7 float sv_airaccelerate;
11 float sv_airaccel_sideways_friction;
13 float sv_airstopaccelerate;
14 float sv_airstrafeaccelerate;
15 float sv_maxairstrafespeed;
16 float sv_airstrafeaccel_qw;
18 float sv_aircontrol_power;
19 float sv_warsowbunny_airforwardaccel;
20 float sv_warsowbunny_accel;
21 float sv_warsowbunny_topspeed;
22 float sv_warsowbunny_turnaccel;
23 float sv_warsowbunny_backtosideratio;
26 .entity ladder_entity;
28 .float swamp_slowdown;
32 .float spectatorspeed;
38 When you press the jump key
41 void PlayerJump (void)
45 mjumpheight = cvar("sv_jumpvelocity");
46 if (self.waterlevel >= WATERLEVEL_SWIMMING)
48 if (self.watertype == CONTENT_WATER)
49 self.velocity_z = 200;
50 else if (self.watertype == CONTENT_SLIME)
58 if (!(self.flags & FL_ONGROUND))
62 if (!(self.flags & FL_JUMPRELEASED))
65 if(self.health <= g_bloodloss)
70 if(self.runes & RUNE_SPEED)
72 if(self.runes & CURSE_SLOW)
73 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
75 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
77 else if(self.runes & CURSE_SLOW)
79 mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
83 if(g_minstagib && (self.items & IT_INVINCIBLE))
85 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
88 if(cvar_string("sv_jumpspeedcap_min") != "")
89 self.velocity_z = max(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_min"), self.velocity_z);
90 if(cvar_string("sv_jumpspeedcap_max") != "") {
91 if(trace_fraction < 1 && trace_plane_normal_z < 0.98 && cvar("sv_jumpspeedcap_max_disable_on_ramps")) {
92 // don't do jump speedcaps on ramps to preserve old xonotic ramjump style
93 //print("Trace plane normal z: ", ftos(trace_plane_normal_z), ", disabling speed cap!\n");
96 self.velocity_z = min(cvar("sv_jumpvelocity") * cvar("sv_jumpspeedcap_max"), self.velocity_z) + trace_ent.velocity_z;
99 if(!(self.lastflags & FL_ONGROUND))
101 if(cvar("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 - cvar("sv_friction_on_land"));
106 self.velocity_y *= (1 - cvar("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;
120 setanim(self, self.anim_duckjump, FALSE, TRUE, TRUE);
122 setanim(self, self.anim_jump, FALSE, TRUE, TRUE);
125 PlayerSound(playersound_jump, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
127 self.restart_jump = -1; // restart jump anim next time
128 // value -1 is used to not use the teleport bit (workaround for tiny hitch when re-jumping)
131 void CheckWaterJump()
133 local vector start, end;
135 // check for a jump-out-of-water
136 makevectors (self.angles);
138 start_z = start_z + 8;
140 normalize(v_forward);
141 end = start + v_forward*24;
142 traceline (start, end, TRUE, self);
143 if (trace_fraction < 1)
145 start_z = start_z + self.maxs_z - 8;
146 end = start + v_forward*24;
147 self.movedir = trace_plane_normal * -50;
148 traceline (start, end, TRUE, self);
149 if (trace_fraction == 1)
150 { // open at eye level
151 self.flags |= FL_WATERJUMP;
152 self.velocity_z = 225;
153 self.flags &~= FL_JUMPRELEASED;
154 self.teleport_time = time + 2; // safety net
160 float racecar_angle(float forward, float down)
162 float ret, angle_mult;
170 ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
172 angle_mult = forward / (800 + forward);
175 return ret * angle_mult + 360 * (1 - angle_mult);
177 return ret * angle_mult;
180 void RaceCarPhysics()
182 // using this move type for "big rigs"
183 // the engine does not push the entity!
185 float accel, steer, f;
186 vector angles_save, rigvel;
188 angles_save = self.angles;
189 accel = bound(-1, self.movement_x / sv_maxspeed, 1);
190 steer = bound(-1, self.movement_y / sv_maxspeed, 1);
192 if(g_bugrigs_reverse_speeding)
196 // back accel is DIGITAL
197 // to prevent speedhack
207 makevectors(self.angles); // new forward direction!
