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;
40 When you press the jump key
43 void PlayerJump (void)
51 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
52 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
56 mjumpheight = cvar("sv_jumpvelocity");
57 if (self.waterlevel >= WATERLEVEL_SWIMMING)
59 if (self.watertype == CONTENT_WATER)
60 self.velocity_z = 200;
61 else if (self.watertype == CONTENT_SLIME)
70 if (!(self.flags & FL_ONGROUND))
74 if (!(self.flags & FL_JUMPRELEASED))
77 if(self.health <= g_bloodloss)
82 if(self.runes & RUNE_SPEED)
84 if(self.runes & CURSE_SLOW)
85 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
87 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
89 else if(self.runes & CURSE_SLOW)
91 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
95 if(g_minstagib && (self.items & IT_INVINCIBLE))
97 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
100 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
101 // velocity bounds. Final velocity is bound between (jumpheight *
102 // min + jumpheight) and (jumpheight * max + jumpheight);
104 if(cvar_string("sv_jumpspeedcap_min") != "")
108 minjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_min");
110 if (self.velocity_z < minjumpspeed)
111 mjumpheight += minjumpspeed - self.velocity_z;
114 if(cvar_string("sv_jumpspeedcap_max") != "")
116 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
117 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
119 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")))
123 maxjumpspeed = mjumpheight * cvar("sv_jumpspeedcap_max");
125 if (self.velocity_z > maxjumpspeed)
126 mjumpheight -= self.velocity_z - maxjumpspeed;
130 if(!(self.lastflags & FL_ONGROUND))
132 if(cvar("speedmeter"))
133 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
134 if(self.lastground < time - 0.3)
136 self.velocity_x *= (1 - cvar("sv_friction_on_land"));
137 self.velocity_y *= (1 - cvar("sv_friction_on_land"));
139 if(self.jumppadcount > 1)
140 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
141 self.jumppadcount = 0;
144 self.velocity_z = self.velocity_z + mjumpheight;
145 self.oldvelocity_z = self.velocity_z;
147 self.flags &~= FL_ONGROUND;
148 self.flags &~= FL_JUMPRELEASED;
151 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
153 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
156 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
158 self.restart_jump = -1; // restart jump anim next time
159 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
162 void CheckWaterJump()
164 local vector start, end;
166 // check for a jump-out-of-water
167 makevectors (self.angles);
169 start_z = start_z + 8;
171 normalize(v_forward);
172 end = start + v_forward*24;
173 traceline (start, end, TRUE, self);
174 if (trace_fraction < 1)
176 start_z = start_z + self.maxs_z - 8;
177 end = start + v_forward*24;
178 self.movedir = trace_plane_normal * -50;
179 traceline (start, end, TRUE, self);
180 if (trace_fraction == 1)
181 { // open at eye level
182 self.flags |= FL_WATERJUMP;
183 self.velocity_z = 225;
184 self.flags &~= FL_JUMPRELEASED;
185 self.teleport_time = time + 2; // safety net
191 float racecar_angle(float forward, float down)
193 float ret, angle_mult;
201 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
203 angle_mult = forward / (800 + forward);
206 return ret * angle_mult + 360 * (1 - angle_mult);
208 return ret * angle_mult;
211 void RaceCarPhysics()
213 // using this move type for "big rigs"
214 // the engine does not push the entity!
216 float accel, steer, f;
217 vector angles_save, rigvel;
219 angles_save = self.angles;
220 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
221 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
223 if(g_bugrigs_reverse_speeding)
227 // back accel is DIGITAL
228 // to prevent speedhack
238 makevectors(self.angles); // new forward direction!
240 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
242 float myspeed, upspeed, steerfactor, accelfactor;
244 myspeed = self.velocity * v_forward;
245 upspeed = self.velocity * v_up;
247 // responsiveness factor for steering and acceleration
248 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
249 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
251 if(myspeed < 0 && g_bugrigs_reverse_spinning)
252 steerfactor = -myspeed * g_bugrigs_steer;
254 steerfactor = -myspeed * f * g_bugrigs_steer;
256 if(myspeed < 0 && g_bugrigs_reverse_speeding)
257 accelfactor = g_bugrigs_accel;
259 accelfactor = f * g_bugrigs_accel;
260 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
266 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
270 if(!g_bugrigs_reverse_speeding)
271 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
278 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
282 if(g_bugrigs_reverse_stopping)
285 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
288 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
289 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
291 self.angles_y += steer * frametime * steerfactor; // apply steering
292 makevectors(self.angles); // new forward direction!
