11 .float spectatorspeed;
17 When you press the jump key
18 returns TRUE if handled
21 float PlayerJump (void)
24 return TRUE; // no jumping in freezetag when frozen
26 if(self.player_blocked)
27 return TRUE; // no jumping while blocked
29 float doublejump = FALSE;
30 float mjumpheight = autocvar_sv_jumpvelocity;
32 player_multijump = doublejump;
33 player_jumpheight = mjumpheight;
34 if(MUTATOR_CALLHOOK(PlayerJump))
37 doublejump = player_multijump;
38 mjumpheight = player_jumpheight;
40 if (autocvar_sv_doublejump)
42 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
43 if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
47 // we MUST clip velocity here!
49 f = self.velocity * trace_plane_normal;
51 self.velocity -= f * trace_plane_normal;
55 if (self.waterlevel >= WATERLEVEL_SWIMMING)
57 self.velocity_z = self.stat_sv_maxspeed * 0.7;
62 if (!(self.flags & FL_ONGROUND))
63 return !(self.flags & FL_JUMPRELEASED);
65 if(self.cvar_cl_movement_track_canjump)
66 if (!(self.flags & FL_JUMPRELEASED))
69 // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
70 // velocity bounds. Final velocity is bound between (jumpheight *
71 // min + jumpheight) and (jumpheight * max + jumpheight);
73 if(autocvar_sv_jumpspeedcap_min != "")
77 minjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_min);
79 if (self.velocity_z < minjumpspeed)
80 mjumpheight += minjumpspeed - self.velocity_z;
83 if(autocvar_sv_jumpspeedcap_max != "")
85 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
86 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
88 if(!(trace_fraction < 1 && trace_plane_normal_z < 0.98 && autocvar_sv_jumpspeedcap_max_disable_on_ramps))
92 maxjumpspeed = mjumpheight * stof(autocvar_sv_jumpspeedcap_max);
94 if (self.velocity_z > maxjumpspeed)
95 mjumpheight -= self.velocity_z - maxjumpspeed;
99 if(!(self.lastflags & FL_ONGROUND))
101 if(autocvar_speedmeter)
102 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
103 if(self.lastground < time - 0.3)
105 self.velocity_x *= (1 - autocvar_sv_friction_on_land);
106 self.velocity_y *= (1 - autocvar_sv_friction_on_land);
108 if(self.jumppadcount > 1)
109 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
110 self.jumppadcount = 0;
113 self.velocity_z = self.velocity_z + mjumpheight;
114 self.oldvelocity_z = self.velocity_z;
116 self.flags &= ~FL_ONGROUND;
117 self.flags &= ~FL_JUMPRELEASED;
119 animdecide_setaction(self, ANIMACTION_JUMP, TRUE);
121 if(autocvar_g_jump_grunt)
122 PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
124 self.restart_jump = -1; // restart jump anim next time
125 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
128 void CheckWaterJump()
132 // check for a jump-out-of-water
133 makevectors (self.angles);
135 start_z = start_z + 8;
137 normalize(v_forward);
138 end = start + v_forward*24;
139 traceline (start, end, TRUE, self);
140 if (trace_fraction < 1)
142 start_z = start_z + self.maxs_z - 8;
143 end = start + v_forward*24;
144 self.movedir = trace_plane_normal * -50;
145 traceline (start, end, TRUE, self);
146 if (trace_fraction == 1)
147 { // open at eye level
148 self.flags |= FL_WATERJUMP;
149 self.velocity_z = 225;
150 self.flags &= ~FL_JUMPRELEASED;
151 self.teleport_time = time + 2; // safety net
157 .float jetpack_stopped;
158 // Hack: shouldn't need to know about this
159 .float multijump_count;
160 void CheckPlayerJump()
162 float was_flying = self.items & IT_USING_JETPACK;
164 if (self.cvar_cl_jetpack_jump < 2)
165 self.items &= ~IT_USING_JETPACK;
167 if (self.BUTTON_JUMP || self.BUTTON_JETPACK)
169 float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
170 float activate = self.cvar_cl_jetpack_jump && air_jump && self.BUTTON_JUMP || self.BUTTON_JETPACK;
171 float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || self.items & IT_UNLIMITED_WEAPON_AMMO;
172 if (self.jetpack_stopped) { }
175 if (was_flying) // TODO: ran out of fuel message
176 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
178 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
179 self.jetpack_stopped = TRUE;
180 self.items &= ~IT_USING_JETPACK;
182 else if (activate && !self.frozen)
183 self.items |= IT_USING_JETPACK;
187 self.jetpack_stopped = FALSE;
188 self.items &= ~IT_USING_JETPACK;
190 if (!self.BUTTON_JUMP)
191 self.flags |= FL_JUMPRELEASED;
193 if (self.waterlevel == WATERLEVEL_SWIMMING)
197 float racecar_angle(float forward, float down)
199 float ret, angle_mult;
207 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
209 angle_mult = forward / (800 + forward);
212 return ret * angle_mult + 360 * (1 - angle_mult);
214 return ret * angle_mult;
217 void RaceCarPhysics()
219 // using this move type for "big rigs"
220 // the engine does not push the entity!