209 if(self.flags & FL_ONGROUND || g_bugrigs_air_steering)
211 float myspeed, upspeed, steerfactor, accelfactor;
213 myspeed = self.velocity * v_forward;
214 upspeed = self.velocity * v_up;
216 // responsiveness factor for steering and acceleration
217 f = 1 / (1 + pow(max(-myspeed, myspeed) / g_bugrigs_speed_ref, g_bugrigs_speed_pow));
218 //MAXIMA: f(v) := 1 / (1 + (v / g_bugrigs_speed_ref) ^ g_bugrigs_speed_pow);
220 if(myspeed < 0 && g_bugrigs_reverse_spinning)
221 steerfactor = -myspeed * g_bugrigs_steer;
223 steerfactor = -myspeed * f * g_bugrigs_steer;
225 if(myspeed < 0 && g_bugrigs_reverse_speeding)
226 accelfactor = g_bugrigs_accel;
228 accelfactor = f * g_bugrigs_accel;
229 //MAXIMA: accel(v) := f(v) * g_bugrigs_accel;
235 myspeed = max(0, myspeed - frametime * (g_bugrigs_friction_floor - g_bugrigs_friction_brake * accel));
239 if(!g_bugrigs_reverse_speeding)
240 myspeed = min(0, myspeed + frametime * g_bugrigs_friction_floor);
247 myspeed = max(0, myspeed - frametime * g_bugrigs_friction_floor);
251 if(g_bugrigs_reverse_stopping)
254 myspeed = min(0, myspeed + frametime * (g_bugrigs_friction_floor + g_bugrigs_friction_brake * accel));
257 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
258 //MAXIMA: friction(v) := g_bugrigs_friction_floor;
260 self.angles_y += steer * frametime * steerfactor; // apply steering
261 makevectors(self.angles); // new forward direction!
263 myspeed += accel * accelfactor * frametime;
265 rigvel = myspeed * v_forward + '0 0 1' * upspeed;
269 myspeed = vlen(self.velocity);
271 // responsiveness factor for steering and acceleration
272 f = 1 / (1 + pow(max(0, myspeed / g_bugrigs_speed_ref), g_bugrigs_speed_pow));
273 steerfactor = -myspeed * f;
274 self.angles_y += steer * frametime * steerfactor; // apply steering
276 rigvel = self.velocity;
277 makevectors(self.angles); // new forward direction!
280 rigvel = rigvel * max(0, 1 - vlen(rigvel) * g_bugrigs_friction_air * frametime);
281 //MAXIMA: airfriction(v) := v * v * g_bugrigs_friction_air;
282 //MAXIMA: total_acceleration(v) := accel(v) - friction(v) - airfriction(v);
283 //MAXIMA: solve(total_acceleration(v) = 0, v);
285 if(g_bugrigs_planar_movement)
287 vector rigvel_xy, neworigin, up;
290 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
294 if(g_bugrigs_planar_movement_car_jumping && !g_touchexplode) // touchexplode is a better way to handle collisions
297 mt = MOVE_NOMONSTERS;
299 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', mt, self);
300 up = trace_endpos - self.origin;
302 // BUG RIGS: align the move to the surface instead of doing collision testing
304 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, mt, self);
307 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, mt, self);
309 if(trace_fraction < 0.5)
312 neworigin = self.origin;
315 neworigin = trace_endpos;
317 if(trace_fraction < 1)
319 // now set angles_x so that the car points parallel to the surface
320 self.angles = vectoangles(
321 '1 0 0' * v_forward_x * trace_plane_normal_z
323 '0 1 0' * v_forward_y * trace_plane_normal_z
325 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
327 self.flags |= FL_ONGROUND;
331 // now set angles_x so that the car points forward, but is tilted in velocity direction
332 self.flags &~= FL_ONGROUND;
335 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
336 self.movetype = MOVETYPE_NOCLIP;
340 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
341 self.velocity = rigvel;
342 self.movetype = MOVETYPE_FLY;
346 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4', MOVE_NORMAL, self);
347 if(trace_fraction != 1)
349 self.angles = vectoangles2(
350 '1 0 0' * v_forward_x * trace_plane_normal_z
352 '0 1 0' * v_forward_y * trace_plane_normal_z
354 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y),
362 vel_local_x = v_forward * self.velocity;
363 vel_local_y = v_right * self.velocity;
364 vel_local_z = v_up * self.velocity;