294 myspeed += accel * accelfactor * frametime;
296 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
300 myspeed = vlen(self.velocity);
302 // responsiveness factor for steering and acceleration
303 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
304 steerfactor = -myspeed * f;
305 self.angles_y += steer * frametime * steerfactor; // apply steering
307 rigvel = self.velocity;
308 makevectors(self.angles); // new forward direction!
311 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
312 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
313 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
314 //MAXIMA: solve(total_acceleration(v) = 0, v);
316 if(g_bugrigs_planar_movement)
318 vector rigvel_xy, neworigin, up;
321 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
325 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
328 mt = MOVE_NOMONSTERS;
330 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
331 up = trace_endpos - self.origin;
333 // BUG RIGS: align the move to the surface instead of doing collision testing
335 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
338 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
340 if(trace_fraction < 0.5)
343 neworigin = self.origin;
346 neworigin = trace_endpos;
348 if(trace_fraction < 1)
350 // now set angles_x so that the car points parallel to the surface
351 self.angles = vectoangles(
352 '1 0 0' * v_forward_x * trace_plane_normal_z
354 '0 1 0' * v_forward_y * trace_plane_normal_z
356 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
358 self.flags |= FL_ONGROUND;
362 // now set angles_x so that the car points forward, but is tilted in velocity direction
363 self.flags &~= FL_ONGROUND;
366 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
367 self.movetype = MOVETYPE_NOCLIP;
371 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
372 self.velocity = rigvel;
373 self.movetype = MOVETYPE_FLY;
377 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
378 if(trace_fraction != 1)
380 self.angles = vectoangles2(
381 '1 0 0' * v_forward_x * trace_plane_normal_z
383 '0 1 0' * v_forward_y * trace_plane_normal_z
385 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
393 vel_local_x = v_forward * self.velocity;
394 vel_local_y = v_right * self.velocity;
395 vel_local_z = v_up * self.velocity;
397 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
398 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
402 vector vf1, vu1, smoothangles;
403 makevectors(self.angles);
404 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
409 makevectors(angles_save);
410 vf1 = vf1 + v_forward * (1 - f);
411 vu1 = vu1 + v_up * (1 - f);
412 smoothangles = vectoangles2(vf1, vu1);
413 self.angles_x = -smoothangles_x;
414 self.angles_z = smoothangles_z;
417 float IsMoveInDirection(vector mv, float angle) // key mix factor
419 if(mv_x == 0 && mv_y == 0)
420 return 0; // avoid division by zero
421 angle -= RAD2DEG * atan2(mv_y, mv_x);
422 angle = remainder(angle, 360) / 45;
427 return 1 - fabs(angle);
430 float GeomLerp(float a, float lerp, float b)
446 return a * pow(fabs(b / a), lerp);
449 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
451 float zspeed, xyspeed, dot, k;
454 // this doesn't play well with analog input
455 if(self.movement_x == 0 || self.movement_y != 0)
456 return; // can't control movement if not moving forward or backward
459 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
464 k *= bound(0, wishspeed / sv_maxairspeed, 1);
466 zspeed = self.velocity_z;
468 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
470 dot = self.velocity * wishdir;
472 if(dot > 0) // we can't change direction while slowing down
474 k *= pow(dot, sv_aircontrol_power)*frametime;
475 xyspeed = max(0, xyspeed - sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
477 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
480 self.velocity = self.velocity * xyspeed;
481 self.velocity_z = zspeed;
484 float AdjustAirAccelQW(float accelqw, float factor)
486 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
489 // example config for alternate speed clamping:
490 // sv_airaccel_qw 0.8
491 // sv_airaccel_sideways_friction 0
492 // prvm_globalset server speedclamp_mode 1
494 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric, float speedlimit)
502 float vel_xy_current;
503 float vel_xy_backward, vel_xy_forward;
506 speedclamp = (accelqw < 0);
510 if(cvar("sv_gameplayfix_q2airaccelerate"))
511 wishspeed0 = wishspeed;
513 vel_straight = self.velocity * wishdir;
514 vel_z = self.velocity_z;
515 vel_xy = self.velocity - vel_z * '0 0 1';
516 vel_perpend = vel_xy - vel_straight * wishdir;
518 step = accel * frametime * wishspeed0;
520 vel_xy_current = vlen(vel_xy);
522 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
523 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