222 float accel, steer, f, myspeed, steerfactor;
223 vector angles_save, rigvel;
225 angles_save = self.angles;
226 accel = bound(-1, self.movement_x / self.stat_sv_maxspeed, 1);
227 steer = bound(-1, self.movement_y / self.stat_sv_maxspeed, 1);
229 if(g_bugrigs_reverse_speeding)
233 // back accel is DIGITAL
234 // to prevent speedhack
244 makevectors(self.angles); // new forward direction!
246 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
248 float upspeed, accelfactor;
250 myspeed = self.velocity * v_forward;
251 upspeed = self.velocity * v_up;
253 // responsiveness factor for steering and acceleration
254 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
255 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
257 if(myspeed < 0 && g_bugrigs_reverse_spinning)
258 steerfactor = -myspeed * g_bugrigs_steer;
260 steerfactor = -myspeed * f * g_bugrigs_steer;
262 if(myspeed < 0 && g_bugrigs_reverse_speeding)
263 accelfactor = g_bugrigs_accel;
265 accelfactor = f * g_bugrigs_accel;
266 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
272 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
276 if(!g_bugrigs_reverse_speeding)
277 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
284 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
288 if(g_bugrigs_reverse_stopping)
291 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
294 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
295 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
297 self.angles_y += steer * frametime * steerfactor; // apply steering
298 makevectors(self.angles); // new forward direction!
300 myspeed += accel * accelfactor * frametime;
302 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
306 myspeed = vlen(self.velocity);
308 // responsiveness factor for steering and acceleration
309 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
310 steerfactor = -myspeed * f;
311 self.angles_y += steer * frametime * steerfactor; // apply steering
313 rigvel = self.velocity;
314 makevectors(self.angles); // new forward direction!
317 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
318 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
319 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
320 //MAXIMA: solve(total_acceleration(v) = 0, v);
322 if(g_bugrigs_planar_movement)
324 vector rigvel_xy, neworigin, up;
327 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
328 rigvel_xy = vec2(rigvel);
330 if(g_bugrigs_planar_movement_car_jumping)
333 mt = MOVE_NOMONSTERS;
335 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
336 up = trace_endpos - self.origin;
338 // BUG RIGS: align the move to the surface instead of doing collision testing
340 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
343 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
345 if(trace_fraction < 0.5)
348 neworigin = self.origin;
351 neworigin = trace_endpos;
353 if(trace_fraction < 1)
355 // now set angles_x so that the car points parallel to the surface
356 self.angles = vectoangles(
357 '1 0 0' * v_forward_x * trace_plane_normal_z
359 '0 1 0' * v_forward_y * trace_plane_normal_z
361 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
363 self.flags |= FL_ONGROUND;
367 // now set angles_x so that the car points forward, but is tilted in velocity direction
368 self.flags &= ~FL_ONGROUND;
371 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
372 self.movetype = MOVETYPE_NOCLIP;
376 rigvel_z -= frametime * autocvar_sv_gravity; // 4x gravity plays better
377 self.velocity = rigvel;
378 self.movetype = MOVETYPE_FLY;
382 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
383 if(trace_fraction != 1)
385 self.angles = vectoangles2(
386 '1 0 0' * v_forward_x * trace_plane_normal_z
388 '0 1 0' * v_forward_y * trace_plane_normal_z
390 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
398 vel_local_x = v_forward * self.velocity;
399 vel_local_y = v_right * self.velocity;
