) < f)
1027 self.waterlevel = WATERLEVEL_WETFEET;
1030 self.waterlevel = WATERLEVEL_NONE;
1031 self.watertype = CONTENT_EMPTY;
1035 wishdir = normalize(wishvel);
1036 wishspeed = vlen(wishvel);
1037 if (wishspeed > sv_maxspeed*maxspd_mod)
1038 wishspeed = sv_maxspeed*maxspd_mod;
1039 if (time >= self.teleport_time)
1041 // water acceleration
1042 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1045 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1047 //makevectors(self.v_angle_y * '0 1 0');
1048 makevectors(self.v_angle);
1049 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1050 // add remaining speed as Z component
1051 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1052 // fix speedhacks :P
1053 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1054 // add the unused velocity as up component
1057 // if(self.BUTTON_JUMP)
1058 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1060 // it is now normalized, so...
1061 float a_side, a_up, a_add, a_diff;
1062 a_side = cvar("g_jetpack_acceleration_side");
1063 a_up = cvar("g_jetpack_acceleration_up");
1064 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1066 wishvel_x *= a_side;
1067 wishvel_y *= a_side;
1073 //////////////////////////////////////////////////////////////////////////////////////
1074 // finding the maximum over all vectors of above form
1075 // with wishvel having an absolute value of 1
1076 //////////////////////////////////////////////////////////////////////////////////////
1077 // we're finding the maximum over
1078 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1079 // for z in the range from -1 to 1
1080 //////////////////////////////////////////////////////////////////////////////////////
1081 // maximum is EITHER attained at the single extreme point:
1082 a_diff = a_side * a_side - a_up * a_up;
1085 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1086 if(f > -1 && f < 1) // can it be attained?
1088 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1089 //print("middle\n");
1092 // OR attained at z = 1:
1093 f = (a_up + a_add) * (a_up + a_add);
1099 // OR attained at z = -1:
1100 f = (a_up - a_add) * (a_up - a_add);
1104 //print("bottom\n");
1107 //////////////////////////////////////////////////////////////////////////////////////
1109 //print("best possible acceleration: ", ftos(best), "\n");
1112 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1113 if(wishvel_z - sv_gravity > 0)
1114 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1116 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1119 fvel = vlen(wishvel);
1122 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1124 fvel = min(1, vlen(wishvel) / best);
1125 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1126 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1130 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1132 if (f > 0 && wishvel != '0 0 0')
1134 self.velocity = self.velocity + wishvel * f * frametime;
1135 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1136 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1137 self.flags &~= FL_ONGROUND;
1138 self.items |= IT_USING_JETPACK;
1140 // jetpack also inhibits health regeneration, but only for 1 second
1141 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1144 else if (self.flags & FL_ONGROUND)
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");
1151 makevectors(self.v_angle_y * '0 1 0');
1152 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1154 if(!(self.lastflags & FL_ONGROUND))
1156 if(cvar("speedmeter"))
1157 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1158 if(self.lastground < time - 0.3)
1159 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1160 if(self.jumppadcount > 1)
1161 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1162 self.jumppadcount = 0;
1165 #ifdef LETS_TEST_FTEQCC
1166 if(self.velocity_x || self.velocity_y)
1184 if (f < sv_stopspeed)
1185 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1187 f = 1 - frametime * sv_friction;
1189 self.velocity = self.velocity * f;
1191 self.velocity = '0 0 0';
1195 wishdir = normalize(wishvel);
1196 wishspeed = vlen(wishvel);
1197 if (wishspeed > sv_maxspeed*maxspd_mod)
1198 wishspeed = sv_maxspeed*maxspd_mod;
1200 wishspeed = wishspeed * 0.5;
1201 if (time >= self.teleport_time)
1202 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1207 // we get here if we ran out of ammo
1208 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1209 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1213 maxairspd = sv_maxairspeed*maxspd_mod;
1214 airaccel = sv_airaccelerate*maxspd_mod;
1218 maxairspd = sv_maxairspeed;
1219 airaccel = sv_airaccelerate;
1222 makevectors(self.v_angle_y * '0 1 0');
1223 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1225 wishdir = normalize(wishvel);
1226 wishspeed = wishspeed0 = vlen(wishvel);
1227 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1228 wishspeed0 = sv_maxspeed*maxspd_mod;
1229 if (wishspeed > maxairspd)
1230 wishspeed = maxairspd;
1232 wishspeed = wishspeed * 0.5;
1233 if (time >= self.teleport_time)
1240 airaccelqw = self.stat_sv_airaccel_qw;
1241 accelerating = (self.velocity * wishdir > 0);
1242 wishspeed2 = wishspeed;
1245 if(sv_airstopaccelerate)
1248 curdir = self.velocity;
1250 curdir = normalize(curdir);
1251 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1253 // note that for straight forward jumping:
1254 // step = accel * frametime * wishspeed0;
1255 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1257 // dv/dt = accel * maxspeed (when slow)
1258 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1259 // log dv/dt = logaccel + logmaxspeed (when slow)
1260 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1261 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1262 if(sv_maxairstrafespeed)
1263 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1264 if(sv_airstrafeaccelerate)
1265 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1266 if(self.stat_sv_airstrafeaccel_qw)
1267 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));
1270 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1271 PM_AirAccelerate(wishdir, wishspeed);
1273 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1276 CPM_PM_Aircontrol(wishdir, wishspeed2);
1280 if((g_cts || g_race) && self.classname != "observer") {
1281 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1282 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1283 speedaward_holder = self.netname;
1284 speedaward_lastupdate = time;
1286 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1292 race_send_speedaward(MSG_ALL);
1293 speedaward_lastsent = speedaward_speed;
1294 if (speedaward_speed > speedaward_alltimebest) {
1295 speedaward_alltimebest = speedaward_speed;
1296 speedaward_alltimebest_holder = speedaward_holder;
1297 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1298 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1299 race_send_speedaward_alltimebest(MSG_ALL);
1304 if(self.flags & FL_ONGROUND)
1305 self.lastground = time;
1307 self.lastflags = self.flags;
1308 self.lastclassname = self.classname;