float Physics_ClientOption(entity this, string option, float defaultval)
{
- if(IS_REAL_CLIENT(this) && Physics_Valid(this.cvar_cl_physics))
+ if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
{
- string s = strcat("g_physics_", this.cvar_cl_physics, "_", option);
+ string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
return defaultval;
}
-void Physics_UpdateStats(entity this, float maxspd_mod)
+void Physics_UpdateStats(entity this)
{
+ // update this first, as it's used on all stats (wouldn't want to update them all manually from a mutator hook now, would we?)
+ STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
+
+ MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
+ float maxspd_mod = PHYS_HIGHSPEED(this);
+
STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
+ STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, this) = Physics_ClientOption(this, "aircontrol_sidewards", autocvar_sv_aircontrol_sidewards);
STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
{
- float movity = IsMoveInDirection(this.movement, 0);
+ float movity = IsMoveInDirection(PHYS_CS(this).movement, 0);
if(PHYS_AIRCONTROL_BACKWARDS(this))
- movity += IsMoveInDirection(this.movement, 180);
+ movity += IsMoveInDirection(PHYS_CS(this).movement, 180);
+ if(PHYS_AIRCONTROL_SIDEWARDS(this))
+ {
+ movity += IsMoveInDirection(PHYS_CS(this).movement, 90);
+ movity += IsMoveInDirection(PHYS_CS(this).movement, -90);
+ }
float k = 32 * (2 * movity - 1);
if (k <= 0)
#ifdef SVQC
- #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+ #define JETPACK_JUMP(s) CS(s).cvar_cl_jetpack_jump
#elif defined(CSQC)
float autocvar_cl_jetpack_jump;
#define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
CheckWaterJump(this);
}
-float racecar_angle(float forward, float down)
-{
- if (forward < 0)
- {
- forward = -forward;
- down = -down;
- }
-
- float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
-
- float angle_mult = forward / (800 + forward);
-
- if (ret > 180)
- return ret * angle_mult + 360 * (1 - angle_mult);
- else
- return ret * angle_mult;
-}
-
#ifdef SVQC
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand(entity this)
{
- if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
- LOG_INFO("A hollow voice says \"Plugh\".\n");
+ if(autocvar_sv_cheats || this.maycheat)
+ {
+ if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
+ LOG_INFO("A hollow voice says \"Plugh\".\n");
+ }
+ else
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
}
#endif
else
c = "?";
- if (c == substring(specialcommand, this.specialcommand_pos, 1))
+ if (c == substring(specialcommand, CS(this).specialcommand_pos, 1))
{
- this.specialcommand_pos += 1;
- if (this.specialcommand_pos >= strlen(specialcommand))
+ CS(this).specialcommand_pos += 1;
+ if (CS(this).specialcommand_pos >= strlen(specialcommand))
{
- this.specialcommand_pos = 0;
+ CS(this).specialcommand_pos = 0;
SpecialCommand(this);
return true;
}
}
- else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
- this.specialcommand_pos = 0;
+ else if (CS(this).specialcommand_pos && (c != substring(specialcommand, CS(this).specialcommand_pos - 1, 1)))
+ CS(this).specialcommand_pos = 0;
#endif
return false;
}
if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
{
// slight annoyance for nick change scripts
- this.movement = -1 * this.movement;
+ PHYS_CS(this).movement = -1 * PHYS_CS(this).movement;
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
#endif
)
{
- this.movement_x = bound(-5, this.movement.x, 5);
- this.movement_y = bound(-5, this.movement.y, 5);
- this.movement_z = bound(-5, this.movement.z, 5);
+ PHYS_CS(this).movement_x = bound(-5, PHYS_CS(this).movement.x, 5);
+ PHYS_CS(this).movement_y = bound(-5, PHYS_CS(this).movement.y, 5);
+ PHYS_CS(this).movement_z = bound(-5, PHYS_CS(this).movement.z, 5);
}
else
- this.movement = '0 0 0';
+ PHYS_CS(this).movement = '0 0 0';
vector midpoint = ((this.absmin + this.absmax) * 0.5);
if (pointcontents(midpoint) == CONTENT_WATER)
#ifdef SVQC
if (!this.player_blocked)
return;
- this.movement = '0 0 0';
+ PHYS_CS(this).movement = '0 0 0';
this.disableclientprediction = 1;
#endif
}
{
//makevectors(this.v_angle.y * '0 1 0');
makevectors(this.v_angle);
- vector wishvel = v_forward * this.movement_x
- + v_right * this.movement_y;
+ vector wishvel = v_forward * PHYS_CS(this).movement_x
+ + v_right * PHYS_CS(this).movement_y;
// add remaining speed as Z component
float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
// fix speedhacks :P
float a_up = PHYS_JETPACK_ACCEL_UP(this);
float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
- if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
wishvel_x *= a_side;
wishvel_y *= a_side;
wishvel_z *= a_up;
wishvel_z += a_add;
- if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+ if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { wishvel_z *= -1; }
float best = 0;
//////////////////////////////////////////////////////////////////////////////////////
void CSQC_ClientMovement_PlayerMove_Frame(entity this)
#endif
{
+#ifdef SVQC
+ // needs to be called before physics are run!
+ if(IS_REAL_CLIENT(this))
+ PM_UpdateButtons(this, CS(this));
+#endif
+
sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
#ifdef SVQC
- this.pm_frametime = frametime;
+ CS(this).pm_frametime = frametime;
#elif defined(CSQC)
if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
this.csqcmodel_modelflags |= MF_ROCKET;