// client side physics
bool Physics_Valid(string thecvar)
{
- return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
+ return autocvar_g_physics_clientselect && thecvar != "" && thecvar && thecvar != "default" && strhasword(autocvar_g_physics_clientselect_options, thecvar);
}
float Physics_ClientOption(entity this, string option, float defaultval)
{
- if(Physics_Valid(this.cvar_cl_physics))
+ if(IS_REAL_CLIENT(this) && Physics_Valid(this.cvar_cl_physics))
{
- string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
+ string s = strcat("g_physics_", this.cvar_cl_physics, "_", option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
{
- string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
+ string s = strcat("g_physics_", autocvar_g_physics_clientselect_default, "_", option);
if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
return cvar(s);
}
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);
{
return a == 0 ? (_lerp < 1 ? 0 : b)
: b == 0 ? (_lerp > 0 ? 0 : a)
- : a * pow(fabs(b / a), _lerp);
+ : a * (fabs(b / a) ** _lerp);
}
void PM_ClientMovement_UpdateStatus(entity this)
// set crouched
bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
- if(this.hook && !wasfreed(this.hook))
- do_crouch = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wep = viewmodels[slot];
+ if(wep.hook && !wasfreed(wep.hook))
+ {
+ do_crouch = false;
+ break; // don't bother checking the others
+ }
+ }
if(this.waterlevel >= WATERLEVEL_SWIMMING)
do_crouch = false;
if(hud != HUD_NORMAL)
// wants to stand, if currently crouching we need to check for a low ceiling first
if (IS_DUCKED(this))
{
- tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
+ tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, MOVE_NORMAL, this);
if (!trace_startsolid) UNSET_DUCKED(this);
}
}
float movity = IsMoveInDirection(this.movement, 0);
if(PHYS_AIRCONTROL_BACKWARDS(this))
movity += IsMoveInDirection(this.movement, 180);
+ if(PHYS_AIRCONTROL_SIDEWARDS(this))
+ {
+ movity += IsMoveInDirection(this.movement, 90);
+ movity += IsMoveInDirection(this.movement, -90);
+ }
float k = 32 * (2 * movity - 1);
if (k <= 0)
if (dot > 0) // we can't change direction while slowing down
{
- k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * dt;
+ k *= (dot ** PHYS_AIRCONTROL_POWER(this)) * dt;
xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
k *= PHYS_AIRCONTROL(this);
this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
bool doublejump = false;
float mjumpheight = PHYS_JUMPVELOCITY(this);
+ bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
return true;
{
doublejump = true;
mjumpheight *= 0.7;
+ track_jump = true;
}
else
{
if (!IS_ONGROUND(this) && !IS_ONSLICK(this))
return IS_JUMP_HELD(this);
- bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
if(PHYS_TRACK_CANJUMP(this))
track_jump = true;
return ret * angle_mult;
}
+#ifdef SVQC
string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
.float specialcommand_pos;
void SpecialCommand(entity this)
{
-#ifdef SVQC
if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
LOG_INFO("A hollow voice says \"Plugh\".\n");
-#endif
}
+#endif
bool PM_check_specialcommand(entity this, int buttons)
{
this.wasFlying = false;
if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
if (time < this.ladder_time) return;
- if (this.hook) return;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity weaponentity = weaponentities[slot];
+ if(this.(weaponentity).hook)
+ return;
+ }
this.nextstep = time + 0.3 + random() * 0.1;
trace_dphitq3surfaceflags = 0;
tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
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;
//////////////////////////////////////////////////////////////////////////////////////
#ifdef SVQC
this.pm_frametime = frametime;
+#elif defined(CSQC)
+ if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
+ this.csqcmodel_modelflags |= MF_ROCKET;
+ else
+ this.csqcmodel_modelflags &= ~MF_ROCKET;
#endif
}