524 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
525 if(vel_xy_backward < 0)
526 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
528 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
530 if(sidefric < 0 && (vel_perpend*vel_perpend))
531 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
534 f = max(0, 1 + frametime * wishspeed * sidefric);
535 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
536 // this cannot be > 1
538 vel_perpend = vel_perpend * max(0, f);
541 fminimum = sqrt(fminimum);
542 vel_perpend = vel_perpend * max(fminimum, f);
546 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
548 vel_xy = vel_straight * wishdir + vel_perpend;
552 // ensure we don't get too fast or decelerate faster than we should
553 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
554 if(vel_xy_current > 0) // prevent division by zero
555 vel_xy = normalize(vel_xy) * vel_xy_current;
558 self.velocity = vel_xy + vel_z * '0 0 1';
561 void PM_AirAccelerate(vector wishdir, float wishspeed)
563 vector curvel, wishvel, acceldir, curdir;
564 float addspeed, accelspeed, curspeed, f;
570 curvel = self.velocity;
572 curspeed = vlen(curvel);
574 if(wishspeed > curspeed * 1.01)
576 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
580 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
581 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
583 wishvel = wishdir * wishspeed;
584 acceldir = wishvel - curvel;
585 addspeed = vlen(acceldir);
586 acceldir = normalize(acceldir);
588 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
590 if(sv_warsowbunny_backtosideratio < 1)
592 curdir = normalize(curvel);
593 dot = acceldir * curdir;
595 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
598 self.velocity += accelspeed * acceldir;
601 .vector movement_old;
604 .string lastclassname;
606 .float() PlayerPhysplug;
608 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
609 .float specialcommand_pos;
610 void SpecialCommand()
615 if(!CheatImpulse(99))
616 print("A hollow voice says \"Plugh\".\n");
620 float speedaward_speed;
621 string speedaward_holder;
622 void race_send_speedaward(float msg)
624 // send the best speed of the round
625 WriteByte(msg, SVC_TEMPENTITY);
626 WriteByte(msg, TE_CSQC_RACE);
627 WriteByte(msg, RACE_NET_SPEED_AWARD);
628 WriteInt24_t(msg, floor(speedaward_speed+0.5));
629 WriteString(msg, speedaward_holder);
632 float speedaward_alltimebest;
633 string speedaward_alltimebest_holder;
634 void race_send_speedaward_alltimebest(float msg)
636 // send the best speed
637 WriteByte(msg, SVC_TEMPENTITY);
638 WriteByte(msg, TE_CSQC_RACE);
639 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
640 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
641 WriteString(msg, speedaward_alltimebest_holder);
644 string GetMapname(void);
645 float speedaward_lastupdate;
646 float speedaward_lastsent;
647 void SV_PlayerPhysics()
649 local vector wishvel, wishdir, v;
650 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
653 float not_allowed_to_move;
656 // fix physics stats for g_movement_highspeed
657 self.stat_sv_airaccel_qw = AdjustAirAccelQW(sv_airaccel_qw, autocvar_g_movement_highspeed);
658 if(sv_airstrafeaccel_qw)
659 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(sv_airstrafeaccel_qw, autocvar_g_movement_highspeed);
661 self.stat_sv_airstrafeaccel_qw = 0;
662 self.stat_sv_airspeedlimit_nonqw = sv_airspeedlimit_nonqw * autocvar_g_movement_highspeed;
664 if(self.PlayerPhysplug)
665 if(self.PlayerPhysplug())
668 self.race_movetime_frac += frametime;
669 f = floor(self.race_movetime_frac);
670 self.race_movetime_frac -= f;
671 self.race_movetime_count += f;
672 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
676 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);
680 else if(buttons == 1)
682 else if(buttons == 2)
684 else if(buttons == 128)
686 else if(buttons == 256)
688 else if(buttons == 512)
690 else if(buttons == 1024)
695 if(c == substring(specialcommand, self.specialcommand_pos, 1))
697 self.specialcommand_pos += 1;
698 if(self.specialcommand_pos >= strlen(specialcommand))
700 self.specialcommand_pos = 0;
705 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
706 self.specialcommand_pos = 0;
708 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
710 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
711 self.parm_idlesince = time;
713 buttons_prev = self.buttons_old;
714 self.buttons_old = buttons;
715 self.movement_old = self.movement;
716 self.v_angle_old = self.v_angle;
718 if(time < self.nickspamtime)
719 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
721 // slight annoyance for nick change scripts
722 self.movement = -1 * self.movement;
723 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
725 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!