366 self.angles_x = racecar_angle(vel_local_x, vel_local_z);
367 self.angles_z = racecar_angle(-vel_local_y, vel_local_z);
371 vector vf1, vu1, smoothangles;
372 makevectors(self.angles);
373 f = bound(0, frametime * g_bugrigs_angle_smoothing, 1);
378 makevectors(angles_save);
379 vf1 = vf1 + v_forward * (1 - f);
380 vu1 = vu1 + v_up * (1 - f);
381 smoothangles = vectoangles2(vf1, vu1);
382 self.angles_x = -smoothangles_x;
383 self.angles_z = smoothangles_z;
386 float IsMoveInDirection(vector mv, float angle) // key mix factor
388 if(mv_x == 0 && mv_y == 0)
389 return 0; // avoid division by zero
390 angle -= RAD2DEG * atan2(mv_y, mv_x);
391 angle = remainder(angle, 360) / 45;
396 return 1 - fabs(angle);
399 float GeomLerp(float a, float lerp, float b)
415 return a * pow(fabs(b / a), lerp);
418 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
420 float zspeed, xyspeed, dot, k;
423 // this doesn't play well with analog input
424 if(self.movement_x == 0 || self.movement_y != 0)
425 return; // can't control movement if not moving forward or backward
428 k = 32 * (2 * IsMoveInDirection(self.movement, 0) - 1);
433 k *= bound(0, wishspeed / sv_maxairspeed, 1);
435 zspeed = self.velocity_z;
437 xyspeed = vlen(self.velocity); self.velocity = normalize(self.velocity);
439 dot = self.velocity * wishdir;
441 if(dot > 0) // we can't change direction while slowing down
443 k *= fabs(sv_aircontrol)*pow(dot, sv_aircontrol_power)*frametime;
444 self.velocity = normalize(self.velocity * xyspeed + wishdir * k);
447 self.velocity = self.velocity * xyspeed;
448 self.velocity_z = zspeed;
451 // example config for alternate speed clamping:
452 // sv_airaccel_qw 0.8
453 // sv_airaccel_sideways_friction 0
454 // prvm_globalset server speedclamp_mode 1
456 void PM_Accelerate(vector wishdir, float wishspeed, float wishspeed0, float accel, float accelqw, float sidefric)
464 float vel_xy_current;
465 float vel_xy_backward, vel_xy_forward;
468 speedclamp = (accelqw < 0);
472 if(cvar("sv_gameplayfix_q2airaccelerate"))
473 wishspeed0 = wishspeed;
475 vel_straight = self.velocity * wishdir;
476 vel_z = self.velocity_z;
477 vel_xy = self.velocity - vel_z * '0 0 1';
478 vel_perpend = vel_xy - vel_straight * wishdir;
480 step = accel * frametime * wishspeed0;
482 vel_xy_current = vlen(vel_xy);
483 vel_xy_forward = vel_xy_current + bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
484 vel_xy_backward = vel_xy_current - bound(0, wishspeed + vel_xy_current, step) * accelqw - step * (1 - accelqw);
485 if(vel_xy_backward < 0)
486 vel_xy_backward = 0; // not that it REALLY occurs that this would cause wrong behaviour afterwards
488 vel_straight = vel_straight + bound(0, wishspeed - vel_straight, step) * accelqw + step * (1 - accelqw);
490 if(sidefric < 0 && (vel_perpend*vel_perpend))
491 // negative: only apply so much sideways friction to stay below the speed you could get by "braking"
494 f = max(0, 1 + frametime * wishspeed * sidefric);
495 fminimum = (vel_xy_backward*vel_xy_backward - vel_straight*vel_straight) / (vel_perpend*vel_perpend);
496 // this cannot be > 1
498 vel_perpend = vel_perpend * max(0, f);
501 fminimum = sqrt(fminimum);
502 vel_perpend = vel_perpend * max(fminimum, f);
506 vel_perpend = vel_perpend * max(0, 1 - frametime * wishspeed * sidefric);
508 vel_xy = vel_straight * wishdir + vel_perpend;
512 // ensure we don't get too fast or decelerate faster than we should
513 vel_xy_current = min(vlen(vel_xy), vel_xy_forward);
514 if(vel_xy_current > 0) // prevent division by zero
515 vel_xy = normalize(vel_xy) * vel_xy_current;
518 self.velocity = vel_xy + vel_z * '0 0 1';
521 void PM_AirAccelerate(vector wishdir, float wishspeed)
523 vector curvel, wishvel, acceldir, curdir;
524 float addspeed, accelspeed, curspeed, f;
530 curvel = self.velocity;
532 curspeed = vlen(curvel);
534 if(wishspeed > curspeed * 1.01)
536 wishspeed = min(wishspeed, curspeed + sv_warsowbunny_airforwardaccel * sv_maxspeed * frametime);