400 vel_local_z = v_up * self.velocity;
402 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
403 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
407 vector vf1, vu1, smoothangles;
408 makevectors(self.angles);
409 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
414 makevectors(angles_save);
415 vf1 = vf1 + v_forward * (1 - f);
416 vu1 = vu1 + v_up * (1 - f);
417 smoothangles = vectoangles2(vf1, vu1);
418 self.angles_x = -smoothangles_x;
419 self.angles_z = smoothangles_z;
422 float IsMoveInDirection(vector mv, float angle) // key mix factor
424 if(mv_x == 0 && mv_y == 0)
425 return 0; // avoid division by zero
426 angle -= RAD2DEG * atan2(mv_y, mv_x);
427 angle = remainder(angle, 360) / 45;
432 return 1 - fabs(angle);
435 float GeomLerp(float a, float lerp, float b)
451 return a * pow(fabs(b / a), lerp);
454 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
456 float zspeed, xyspeed, dot, k;
459 // this doesn't play well with analog input
460 if(self.movement_x == 0 || self.movement_y != 0)
461 return; // can't control movement if not moving forward or backward
464 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
469 k *= bound(0, wishspeed / autocvar_sv_maxairspeed, 1);
471 zspeed = self.velocity_z;
473 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
475 dot = self.velocity * wishdir;
477 if(dot > 0) // we can't change direction while slowing down
479 k *= pow(dot, autocvar_sv_aircontrol_power)*frametime;
480 xyspeed = max(0, xyspeed - autocvar_sv_aircontrol_penalty * sqrt(max(0, 1 - dot*dot)) * k/32);
481 k *= autocvar_sv_aircontrol;
482 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
485 self.velocity = self.velocity * xyspeed;
486 self.velocity_z = zspeed;
489 float AdjustAirAccelQW(float accelqw, float factor)
491 return copysign(bound(0.000001, 1 - (1 - fabs(accelqw)) * factor, 1), accelqw);
494 // example config for alternate speed clamping:
495 // sv_airaccel_qw 0.8
496 // sv_airaccel_sideways_friction 0
497 // prvm_globalset server speedclamp_mode 1
499 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float stretchfactor, float sidefric, float speedlimit)
507 float vel_xy_current;
508 float vel_xy_backward, vel_xy_forward;
511 if(stretchfactor > 0)
512 speedclamp = stretchfactor;
514 speedclamp = 1; // full clamping, no stretch
516 speedclamp = -1; // no clamping
521 if(autocvar_sv_gameplayfix_q2airaccelerate)
522 wishspeed0 = wishspeed;
524 vel_straight = self.velocity * wishdir;
525 vel_z = self.velocity_z;
526 vel_xy = vec2(self.velocity);
527 vel_perpend = vel_xy - vel_straight * wishdir;
529 step = accel * frametime * wishspeed0;
531 vel_xy_current = vlen(vel_xy);
533 accelqw = AdjustAirAccelQW(accelqw, (speedlimit - bound(wishspeed, vel_xy_current, speedlimit)) / max(1, speedlimit - wishspeed));
534 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
535 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
536 if(vel_xy_backward < 0)
537 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
539 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
541 if(sidefric < 0 && (vel_perpend*vel_perpend))
542 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
545 f = max(0, 1 + frametime * wishspeed * sidefric);
546 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
547 // this cannot be > 1
549 vel_perpend = vel_perpend * max(0, f);
552 fminimum = sqrt(fminimum);
553 vel_perpend = vel_perpend * max(fminimum, f);
557 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
559 vel_xy = vel_straight * wishdir + vel_perpend;
563 float vel_xy_preclamp;
564 vel_xy_preclamp = vlen(vel_xy);
565 if(vel_xy_preclamp > 0) // prevent division by zero
567 vel_xy_current += (vel_xy_forward - vel_xy_current) * speedclamp;
568 if(vel_xy_current < vel_xy_preclamp)
569 vel_xy = vel_xy * (vel_xy_current / vel_xy_preclamp);
573 self.velocity = vel_xy + vel_z * '0 0 1';
576 void PM_AirAccelerate(vector wishdir, float wishspeed)
578 vector curvel, wishvel, acceldir, curdir;