727 self.angles_x = random() * 360;
728 self.angles_y = random() * 360;
729 // at least I'm not forcing retardedview by also assigning to angles_z
734 if (self.punchangle != '0 0 0')
736 f = vlen(self.punchangle) - 10 * frametime;
738 self.punchangle = normalize(self.punchangle) * f;
740 self.punchangle = '0 0 0';
743 if (self.punchvector != '0 0 0')
745 f = vlen(self.punchvector) - 30 * frametime;
747 self.punchvector = normalize(self.punchvector) * f;
749 self.punchvector = '0 0 0';
752 if (clienttype(self) == CLIENTTYPE_BOT)
754 if(playerdemo_read())
759 MUTATOR_CALLHOOK(PlayerPhysics);
761 self.items &~= IT_USING_JETPACK;
763 if(self.classname == "player")
765 if(self.race_penalty)
766 if(time > self.race_penalty)
767 self.race_penalty = 0;
769 not_allowed_to_move = 0;
770 if(self.race_penalty)
771 not_allowed_to_move = 1;
772 if(!cvar("sv_ready_restart_after_countdown"))
773 if(time < game_starttime)
774 not_allowed_to_move = 1;
776 if(not_allowed_to_move)
778 self.velocity = '0 0 0';
779 self.movetype = MOVETYPE_NONE;
780 self.disableclientprediction = 2;
782 else if(self.disableclientprediction == 2)
784 if(self.movetype == MOVETYPE_NONE)
785 self.movetype = MOVETYPE_WALK;
786 self.disableclientprediction = 0;
790 if (self.movetype == MOVETYPE_NONE)
797 if(self.runes & RUNE_SPEED)
799 if(self.runes & CURSE_SLOW)
800 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
802 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
804 else if(self.runes & CURSE_SLOW)
806 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
810 if(g_minstagib && (self.items & IT_INVINCIBLE))
812 maxspd_mod = cvar("g_minstagib_speed_moverate");
815 if(g_nexball && self.ballcarried)
817 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
822 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
825 if(self.classname != "player")
827 maxspd_mod = cvar("sv_spectator_speed_multiplier");
828 if(!self.spectatorspeed)
829 self.spectatorspeed = maxspd_mod;
830 if(self.impulse && self.impulse <= 19)
832 if(self.lastclassname != "player")
834 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
835 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
836 else if(self.impulse == 11)
837 self.spectatorspeed = maxspd_mod;
838 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
839 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
840 else if(self.impulse >= 1 && self.impulse <= 9)
841 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
842 } // otherwise just clear
845 maxspd_mod = self.spectatorspeed;
848 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
849 if(self.speed != spd)
853 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
854 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
855 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
856 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
859 maxspd_mod *= swampspd_mod; // only one common speed modder please!