540 f = max(0, (sv_warsowbunny_topspeed - curspeed) / (sv_warsowbunny_topspeed - sv_maxspeed));
541 wishspeed = max(curspeed, sv_maxspeed) + sv_warsowbunny_accel * f * sv_maxspeed * frametime;
543 wishvel = wishdir * wishspeed;
544 acceldir = wishvel - curvel;
545 addspeed = vlen(acceldir);
546 acceldir = normalize(acceldir);
548 accelspeed = min(addspeed, sv_warsowbunny_turnaccel * sv_maxspeed * frametime);
550 if(sv_warsowbunny_backtosideratio < 1)
552 curdir = normalize(curvel);
553 dot = acceldir * curdir;
555 acceldir = acceldir - (1 - sv_warsowbunny_backtosideratio) * dot * curdir;
558 self.velocity += accelspeed * acceldir;
561 .vector movement_old;
564 .string lastclassname;
566 .float() PlayerPhysplug;
568 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
569 .float specialcommand_pos;
570 void SpecialCommand()
575 if(!CheatImpulse(99))
576 print("A hollow voice says \"Plugh\".\n");
580 float speedaward_speed;
581 string speedaward_holder;
582 void race_send_speedaward(float msg)
584 // send the best speed of the round
585 WriteByte(msg, SVC_TEMPENTITY);
586 WriteByte(msg, TE_CSQC_RACE);
587 WriteByte(msg, RACE_NET_SPEED_AWARD);
588 WriteInt24_t(msg, floor(speedaward_speed+0.5));
589 WriteString(msg, speedaward_holder);
592 float speedaward_alltimebest;
593 string speedaward_alltimebest_holder;
594 void race_send_speedaward_alltimebest(float msg)
596 // send the best speed
597 WriteByte(msg, SVC_TEMPENTITY);
598 WriteByte(msg, TE_CSQC_RACE);
599 WriteByte(msg, RACE_NET_SPEED_AWARD_BEST);
600 WriteInt24_t(msg, floor(speedaward_alltimebest+0.5));
601 WriteString(msg, speedaward_alltimebest_holder);
604 string GetMapname(void);
605 float speedaward_lastupdate;
606 float speedaward_lastsent;
607 .float jumppadusetime;
608 var float autocvar_g_movement_highspeed = 1;
609 void SV_PlayerPhysics()
611 local vector wishvel, wishdir, v;
612 local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, buttons;
615 float not_allowed_to_move;
618 // fix physics stats for g_movement_highspeed
619 self.stat_sv_airaccel_qw = copysign(bound(0, 1-(1-fabs(sv_airaccel_qw))*autocvar_g_movement_highspeed, 1), sv_airaccel_qw);
620 if(sv_airstrafeaccel_qw)
621 self.stat_sv_airstrafeaccel_qw = copysign(bound(0.001, 1-(1-fabs(sv_airstrafeaccel_qw))*autocvar_g_movement_highspeed, 1), sv_airstrafeaccel_qw);
623 self.stat_sv_airstrafeaccel_qw = 0;
625 if(self.PlayerPhysplug)
626 if(self.PlayerPhysplug())
629 self.race_movetime_frac += frametime;
630 f = floor(self.race_movetime_frac);
631 self.race_movetime_frac -= f;
632 self.race_movetime_count += f;
633 self.race_movetime = self.race_movetime_frac + self.race_movetime_count;
637 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);
641 else if(buttons == 1)
643 else if(buttons == 2)
645 else if(buttons == 128)
647 else if(buttons == 256)
649 else if(buttons == 512)
651 else if(buttons == 1024)
656 if(c == substring(specialcommand, self.specialcommand_pos, 1))
658 self.specialcommand_pos += 1;
659 if(self.specialcommand_pos >= strlen(specialcommand))
661 self.specialcommand_pos = 0;
666 else if(self.specialcommand_pos && (c != substring(specialcommand, self.specialcommand_pos - 1, 1)))
667 self.specialcommand_pos = 0;
669 if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
671 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
672 self.parm_idlesince = time;
674 buttons_prev = self.buttons_old;
675 self.buttons_old = buttons;
676 self.movement_old = self.movement;
677 self.v_angle_old = self.v_angle;
679 if(time < self.nickspamtime)
680 if(self.nickspamcount >= cvar("g_nick_flood_penalty_yellow"))
682 // slight annoyance for nick change scripts
683 self.movement = -1 * self.movement;
684 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = self.BUTTON_ZOOM = self.BUTTON_CROUCH = self.BUTTON_HOOK = self.BUTTON_USE = 0;
686 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!