579 float addspeed, accelspeed, curspeed, f;
585 curvel = self.velocity;
587 curspeed = vlen(curvel);
589 if(wishspeed > curspeed * 1.01)
591 wishspeed = min(wishspeed, curspeed + autocvar_sv_warsowbunny_airforwardaccel * self.stat_sv_maxspeed * frametime);
595 f = max(0, (autocvar_sv_warsowbunny_topspeed - curspeed) / (autocvar_sv_warsowbunny_topspeed - self.stat_sv_maxspeed));
596 wishspeed = max(curspeed, self.stat_sv_maxspeed) + autocvar_sv_warsowbunny_accel * f * self.stat_sv_maxspeed * frametime;
598 wishvel = wishdir * wishspeed;
599 acceldir = wishvel - curvel;
600 addspeed = vlen(acceldir);
601 acceldir = normalize(acceldir);
603 accelspeed = min(addspeed, autocvar_sv_warsowbunny_turnaccel * self.stat_sv_maxspeed * frametime);
605 if(autocvar_sv_warsowbunny_backtosideratio < 1)
607 curdir = normalize(curvel);
608 dot = acceldir * curdir;
610 acceldir = acceldir - (1 - autocvar_sv_warsowbunny_backtosideratio) * dot * curdir;
613 self.velocity += accelspeed * acceldir;
616 .vector movement_old;
619 .string lastclassname;
621 .float() PlayerPhysplug;
623 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
624 .float specialcommand_pos;
625 void SpecialCommand()
630 if(!CheatImpulse(99))
631 print("A hollow voice says \"Plugh\".\n");
635 float speedaward_speed;
636 string speedaward_holder;
637 string speedaward_uid;
638 void race_send_speedaward(float msg)
640 // send the best speed of the round
641 WriteByte(msg, SVC_TEMPENTITY);
642 WriteByte(msg, TE_CSQC_RACE);
643 WriteByte(msg, RACE_NET_SPEED_AWARD);
644 WriteInt24_t(msg, floor(speedaward_speed+0.5));
645 WriteString(msg, speedaward_holder);
648 float speedaward_alltimebest;
649 string speedaward_alltimebest_holder;
650 string speedaward_alltimebest_uid;
651 void race_send_speedaward_alltimebest(float msg)
653 // send the best speed
654 WriteByte(msg, SVC_TEMPENTITY);
655 WriteByte(msg, TE_CSQC_RACE);
656 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
657 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
658 WriteString(msg, speedaward_alltimebest_holder);
661 string GetMapname(void);
662 float speedaward_lastupdate;
663 float speedaward_lastsent;
664 void SV_PlayerPhysics()
666 vector wishvel, wishdir, v;
667 float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
670 float not_allowed_to_move;
673 WarpZone_PlayerPhysics_FixVAngle();
678 maxspd_mod *= autocvar_g_keepaway_ballcarrier_highspeed;
680 maxspd_mod *= autocvar_g_movement_highspeed;
682 // fix physics stats for g_movement_highspeed
683 // TODO maybe rather use maxairspeed? needs testing
684 self.stat_sv_airaccel_qw = AdjustAirAccelQW(autocvar_sv_airaccel_qw, maxspd_mod);
685 if(autocvar_sv_airstrafeaccel_qw)
686 self.stat_sv_airstrafeaccel_qw = AdjustAirAccelQW(autocvar_sv_airstrafeaccel_qw, maxspd_mod);
688 self.stat_sv_airstrafeaccel_qw = 0;
689 self.stat_sv_airspeedlimit_nonqw = autocvar_sv_airspeedlimit_nonqw * maxspd_mod;
690 self.stat_sv_maxspeed = autocvar_sv_maxspeed * maxspd_mod; // also slow walking
692 if(self.PlayerPhysplug)
693 if(self.PlayerPhysplug())
696 self.race_movetime_frac += frametime;
697 f = floor(self.race_movetime_frac);
698 self.race_movetime_frac -= f;
699 self.race_movetime_count += f;
700 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
704 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);
708 else if(buttons == 1)
710 else if(buttons == 2)
712 else if(buttons == 128)
714 else if(buttons == 256)
716 else if(buttons == 512)
718 else if(buttons == 1024)
723 if(c == substring(specialcommand, self.specialcommand_pos, 1))
725 self.specialcommand_pos += 1;
726 if(self.specialcommand_pos >= strlen(specialcommand))
728 self.specialcommand_pos = 0;
733 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
734 self.specialcommand_pos = 0;
738 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
739 self.parm_idlesince = time;
741 buttons_prev = self.buttons_old;
742 self.buttons_old = buttons;