862 // if dead, behave differently
866 if (!self.fixangle && !g_bugrigs)
869 self.angles_y = self.v_angle_y;
873 if(self.flags & FL_ONGROUND)
878 if(self.waterlevel < WATERLEVEL_SWIMMING)
879 if(time >= self.ladder_time)
882 self.nextstep = time + 0.3 + random() * 0.1;
883 trace_dphitq3surfaceflags = 0;
884 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
885 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
887 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
888 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
890 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
898 if(self.classname == "player")
900 if (self.BUTTON_JUMP)
903 self.flags |= FL_JUMPRELEASED;
905 if (self.waterlevel == WATERLEVEL_SWIMMING)
909 if (self.flags & FL_WATERJUMP )
911 self.velocity_x = self.movedir_x;
912 self.velocity_y = self.movedir_y;
913 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
915 self.flags &~= FL_WATERJUMP;
916 self.teleport_time = 0;
919 else if (g_bugrigs && self.classname == "player")
923 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
925 // noclipping or flying
926 self.flags &~= FL_ONGROUND;
928 self.velocity = self.velocity * (1 - frametime * sv_friction);
929 makevectors(self.v_angle);
930 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
931 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
933 wishdir = normalize(wishvel);
934 wishspeed = vlen(wishvel);
935 if (wishspeed > sv_maxspeed*maxspd_mod)
936 wishspeed = sv_maxspeed*maxspd_mod;
937 if (time >= self.teleport_time)
938 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
940 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
943 self.flags &~= FL_ONGROUND;
945 makevectors(self.v_angle);
946 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
947 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
948 if (wishvel == '0 0 0')
949 wishvel = '0 0 -60'; // drift towards bottom
951 wishdir = normalize(wishvel);
952 wishspeed = vlen(wishvel);
953 if (wishspeed > sv_maxspeed*maxspd_mod)
954 wishspeed = sv_maxspeed*maxspd_mod;
955 wishspeed = wishspeed * 0.7;
958 self.velocity = self.velocity * (1 - frametime * sv_friction);
960 // water acceleration
961 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
963 else if (time < self.ladder_time)
965 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
966 self.flags &~= FL_ONGROUND;
968 self.velocity = self.velocity * (1 - frametime * sv_friction);
969 makevectors(self.v_angle);
970 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
971 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
973 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
975 self.velocity_z = self.velocity_z + sv_gravity * frametime;
976 if (self.ladder_entity.classname == "func_water")
979 if (f > self.ladder_entity.speed)
980 wishvel = wishvel * (self.ladder_entity.speed / f);
982 self.watertype = self.ladder_entity.skin;
983 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
984 if ((self.origin_z + self.view_ofs_z) < f)
985 self.waterlevel = WATERLEVEL_SUBMERGED;
986 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
987 self.waterlevel = WATERLEVEL_SWIMMING;
988 else if ((self.origin_z + self.mins_z + 1) < f)
989 self.waterlevel = WATERLEVEL_WETFEET;
992 self.waterlevel = WATERLEVEL_NONE;
993 self.watertype = CONTENT_EMPTY;
997 wishdir = normalize(wishvel);
998 wishspeed = vlen(wishvel);
999 if (wishspeed > sv_maxspeed*maxspd_mod)
1000 wishspeed = sv_maxspeed*maxspd_mod;
1001 if (time >= self.teleport_time)
1003 // water acceleration
1004 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1007 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
1009 //makevectors(self.v_angle_y * '0 1 0');
1010 makevectors(self.v_angle);
1011 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1012 // add remaining speed as Z component
1013 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
1014 // fix speedhacks :P
1015 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1016 // add the unused velocity as up component
1019 // if(self.BUTTON_JUMP)
1020 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1022 // it is now normalized, so...
1023 float a_side, a_up, a_add, a_diff;
1024 a_side = cvar("g_jetpack_acceleration_side");
1025 a_up = cvar("g_jetpack_acceleration_up");
1026 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1028 wishvel_x *= a_side;
1029 wishvel_y *= a_side;
1035 //////////////////////////////////////////////////////////////////////////////////////
1036 // finding the maximum over all vectors of above form
1037 // with wishvel having an absolute value of 1
1038 //////////////////////////////////////////////////////////////////////////////////////
1039 // we're finding the maximum over
1040 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1041 // for z in the range from -1 to 1
1042 //////////////////////////////////////////////////////////////////////////////////////
1043 // maximum is EITHER attained at the single extreme point:
1044 a_diff = a_side * a_side - a_up * a_up;
1047 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1048 if(f > -1 && f < 1) // can it be attained?