688 self.angles_x = random() * 360;
689 self.angles_y = random() * 360;
690 // at least I'm not forcing retardedview by also assigning to angles_z
695 if (self.punchangle != '0 0 0')
697 f = vlen(self.punchangle) - 10 * frametime;
699 self.punchangle = normalize(self.punchangle) * f;
701 self.punchangle = '0 0 0';
704 if (self.punchvector != '0 0 0')
706 f = vlen(self.punchvector) - 30 * frametime;
708 self.punchvector = normalize(self.punchvector) * f;
710 self.punchvector = '0 0 0';
713 if (clienttype(self) == CLIENTTYPE_BOT)
715 if(playerdemo_read())
720 MUTATOR_CALLHOOK(PlayerPhysics);
722 self.items &~= IT_USING_JETPACK;
724 if(self.classname == "player")
726 if(self.race_penalty)
727 if(time > self.race_penalty)
728 self.race_penalty = 0;
730 not_allowed_to_move = 0;
731 if(self.race_penalty)
732 not_allowed_to_move = 1;
733 if(!cvar("sv_ready_restart_after_countdown"))
734 if(time < game_starttime)
735 not_allowed_to_move = 1;
737 if(not_allowed_to_move)
739 self.velocity = '0 0 0';
740 self.movetype = MOVETYPE_NONE;
741 self.disableclientprediction = 2;
743 else if(self.disableclientprediction == 2)
745 if(self.movetype == MOVETYPE_NONE)
746 self.movetype = MOVETYPE_WALK;
747 self.disableclientprediction = 0;
751 if (self.movetype == MOVETYPE_NONE)
758 if(self.runes & RUNE_SPEED)
760 if(self.runes & CURSE_SLOW)
761 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
763 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
765 else if(self.runes & CURSE_SLOW)
767 maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
771 if(g_minstagib && (self.items & IT_INVINCIBLE))
773 maxspd_mod = cvar("g_minstagib_speed_moverate");
776 if(g_nexball && self.ballcarried)
778 maxspd_mod = cvar("g_nexball_basketball_carrier_speed");
783 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
786 if(self.classname != "player")
788 maxspd_mod = cvar("sv_spectator_speed_multiplier");
789 if(!self.spectatorspeed)
790 self.spectatorspeed = maxspd_mod;
791 if(self.impulse && self.impulse <= 19)
793 if(self.lastclassname != "player")
795 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
796 self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
797 else if(self.impulse == 11)
798 self.spectatorspeed = maxspd_mod;
799 else if(self.impulse == 12 || self.impulse == 16 || self.impulse == 19)
800 self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
801 else if(self.impulse >= 1 && self.impulse <= 9)
802 self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
803 } // otherwise just clear
806 maxspd_mod = self.spectatorspeed;
809 spd = max(sv_maxspeed, sv_maxairspeed) * maxspd_mod * swampspd_mod;
810 if(self.speed != spd)
814 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
815 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
816 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
817 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
820 maxspd_mod *= swampspd_mod; // only one common speed modder please!