743 self.movement_old = self.movement;
744 self.v_angle_old = self.v_angle;
746 if(time < self.nickspamtime)
747 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
749 // slight annoyance for nick change scripts
750 self.movement = -1 * self.movement;
751 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
753 if(self.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
755 self.angles_x = random() * 360;
756 self.angles_y = random() * 360;
757 // at least I'm not forcing retardedview by also assigning to angles_z
758 self.fixangle = TRUE;
762 if (self.punchangle != '0 0 0')
764 f = vlen(self.punchangle) - 10 * frametime;
766 self.punchangle = normalize(self.punchangle) * f;
768 self.punchangle = '0 0 0';
771 if (self.punchvector != '0 0 0')
773 f = vlen(self.punchvector) - 30 * frametime;
775 self.punchvector = normalize(self.punchvector) * f;
777 self.punchvector = '0 0 0';
780 if (IS_BOT_CLIENT(self))
782 if(playerdemo_read())
789 if(self.race_penalty)
790 if(time > self.race_penalty)
791 self.race_penalty = 0;
793 not_allowed_to_move = 0;
794 if(self.race_penalty)
795 not_allowed_to_move = 1;
796 if(!autocvar_sv_ready_restart_after_countdown)
797 if(time < game_starttime)
798 not_allowed_to_move = 1;
800 if(not_allowed_to_move)
802 self.velocity = '0 0 0';
803 self.movetype = MOVETYPE_NONE;
804 self.disableclientprediction = 2;
806 else if(self.disableclientprediction == 2)
808 if(self.movetype == MOVETYPE_NONE)
809 self.movetype = MOVETYPE_WALK;
810 self.disableclientprediction = 0;
814 if (self.movetype == MOVETYPE_NONE)
817 // when we get here, disableclientprediction cannot be 2
818 self.disableclientprediction = 0;
819 if(time < self.ladder_time)
820 self.disableclientprediction = 1;
822 if(time < self.spider_slowness)
824 self.stat_sv_maxspeed *= 0.5; // half speed while slow from spider
825 self.stat_sv_airspeedlimit_nonqw *= 0.5;
830 if(autocvar_sv_dodging_frozen && IS_REAL_CLIENT(self))
832 self.movement_x = bound(-5, self.movement_x, 5);
833 self.movement_y = bound(-5, self.movement_y, 5);
834 self.movement_z = bound(-5, self.movement_z, 5);
837 self.movement = '0 0 0';
838 self.disableclientprediction = 1;
840 vector midpoint = ((self.absmin + self.absmax) * 0.5);
841 if(pointcontents(midpoint) == CONTENT_WATER)
843 self.velocity = self.velocity * 0.5;
845 if(pointcontents(midpoint + '0 0 16') == CONTENT_WATER)
846 { self.velocity_z = 200; }
850 MUTATOR_CALLHOOK(PlayerPhysics);
852 if(self.player_blocked)
854 self.movement = '0 0 0';
855 self.disableclientprediction = 1;
862 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
865 // conveyors: first fix velocity
866 if(self.conveyor.state)
867 self.velocity -= self.conveyor.movedir;
869 if (!IS_PLAYER(self))
871 maxspd_mod = autocvar_sv_spectator_speed_multiplier;
872 if(!self.spectatorspeed)
873 self.spectatorspeed = maxspd_mod;
874 if(self.impulse && self.impulse <= 19 || (self.impulse >= 200 && self.impulse <= 209) || (self.impulse >= 220 && self.impulse <= 229))
876 if(self.lastclassname != "player")
878 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209))
879 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
880 else if(self.impulse == 11)
881 self.spectatorspeed = maxspd_mod;
882 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229))
883 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
884 else if(self.impulse >= 1 && self.impulse <= 9)
885 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
886 } // otherwise just clear
889 maxspd_mod = self.spectatorspeed;
892 spd = max(self.stat_sv_maxspeed, autocvar_sv_maxairspeed) * maxspd_mod * swampspd_mod;
893 if(self.speed != spd)
897 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
898 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
899 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
900 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
903 maxspd_mod *= swampspd_mod; // only one common speed modder please!