1050 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1051 //print("middle\n");
1054 // OR attained at z = 1:
1055 f = (a_up + a_add) * (a_up + a_add);
1061 // OR attained at z = -1:
1062 f = (a_up - a_add) * (a_up - a_add);
1066 //print("bottom\n");
1069 //////////////////////////////////////////////////////////////////////////////////////
1071 //print("best possible acceleration: ", ftos(best), "\n");
1074 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1075 if(wishvel_z - sv_gravity > 0)
1076 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1078 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1081 fvel = vlen(wishvel);
1084 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1086 fvel = min(1, vlen(wishvel) / best);
1087 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1088 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1092 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1094 if (f > 0 && wishvel != '0 0 0')
1096 self.velocity = self.velocity + wishvel * f * frametime;
1097 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1098 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1099 self.flags &~= FL_ONGROUND;
1100 self.items |= IT_USING_JETPACK;
1102 // jetpack also inhibits health regeneration, but only for 1 second
1103 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1106 else if (self.flags & FL_ONGROUND)
1108 // we get here if we ran out of ammo
1109 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1110 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1113 makevectors(self.v_angle_y * '0 1 0');
1114 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1116 if(!(self.lastflags & FL_ONGROUND))
1118 if(cvar("speedmeter"))
1119 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1120 if(self.lastground < time - 0.3)
1121 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1122 if(self.jumppadcount > 1)
1123 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1124 self.jumppadcount = 0;
1127 #ifdef LETS_TEST_FTEQCC
1128 if(self.velocity_x || self.velocity_y)
1146 if (f < sv_stopspeed)
1147 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1149 f = 1 - frametime * sv_friction;
1151 self.velocity = self.velocity * f;
1153 self.velocity = '0 0 0';
1157 wishdir = normalize(wishvel);
1158 wishspeed = vlen(wishvel);
1159 if (wishspeed > sv_maxspeed*maxspd_mod)
1160 wishspeed = sv_maxspeed*maxspd_mod;
1162 wishspeed = wishspeed * 0.5;
1163 if (time >= self.teleport_time)
1164 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0, 0);
1169 // we get here if we ran out of ammo
1170 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1171 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1175 maxairspd = sv_maxairspeed*maxspd_mod;
1176 airaccel = sv_airaccelerate*maxspd_mod;
1180 maxairspd = sv_maxairspeed;
1181 airaccel = sv_airaccelerate;
1184 makevectors(self.v_angle_y * '0 1 0');
1185 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1187 wishdir = normalize(wishvel);
1188 wishspeed = wishspeed0 = vlen(wishvel);
1189 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1190 wishspeed0 = sv_maxspeed*maxspd_mod;
1191 if (wishspeed > maxairspd)
1192 wishspeed = maxairspd;
1194 wishspeed = wishspeed * 0.5;
1195 if (time >= self.teleport_time)
1202 airaccelqw = self.stat_sv_airaccel_qw;
1203 accelerating = (self.velocity * wishdir > 0);
1204 wishspeed2 = wishspeed;
1207 if(sv_airstopaccelerate)
1210 curdir = self.velocity;
1212 curdir = normalize(curdir);
1213 airaccel = airaccel + (sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1215 // note that for straight forward jumping:
1216 // step = accel * frametime * wishspeed0;
1217 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1219 // dv/dt = accel * maxspeed (when slow)
1220 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1221 // log dv/dt = logaccel + logmaxspeed (when slow)
1222 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1223 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1224 if(sv_maxairstrafespeed)
1225 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1226 if(sv_airstrafeaccelerate)
1227 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1228 if(self.stat_sv_airstrafeaccel_qw)
1229 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));
1232 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1233 PM_AirAccelerate(wishdir, wishspeed);
1235 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1238 CPM_PM_Aircontrol(wishdir, wishspeed2);
1242 if((g_cts || g_race) && self.classname != "observer") {
1243 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1244 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1245 speedaward_holder = self.netname;
1246 speedaward_lastupdate = time;
1248 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1254 race_send_speedaward(MSG_ALL);
1255 speedaward_lastsent = speedaward_speed;
1256 if (speedaward_speed > speedaward_alltimebest) {
1257 speedaward_alltimebest = speedaward_speed;
1258 speedaward_alltimebest_holder = speedaward_holder;
1259 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1260 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1261 race_send_speedaward_alltimebest(MSG_ALL);
1266 if(self.flags & FL_ONGROUND)
1267 self.lastground = time;
1269 self.lastflags = self.flags;
1270 self.lastclassname = self.classname;