823 // if dead, behave differently
827 if (!self.fixangle && !g_bugrigs)
830 self.angles_y = self.v_angle_y;
834 if(self.flags & FL_ONGROUND)
839 if(self.waterlevel < WATERLEVEL_SWIMMING)
840 if(time >= self.ladder_time)
843 self.nextstep = time + 0.3 + random() * 0.1;
844 trace_dphitq3surfaceflags = 0;
845 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
846 if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
848 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
849 GlobalSound(globalsound_metalfall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
851 GlobalSound(globalsound_fall, CHAN_PLAYER, VOICETYPE_PLAYERSOUND);
859 if(self.classname == "player")
861 if(sv_doublejump && time - self.jumppadusetime > 2 * sys_frametime)
863 tracebox(self.origin + '0 0 0.01', self.mins, self.maxs, self.origin - '0 0 0.01', MOVE_NORMAL, self);
864 self.flags &~= FL_ONGROUND;
865 if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
866 self.flags |= FL_ONGROUND;
869 if (self.BUTTON_JUMP)
872 self.flags |= FL_JUMPRELEASED;
874 if (self.waterlevel == WATERLEVEL_SWIMMING)
878 if (self.flags & FL_WATERJUMP )
880 self.velocity_x = self.movedir_x;
881 self.velocity_y = self.movedir_y;
882 if (time > self.teleport_time || self.waterlevel == WATERLEVEL_NONE)
884 self.flags &~= FL_WATERJUMP;
885 self.teleport_time = 0;
888 else if (g_bugrigs && self.classname == "player")
892 else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
894 // noclipping or flying
895 self.flags &~= FL_ONGROUND;
897 self.velocity = self.velocity * (1 - frametime * sv_friction);
898 makevectors(self.v_angle);
899 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
900 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
902 wishdir = normalize(wishvel);
903 wishspeed = vlen(wishvel);
904 if (wishspeed > sv_maxspeed*maxspd_mod)
905 wishspeed = sv_maxspeed*maxspd_mod;
906 if (time >= self.teleport_time)
907 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
909 else if (self.waterlevel >= WATERLEVEL_SWIMMING)
912 self.flags &~= FL_ONGROUND;
914 makevectors(self.v_angle);
915 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
916 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
917 if (wishvel == '0 0 0')
918 wishvel = '0 0 -60'; // drift towards bottom
920 wishdir = normalize(wishvel);
921 wishspeed = vlen(wishvel);
922 if (wishspeed > sv_maxspeed*maxspd_mod)
923 wishspeed = sv_maxspeed*maxspd_mod;
924 wishspeed = wishspeed * 0.7;
927 self.velocity = self.velocity * (1 - frametime * sv_friction);
929 // water acceleration
930 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
932 else if (time < self.ladder_time)
934 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
935 self.flags &~= FL_ONGROUND;
937 self.velocity = self.velocity * (1 - frametime * sv_friction);
938 makevectors(self.v_angle);
939 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
940 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
942 self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
944 self.velocity_z = self.velocity_z + sv_gravity * frametime;
945 if (self.ladder_entity.classname == "func_water")
948 if (f > self.ladder_entity.speed)
949 wishvel = wishvel * (self.ladder_entity.speed / f);
951 self.watertype = self.ladder_entity.skin;
952 f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
953 if ((self.origin_z + self.view_ofs_z) < f)
954 self.waterlevel = WATERLEVEL_SUBMERGED;
955 else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
956 self.waterlevel = WATERLEVEL_SWIMMING;
957 else if ((self.origin_z + self.mins_z + 1) < f)
958 self.waterlevel = WATERLEVEL_WETFEET;
961 self.waterlevel = WATERLEVEL_NONE;
962 self.watertype = CONTENT_EMPTY;
966 wishdir = normalize(wishvel);
967 wishspeed = vlen(wishvel);
968 if (wishspeed > sv_maxspeed*maxspd_mod)
969 wishspeed = sv_maxspeed*maxspd_mod;
970 if (time >= self.teleport_time)
972 // water acceleration
973 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
976 else if ((self.items & IT_JETPACK) && self.BUTTON_HOOK && (!cvar("g_jetpack_fuel") || self.ammo_fuel >= 0.01 || self.items & IT_UNLIMITED_WEAPON_AMMO))
978 //makevectors(self.v_angle_y * '0 1 0');
979 makevectors(self.v_angle);
980 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
981 // add remaining speed as Z component
982 maxairspd = sv_maxairspeed*max(1, maxspd_mod);
984 wishvel = normalize(wishvel) * min(vlen(wishvel) / maxairspd, 1);
985 // add the unused velocity as up component
988 // if(self.BUTTON_JUMP)
989 wishvel_z = sqrt(max(0, 1 - wishvel * wishvel));
991 // it is now normalized, so...