906 // if dead, behave differently
910 if (!self.fixangle && !g_bugrigs)
913 self.angles_y = self.v_angle_y;
917 if(self.flags & FL_ONGROUND)
918 if(IS_PLAYER(self)) // no fall sounds for observers thank you very much
923 if(self.waterlevel < WATERLEVEL_SWIMMING)
924 if(time >= self.ladder_time)
927 self.nextstep = time + 0.3 + random() * 0.1;
928 trace_dphitq3surfaceflags = 0;
929 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
930 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
932 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
933 GlobalSound(globalsound_metalfall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
935 GlobalSound(globalsound_fall, CH_PLAYER, VOICETYPE_PLAYERSOUND);
946 if (self.flags & FL_WATERJUMP )
948 self.velocity_x = self.movedir_x;
949 self.velocity_y = self.movedir_y;
950 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
952 self.flags &= ~FL_WATERJUMP;
953 self.teleport_time = 0;
956 else if (g_bugrigs && IS_PLAYER(self))
960 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY || self.movetype == MOVETYPE_FLY_WORLDONLY)
962 // noclipping or flying
963 self.flags &= ~FL_ONGROUND;
965 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
966 makevectors(self.v_angle);
967 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
968 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
970 wishdir = normalize(wishvel);
971 wishspeed = vlen(wishvel);
972 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
973 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
974 if (time >= self.teleport_time)
975 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
977 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
980 self.flags &= ~FL_ONGROUND;
982 makevectors(self.v_angle);
983 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
984 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
985 if (wishvel == '0 0 0')
986 wishvel = '0 0 -60'; // drift towards bottom
988 wishdir = normalize(wishvel);
989 wishspeed = vlen(wishvel);
990 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
991 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
992 wishspeed = wishspeed * 0.7;
995 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
997 // water acceleration
998 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1000 else if (time < self.ladder_time)
1002 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
1003 self.flags &= ~FL_ONGROUND;
1006 g = autocvar_sv_gravity * frametime;
1009 if(autocvar_sv_gameplayfix_gravityunaffectedbyticrate)
1012 self.velocity_z += g;
1015 self.velocity = self.velocity * (1 - frametime * autocvar_sv_friction);
1016 makevectors(self.v_angle);
1017 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
1018 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
1019 self.velocity_z += g;
1020 if (self.ladder_entity.classname == "func_water")
1023 if (f > self.ladder_entity.speed)
1024 wishvel = wishvel * (self.ladder_entity.speed / f);
1026 self.watertype = self.ladder_entity.skin;
1027 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
1028 if ((self.origin_z + self.view_ofs_z) < f)
1029 self.waterlevel = WATERLEVEL_SUBMERGED;
1030 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
1031 self.waterlevel = WATERLEVEL_SWIMMING;
1032 else if ((self.origin_z + self.mins_z + 1) < f)
1033 self.waterlevel = WATERLEVEL_WETFEET;
1036 self.waterlevel = WATERLEVEL_NONE;
1037 self.watertype = CONTENT_EMPTY;
1041 wishdir = normalize(wishvel);
1042 wishspeed = vlen(wishvel);
1043 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1044 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1045 if (time >= self.teleport_time)
1047 // water acceleration
1048 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1051 else if (self.items & IT_USING_JETPACK)
1053 //makevectors(self.v_angle_y * '0 1 0');
1054 makevectors(self.v_angle);
1055 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1056 // add remaining speed as Z component
1057 maxairspd = autocvar_sv_maxairspeed*max(1, maxspd_mod);
1058 // fix speedhacks :P
1059 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
1060 // add the unused velocity as up component
1063 // if(self.BUTTON_JUMP)
1064 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
1066 // it is now normalized, so...
1067 float a_side, a_up, a_add, a_diff;
1068 a_side = autocvar_g_jetpack_acceleration_side;
1069 a_up = autocvar_g_jetpack_acceleration_up;
1070 a_add = autocvar_g_jetpack_antigravity * autocvar_sv_gravity;
1072 wishvel_x *= a_side;
1073 wishvel_y *= a_side;
1079 //////////////////////////////////////////////////////////////////////////////////////
1080 // finding the maximum over all vectors of above form
1081 // with wishvel having an absolute value of 1
1082 //////////////////////////////////////////////////////////////////////////////////////
1083 // we're finding the maximum over
1084 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1085 // for z in the range from -1 to 1
1086 //////////////////////////////////////////////////////////////////////////////////////
1087 // maximum is EITHER attained at the single extreme point:
1088 a_diff = a_side * a_side - a_up * a_up;
1091 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1092 if(f > -1 && f < 1) // can it be attained?
1094 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1095 //print("middle\n");
1098 // OR attained at z = 1:
1099 f = (a_up + a_add) * (a_up + a_add);
1105 // OR attained at z = -1:
1106 f = (a_up - a_add) * (a_up - a_add);
1110 //print("bottom\n");
1113 //////////////////////////////////////////////////////////////////////////////////////
1115 //print("best possible acceleration: ", ftos(best), "\n");
1118 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / autocvar_g_jetpack_maxspeed_side, 1);
1119 if(wishvel_z - autocvar_sv_gravity > 0)
1120 fz = bound(0, 1 - self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1122 fz = bound(0, 1 + self.velocity_z / autocvar_g_jetpack_maxspeed_up, 1);
1126 wishvel_z = (wishvel_z - autocvar_sv_gravity) * fz + autocvar_sv_gravity;
1129 fvel = min(1, vlen(wishvel) / best);
1130 if(autocvar_g_jetpack_fuel && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1131 f = min(1, self.ammo_fuel / (autocvar_g_jetpack_fuel * frametime * fvel));
1135 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1137 if (f > 0 && wishvel != '0 0 0')
1139 self.velocity = self.velocity + wishvel * f * frametime;
1140 if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1141 self.ammo_fuel -= autocvar_g_jetpack_fuel * frametime * fvel * f;
1142 self.flags &= ~FL_ONGROUND;
1143 self.items |= IT_USING_JETPACK;
1145 // jetpack also inhibits health regeneration, but only for 1 second
1146 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
1149 else if (self.flags & FL_ONGROUND)
1151 // we get here if we ran out of ammo
1152 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1153 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1156 makevectors(self.v_angle_y * '0 1 0');
1157 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1159 if(!(self.lastflags & FL_ONGROUND))
1161 if(autocvar_speedmeter)
1162 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1163 if(self.lastground < time - 0.3)
1164 self.velocity = self.velocity * (1 - autocvar_sv_friction_on_land);
1165 if(self.jumppadcount > 1)
1166 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1167 self.jumppadcount = 0;
1175 if (f < autocvar_sv_stopspeed)
1176 f = 1 - frametime * (autocvar_sv_stopspeed / f) * autocvar_sv_friction;
1178 f = 1 - frametime * autocvar_sv_friction;
1180 self.velocity = self.velocity * f;
1182 self.velocity = '0 0 0';