992 float a_side, a_up, a_add, a_diff;
993 a_side = cvar("g_jetpack_acceleration_side");
994 a_up = cvar("g_jetpack_acceleration_up");
995 a_add = cvar("g_jetpack_antigravity") * sv_gravity;
1004 //////////////////////////////////////////////////////////////////////////////////////
1005 // finding the maximum over all vectors of above form
1006 // with wishvel having an absolute value of 1
1007 //////////////////////////////////////////////////////////////////////////////////////
1008 // we're finding the maximum over
1009 // f(a_side, a_up, a_add, z) := a_side * (1 - z^2) + (a_add + a_up * z)^2;
1010 // for z in the range from -1 to 1
1011 //////////////////////////////////////////////////////////////////////////////////////
1012 // maximum is EITHER attained at the single extreme point:
1013 a_diff = a_side * a_side - a_up * a_up;
1016 f = a_add * a_up / a_diff; // this is the zero of diff(f(a_side, a_up, a_add, z), z)
1017 if(f > -1 && f < 1) // can it be attained?
1019 best = (a_diff + a_add * a_add) * (a_diff + a_up * a_up) / a_diff;
1020 //print("middle\n");
1023 // OR attained at z = 1:
1024 f = (a_up + a_add) * (a_up + a_add);
1030 // OR attained at z = -1:
1031 f = (a_up - a_add) * (a_up - a_add);
1035 //print("bottom\n");
1038 //////////////////////////////////////////////////////////////////////////////////////
1040 //print("best possible acceleration: ", ftos(best), "\n");
1043 fxy = bound(0, 1 - (self.velocity * normalize(wishvel_x * '1 0 0' + wishvel_y * '0 1 0')) / cvar("g_jetpack_maxspeed_side"), 1);
1044 if(wishvel_z - sv_gravity > 0)
1045 fz = bound(0, 1 - self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1047 fz = bound(0, 1 + self.velocity_z / cvar("g_jetpack_maxspeed_up"), 1);
1050 fvel = vlen(wishvel);
1053 wishvel_z = (wishvel_z - sv_gravity) * fz + sv_gravity;
1055 fvel = min(1, vlen(wishvel) / best);
1056 if(cvar("g_jetpack_fuel") && !(self.items & IT_UNLIMITED_WEAPON_AMMO))
1057 f = min(1, self.ammo_fuel / (cvar("g_jetpack_fuel") * frametime * fvel));
1061 //print("this acceleration: ", ftos(vlen(wishvel) * f), "\n");
1063 if (f > 0 && wishvel != '0 0 0')
1065 self.velocity = self.velocity + wishvel * f * frametime;
1066 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
1067 self.ammo_fuel -= cvar("g_jetpack_fuel") * frametime * fvel * f;
1068 self.flags &~= FL_ONGROUND;
1069 self.items |= IT_USING_JETPACK;
1071 // jetpack also inhibits health regeneration, but only for 1 second
1072 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1075 else if (self.flags & FL_ONGROUND)
1077 // we get here if we ran out of ammo
1078 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1079 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1082 makevectors(self.v_angle_y * '0 1 0');
1083 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1085 if(!(self.lastflags & FL_ONGROUND))
1087 if(cvar("speedmeter"))
1088 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
1089 if(self.lastground < time - 0.3)
1090 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
1091 if(self.jumppadcount > 1)
1092 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
1093 self.jumppadcount = 0;
1096 #ifdef LETS_TEST_FTEQCC
1097 if(self.velocity_x || self.velocity_y)
1115 if (f < sv_stopspeed)
1116 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
1118 f = 1 - frametime * sv_friction;
1120 self.velocity = self.velocity * f;
1122 self.velocity = '0 0 0';
1126 wishdir = normalize(wishvel);
1127 wishspeed = vlen(wishvel);
1128 if (wishspeed > sv_maxspeed*maxspd_mod)
1129 wishspeed = sv_maxspeed*maxspd_mod;
1131 wishspeed = wishspeed * 0.5;
1132 if (time >= self.teleport_time)
1133 PM_Accelerate(wishdir, wishspeed, wishspeed, sv_accelerate*maxspd_mod, 1, 0);
1138 // we get here if we ran out of ammo
1139 if((self.items & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32))
1140 sprint(self, "You don't have any fuel for the ^2Jetpack\n");
1144 maxairspd = sv_maxairspeed*maxspd_mod;
1145 airaccel = sv_airaccelerate*maxspd_mod;
1149 maxairspd = sv_maxairspeed;
1150 airaccel = sv_airaccelerate;
1153 makevectors(self.v_angle_y * '0 1 0');
1154 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
1156 wishdir = normalize(wishvel);
1157 wishspeed = wishspeed0 = vlen(wishvel);
1158 if (wishspeed0 > sv_maxspeed*maxspd_mod)
1159 wishspeed0 = sv_maxspeed*maxspd_mod;
1160 if (wishspeed > maxairspd)
1161 wishspeed = maxairspd;
1163 wishspeed = wishspeed * 0.5;
1164 if (time >= self.teleport_time)
1171 airaccelqw = self.stat_sv_airaccel_qw;
1172 accelerating = (self.velocity * wishdir > 0);
1173 wishspeed2 = wishspeed;
1176 if(sv_airstopaccelerate)
1177 if(self.velocity * wishdir < 0)
1178 airaccel = sv_airstopaccelerate*maxspd_mod;
1179 // note that for straight forward jumping:
1180 // step = accel * frametime * wishspeed0;
1181 // accel = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
1183 // dv/dt = accel * maxspeed (when slow)
1184 // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
1185 // log dv/dt = logaccel + logmaxspeed (when slow)
1186 // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
1187 strafity = IsMoveInDirection(self.movement, -90) + IsMoveInDirection(self.movement, +90); // if one is nonzero, other is always zero
1188 if(sv_maxairstrafespeed)
1189 wishspeed = min(wishspeed, GeomLerp(sv_maxairspeed*maxspd_mod, strafity, sv_maxairstrafespeed*maxspd_mod));
1190 if(sv_airstrafeaccelerate)
1191 airaccel = GeomLerp(airaccel, strafity, sv_airstrafeaccelerate*maxspd_mod);
1192 if(self.stat_sv_airstrafeaccel_qw)
1193 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));
1196 if(sv_warsowbunny_turnaccel && accelerating && self.movement_y == 0 && self.movement_x != 0)
1197 PM_AirAccelerate(wishdir, wishspeed);
1199 PM_Accelerate(wishdir, wishspeed, wishspeed0, airaccel, airaccelqw, sv_airaccel_sideways_friction / maxairspd);
1202 CPM_PM_Aircontrol(wishdir, wishspeed2);
1206 if((g_cts || g_race) && self.classname != "observer") {
1207 if(vlen(self.velocity - self.velocity_z * '0 0 1') > speedaward_speed) {
1208 speedaward_speed = vlen(self.velocity - self.velocity_z * '0 0 1');
1209 speedaward_holder = self.netname;
1210 speedaward_lastupdate = time;
1212 if(speedaward_speed > speedaward_lastsent && time - speedaward_lastupdate > 1) {
1218 race_send_speedaward(MSG_ALL);
1219 speedaward_lastsent = speedaward_speed;
1220 if (speedaward_speed > speedaward_alltimebest) {
1221 speedaward_alltimebest = speedaward_speed;
1222 speedaward_alltimebest_holder = speedaward_holder;
1223 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed"), ftos(speedaward_alltimebest));
1224 db_put(ServerProgsDB, strcat(GetMapname(), rr, "speed/netname"), speedaward_alltimebest_holder);
1225 race_send_speedaward_alltimebest(MSG_ALL);
1230 if(self.flags & FL_ONGROUND)
1231 self.lastground = time;
1233 self.lastflags = self.flags;
1234 self.lastclassname = self.classname;