1184 Mathematical analysis time!
1186 Our goal is to invert this mess.
1188 For the two cases we get:
1189 v = v0 * (1 - frametime * (autocvar_sv_stopspeed / v0) * autocvar_sv_friction)
1190 = v0 - frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1191 v0 = v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction
1193 v = v0 * (1 - frametime * autocvar_sv_friction)
1194 v0 = v / (1 - frametime * autocvar_sv_friction)
1196 These cases would be chosen ONLY if:
1197 v0 < autocvar_sv_stopspeed
1198 v + frametime * autocvar_sv_stopspeed * autocvar_sv_friction < autocvar_sv_stopspeed
1199 v < autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1201 v0 >= autocvar_sv_stopspeed
1202 v / (1 - frametime * autocvar_sv_friction) >= autocvar_sv_stopspeed
1203 v >= autocvar_sv_stopspeed * (1 - frametime * autocvar_sv_friction)
1208 wishdir = normalize(wishvel);
1209 wishspeed = vlen(wishvel);
1210 if (wishspeed > self.stat_sv_maxspeed*maxspd_mod)
1211 wishspeed = self.stat_sv_maxspeed*maxspd_mod;
1213 wishspeed = wishspeed * 0.5;
1214 if (time >= self.teleport_time)
1215 PM_Accelerate(wishdir, wishspeed, wishspeed, autocvar_sv_accelerate*maxspd_mod, 1, 0, 0, 0);
1220 // we get here if we ran out of ammo
1221 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
1222 Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
1226 maxairspd = autocvar_sv_maxairspeed*maxspd_mod;
1227 airaccel = autocvar_sv_airaccelerate*maxspd_mod;
1231 maxairspd = autocvar_sv_maxairspeed;
1232 airaccel = autocvar_sv_airaccelerate;
1235 makevectors(self.v_angle_y * '0 1 0');
1236 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1238 wishdir = normalize(wishvel);
1239 wishspeed = wishspeed0 = vlen(wishvel);
1240 if (wishspeed0 > self.stat_sv_maxspeed*maxspd_mod)
1241 wishspeed0 = self.stat_sv_maxspeed*maxspd_mod;
1242 if (wishspeed > maxairspd)
1243 wishspeed = maxairspd;
1245 wishspeed = wishspeed * 0.5;
1246 if (time >= self.teleport_time)
1253 airaccelqw = self.stat_sv_airaccel_qw;
1254 accelerating = (self.velocity * wishdir > 0);
1255 wishspeed2 = wishspeed;
1258 if(autocvar_sv_airstopaccelerate)
1261 curdir = self.velocity;
1263 curdir = normalize(curdir);
1264 airaccel = airaccel + (autocvar_sv_airstopaccelerate*maxspd_mod - airaccel) * max(0, -(curdir * wishdir));
1266 // note that for straight forward jumping:
1267 // step = accel * frametime * wishspeed0;
1268 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1270 // dv/dt = accel * maxspeed (when slow)
1271 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1272 // log dv/dt = logaccel + logmaxspeed (when slow)
1273 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1274 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1275 if(autocvar_sv_maxairstrafespeed)
1276 wishspeed = min(wishspeed, GeomLerp(autocvar_sv_maxairspeed*maxspd_mod, strafity, autocvar_sv_maxairstrafespeed*maxspd_mod));
1277 if(autocvar_sv_airstrafeaccelerate)
1278 airaccel = GeomLerp(airaccel, strafity, autocvar_sv_airstrafeaccelerate*maxspd_mod);
1279 if(self.stat_sv_airstrafeaccel_qw)
1280 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));
1283 if(autocvar_sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1284 PM_AirAccelerate(wishdir, wishspeed);
1286 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, autocvar_sv_airaccel_qw_stretchfactor, autocvar_sv_airaccel_sideways_friction / maxairspd, self.stat_sv_airspeedlimit_nonqw);
1288 if(autocvar_sv_aircontrol)
1289 CPM_PM_Aircontrol(wishdir, wishspeed2);
1293 if((g_cts || g_race) && !IS_OBSERVER(self))
1295 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed)
1297 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1298 speedaward_holder = self.netname;
1299 speedaward_uid = self.crypto_idfp;
1300 speedaward_lastupdate = time;
1302 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1)
1304 string rr = (g_cts) ? CTS_RECORD : RACE_RECORD;
1305 race_send_speedaward(MSG_ALL);
1306 speedaward_lastsent = speedaward_speed;
1307 if (speedaward_speed > speedaward_alltimebest && speedaward_uid != "")
1309 speedaward_alltimebest = speedaward_speed;
1310 speedaward_alltimebest_holder = speedaward_holder;
1311 speedaward_alltimebest_uid = speedaward_uid;
1312 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1313 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp"), speedaward_alltimebest_uid);
1314 race_send_speedaward_alltimebest(MSG_ALL);
1321 xyspeed = vlen('1 0 0' * self.velocity_x + '0 1 0' * self.velocity_y);
1322 if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
1324 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
1325 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
1326 f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
1327 // add the extra charge
1328 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
1331 if(self.flags & FL_ONGROUND)
1332 self.lastground = time;
1334 // conveyors: then break velocity again
1335 if(self.conveyor.state)
1336 self.velocity += self.conveyor.movedir;
1338 self.lastflags = self.flags;
1339 self.lastclassname = self.classname;